Game Development Community

hard coded starter.RTS issues

by Jeff Yaskus · in RTS Starter Kit · 01/28/2010 (4:15 pm) · 3 replies

fyi - rts kit users

I've tried to replace all the references to starter.RTS with my own ... in all the Torque Scripts.

However, be advised --- use winGrep and search all files include engine, example, common

there are even hard coded references to starter.RTS within the .cc and .h code as well as the GUIs.

Might be less trouble for others, to just use starter.RTS directory and move on.

#1
01/28/2010 (4:20 pm)
even the terrain files have references to starter.RTS !!! And they are in some binary format -- is there a way to edit terrain files (.ter) ?!
#2
01/29/2010 (1:04 pm)
Yeah, but as to the terrain files, I would guess that's only a fallback thing. I suspect that the engine searches using relative paths first (re. the terrain files), and only if that fails, then maybe it uses the path that includes starter.RTS.
#3
01/29/2010 (3:41 pm)
The terrain files seem to retain the last valid path used -- when I opened them up in the game (using F11) and save them, it now uses the new paths correctly.

But for some reason, I still can't load the (4) maps from the RTS Environment kit -- they load but it takes forever for the lighting loading to complete -- and then everything is washed out / white-ish hue to it.

When I load the maps using the rts environment kit rts demo (from TGE 1.3) -- it loads them with no problems.

At this point, does appear to be a pathing issue - as I also have the files under start.RTS/data/ and makes no change.

The rest of the hard coded references (scripts and code) have been resolved though. And its now working fairly good!

I used WINGREP to search all the files in the kit and even found a hard coded starter.RTS under the common directory.