Game Development Community

A Clean demo? (just editor and basic gui)

by Luke Jones · in Torque Game Engine · 08/05/2003 (5:47 am) · 5 replies

Has anybody done this?

All i need at the moment is just the editor and terrain loading, no multiplayer or fps stuff. (in one dir called editor).

Im asking because, why reinvent the wheel, if anyones already done it can that person share it with us (as a resource maybe?).
Id like to use it as a base for my additions to scripts and engine stuff, i find it easier to work with stuff i create myself as opposed to trying to learn what someone else has done, mostly my way of learning how stuff works.

On aside note, new_demo_branch, there is still alot of missing textures and the crossbow has errors with its collosion box .
And "Could not locate texture: fps/data/shapes/player/base.lmale"

Thanks in advance for any help anyone gives.

#1
08/05/2003 (7:43 am)
New_demo_branch is not meant (yet) to be used by anyone outside GG : they are working on it.
Use HEAD

As for your first question, I don't think anyone has made available such a ripped out demo of TGE
#2
08/05/2003 (11:19 am)
Torque sort of needs the multiplayer stuff, because it always runs client/server. This is a design approach taken as far back as Quake I... But I agree a stripped out demo would be handy for non-beginner users!
#3
08/05/2003 (4:48 pm)
Oh, ok.

I sort of remember how the client server design works, did some very simple (read, dumb) bots for quake2, some genius figured out that the bot needed to be built as a client and connect it to a free slot in the server side.

Anyways, offtopic. Im working on trying to cut out the bulk of scripts so its just the basics and a simple gui + mission loader/editor. and then i might do it as a resource and add tutorials for adding each part into script(player,vehicles,weapons). I figure this way, since your writing all the scripts yourself (with tut help/comments) it would be easier or another way to learn scripting and how the engine works.
#4
08/05/2003 (5:26 pm)
I did something very similar to figure out how the basic scripting in the demo game works. Here was my basic approach (this is done on a Windows machine, sorry if you're on a different platform):

Create new folder for my work (something like /mytorque) and copy TorqueDemo.exe, glu2d3d.dll, opengl2d3d.dll and main.cs into that folder from the /torque/example folder.

Then starting reading through main.cs. You'll see pretty quickly it wants the scripts from /torque/example/common which cover alot of editor/gui stuff, so I copied that into /myfolder/common.

The next thing you'll see is you'll want your own mod folder with its own main.cs. I just kept referencing back to the example mods (both fps and rw) to figure out how the scripts loaded in the gui files, and then get the missions loaded etc.

The basic thing is to start from main.cs and work your way down the call path of exec'ing files to get your basic system going.

Hope I helped (and didn't confuse)
#5
08/06/2003 (5:25 am)
Goodo, thats what i started doing until windows shat itself and tossed all my work out Bill's arse.....

So linux is now up and running and torque runs awesome on it and im starting all over again.