Game Development Community

DRIVE: Advanced Vehicles Kit thread

by deepscratch · in Torque 3D Professional · 11/12/2011 (9:26 am) · 121 replies

hi all,
this thread is for those of you who may need help with the kit.
also if you want to find out more about it.
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#1
11/12/2011 (12:04 pm)
Nice work deep, just a little question: can the legged vehicle be used as a ride-able horse?

Thanks.
#2
11/12/2011 (12:05 pm)
no, but in a future update there will be a ridable legged vehicle
#3
11/12/2011 (2:35 pm)
Is the coding done all in Torque script or is some in source?
#4
11/12/2011 (9:36 pm)
actually, most is done in source, but a big amount in script too.
this is a large kit, and changes quite a bit of the source.
#5
11/13/2011 (1:31 pm)
Where is this kit found?
#6
11/13/2011 (1:46 pm)
if you missed the first blog on this kit, here is a link to it

the store is located here, to get to the purchase page, click on the "game Kits" tab on top of the shop page, or, click here to go there directly.
#7
11/14/2011 (4:39 am)
I can't seem to get the 'vehicle selection' GUI to work. It seems intuitive enough; you get either a physics vehicle or a rigid one and then you click the 'Use Selected' button.

I only seem to get the 'jet' vehicle in either mission I choose and I can't seem to enter it?

#8
11/14/2011 (5:00 am)
@Rex
"alt v" to enter a vehicle, for the jet get close to the cockpit.
up and down arrows toggle the thrust levels

as for the gui no idea :p but i'll take a look later
#9
11/14/2011 (5:07 am)
the vehicle selection gui is for a racing game setup, ie, to start as the vehicle and not the player.
when torque 1.2 gets released, the kit will be updated with a racing game demo showing how it all fits together. (as stated in the blogs, the kit was intended to be released for 1.2, but due to popular demand, an early release was presented for those that wanted to get the kit immediatly)

all the vehicles are available from editor for placement ingame.

there is a controls text that describes all the new controls, mounting is by key press (alt v), and dismounting with the regular "ctrl x".

note that if flying, the dismount launches the player in the ejection seat. when on the ground, dismount is as normal (the f16_wheeled is the best example of this)
#10
11/14/2011 (9:41 am)
Ah, I see now...add them then mount them; Thanks!
#11
11/14/2011 (11:16 am)
any chance of adding a well made hovercraft or even just something like a hover skateboard. Reason I ask is it use to be a nice part of the old torque engine but is now lost and buried in countless threads and its actually pretty tricky to get one that is reasonably stable.

so might be a handy addition :)
#12
11/17/2011 (6:40 pm)
@deepscratch, first i would like to say i love the kit, but i can't get it to work. i followed the instructions that came with the kit but no cigar. i can't seem to figure it out please HELP!!

After i click the DRIVE exec file it act as if it's going to load but then freezes at the screen with "WAITING ON SERVER".
#13
11/18/2011 (12:04 am)
@Tony,
thats odd, I never got that when testing it, and others have had no issues installing it.
I suggest you try the installation again, do each step, and check the instructions at each step.
there are images in the instuctions folder displaying each step.

@TheMartian,
I'll see if I can find a script file for a hovercraft, the code side is done for them, but no scripts or examples for a hovercraft ever came with Torque3D, which is rather odd.
let me see what I can do for you.

@Everyone,
the 1.2 update should be ready next week,
I am still in the proccess of downloading the T3D 1.2 update, which seems to be taking forever.
#14
11/24/2011 (9:09 pm)
@deepscratch
I had some questions about your kit:
1 - Does it work with bullet? I saw your thread about bullet, but was confused as to the context. I don't want to assume.
2 - Does it create a vehicle base to extend vehicles from that use better physics than the old vehicles? I really want a decent class base to create my own vehicles from.
3 - Does it provide good examples of using the physics code for networked objects?
#15
11/24/2011 (9:30 pm)
@Frank,

1; yes it works with bullet(2.79)

2; yes. there are now 2 vehicle base classes, "PhysicsVehicle" and RigidVehicle". PhysicsVehicles are pure Physics and RigidVehicles are an improvement on the old Vehicle class.

3; networked Physics has always been an issue, more so with vehicles, so no on 3
#16
11/25/2011 (10:29 am)
@deepscratch
Thanks for the explanation.
#17
11/28/2011 (7:26 am)
Hi,

I've try to run the kit in multiplayer mode, but it crashes on execution after clicking the join button (it seems to break on a SFXProfile Load process) (I'm on windows XP with Visual C++ 2010 and in single player mode it works good)

- Did the kit work in multiplayer mode or is it a feature for the next release or perhaps have i miss something in the installation ?

- Have you an idea of the date of your release 1.2 ?


#18
11/28/2011 (10:24 am)
at the moment multiplayer is not an option, it always been a problem with physics.
I'm working on a moltiplayer version, it will be a post 1.2 release.

1.2 port is done, I am adding some new functionality, and the release will be soon after the holidays.
#19
12/01/2011 (12:44 pm)
hey deep any luck on a script file for hovercraft?
#20
12/01/2011 (11:27 pm)
actually yes!!

it will be part of the 1.2 release, and there will be a swamp buggy model to demonstrate it.
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