Game Development Community

Official Torque 2D Documentation Feedback

by Michael Perry · in Torque 2D Beginner · 02/12/2013 (1:27 pm) · 22 replies

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This Thread Is The Official Documentation Feedback Area For Torque 2D MIT

If you want to quick search for all Torque 2D Doc Updates, perform a keyword search in your browser for
"Documentation Update"
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Official T2D Wiki

By using this thread as a central source to leave documentation feedback, we can keep the other forums clean.

Feel free to post any criticism, suggestions, bugs (missing images or dead hyperlinks), outdated information, etc.

Purpose of the Thread:
- Provide a central thread for Torque 2D MIT users to post their thoughts, suggestions, and criticisms about documentation.

Targets:
- Official T2D MIT wiki on GitHub

Suggestions for Posts:
- What is the #1 thing you would like added to the official docs?
- What area of the docs do you think needs the most work?
- What do you see in other tech docs, be it for other Torque engines or non-Torque tech, that you think would be beneficial to have in the docs?
- Bring attention to resources, tutorials, articles, or community member submissions you think should be merged into the official docs
...etc, etc

So, the overall concept of this thread is pretty simple. This is your chance to talk until your face turns blue about what you want from the docs.

Be as clear, descriptive, and specific as you can!

You can find the archived feedback thread from the beta here: Beta Documentation Feedback.

Contributions

Remember, Torque 2D MIT is a community engine. Everyone is invited to help improve the experience, especially when it comes to documentation. If you want to write tutorials or guides for the official wiki, go for it! If you have links to your own tutorials that you want to share, post them here and we will link to them on our wiki.
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#1
02/13/2013 (9:52 am)
New docs for the following:

Introduction
Contributing
Steering committee charter
TorqueScript Overview
TorqueScript Syntax
Directory tour

Please take some time to read through the docs and provide feedback.
#2
02/13/2013 (10:58 am)
Looking good, and a lot more information for newer members. Just a few things I noticed as I perused through.
While not listed as an editor, I have been an avid fan of ConText, it has provided me as a great and useful tool. www.contexteditor.org/
Of course I recently got Torsion, and well.. now I don't use ConText as much, but it does suffice for opening up the Taml's.. if only Torsion could open those....

Next up, Syntax:
There appears to be several single quotes (') in front of several of the Relational Operators, probably should not be there. Also, there isn't a grouping for Miscellaneous Operators, and though partially covered throughout, the Conditional Operator isn't ever mentioned: ? :
Also some others listed in the existing 2D official documentation would probably assist (like brackets, grouping, etc..)

Keep up the good work!
#3
02/13/2013 (12:08 pm)
Torsion can open taml files, you just have to add the .taml extension to the list of files torsion recognizes.

Great start on the wiki. Minor quibble, the pictures for the module and tools folder contents don't show the parent folder. Should be easy enough to figure out but might cause new users a bit of confusion since the text on the side does not specifically refer to where those contents are either.
#4
02/13/2013 (12:11 pm)
@Mike - Yes, you can use Torsion to edit TAML files. You'll have to be careful, though. Torsion will try to compile the TAML files and can throw an error. I mainly use Visual Studio on Windows and AppCode on OS X for editing TAML.

Thanks for the heads up on the folder images. I'll update them to show the parent, probably tomorrow since I'm in the middle of a few other docs.
#5
02/13/2013 (12:37 pm)
@Mich - to be honest, I haven't seen a single dso file so far from either the engine or torsion. I'm guessing in torsion's case it is because I have pre compile turned off, but I figured you set the engine's default to not generate compiled scripts either.
#6
02/13/2013 (12:43 pm)
@Mike - You are correct in your assumption. We have disabled DSO generation in the defaults. You can manually call the compile function, or enable automatic DSO generation in the torqueConfig.h file. I have it listed in case someone comes across a DSO while working on another user's project.
#7
02/19/2013 (7:01 am)
In the Taml guide, there is an XML format section where an example with a book list is shown. The XML format shows the SimSet with a title of "My Book List" but I do not see that title definition anywhere in the script setup.
#8
02/19/2013 (7:22 am)
@Mike - Good catch. I've updated the doc to show where the title is set.
#9
02/19/2013 (10:24 am)
I'll talk more about this in my next blog, but we just uploaded our first pass at the engine reference documentation. It is being hooked up to our automated build server. This means, whenever a change is made to the master branch, the reference documentation will automatically get updated and pushed to this location: Torque 2D Reference Documentation. The content is far from finished, but it's a great start if you ask me!
#10
02/19/2013 (10:27 pm)
Thanks Mike, that was my typo. Thanks Mich for fixing it. :)
#11
03/30/2013 (9:53 pm)
I have no idea where this should go, but the Getting Started guide has a broken link in Part 5 (assets - https://github.com/GarageGames/Torque2D/wiki/Getting-started-guide#chapter-5-creating-and-utilizing-assets). It is under this line:

Quote:Download the following image to your /scripts/assets/ folder

It then links to here: https://raw.github.com/wiki/GarageGames/Torque2D/Getting_Started_images/ship4.png



#12
04/24/2013 (6:34 am)
I have a request for some documentation: A complete list of callbacks. It says in the Scripting Tutorial you can search via Visual Studio, but when I tried I couldn't find anything relevent.
#13
04/24/2013 (7:12 am)
@Chase - We are certainly going to be working on that soon. Charlie is spearheading the logistics of using Doxygen to generate the pages. For now, you can find the callbacks. Search the solution for "Con::executef", without quotes. That will return search results for callbacks.
#14
04/25/2013 (4:37 am)
Can you perhaps give an example of what I am supposed to see? I pasted the above (without quotes) into the Solution Explorer's Search box in Visual Basic 2012 and there's nothing I can make sense of.

Edit: Nevermind. I found a couple things, but it's obvious I'm not going to understand how to use them until it goes in the wiki.
#15
05/09/2013 (8:05 pm)
Hello,I don't know what you are supposed to do at "Getting Started Guide"
"Chapter 2:Compiling The Engine".It makes no sense to me.I don't understand
the video tutorial either.Could you please explain the process step by step
to the last detail please.
#16
05/10/2013 (12:44 am)
Hello Sebastian - If you want to get started with T2D right away, you can download a precompiled version from the main T2D wiki page on Github, then you can skip chapter 2. If you would like to learn how to compile the source, could you tell us what type of computer you are using, Windows or Mac? If Windows, what version of Visual Studio do you have, 2010 or 2012?
#17
05/10/2013 (5:10 pm)
I'm sorry but I can' t seem to find the precompiled version.Am I looking
at the right place?I went to GitHub,then went Garage Games,Torque 2D.And
I came up to the main Torque 2D wiki.I downloaded the binary and came to
the same conclusion. I don' t know where the main editor .exe is. If I
have to resort to compiling my own engine then...I am working on Windows.And I don' t have Visual Studio.I am wondering whether there is
a light weight version of Visual Studio.Visual Studio seems to be a bit
hard disk intensive.(7GB).[Also when I extract the Torque 2D .ZIP folder
(I am using 7zip and WinZip,I tried them both) It comes up with 18 errors
of "unsupported compression method".What' s that about?]
#18
05/10/2013 (11:11 pm)
Sounds like you have downloaded the binary from the right place. After unzipping the download, you should have a Torque2D-2.0 folder. In that folder is a file called Torque2D.exe, I just downloaded it myself and it is there. If you are getting errors when unzipping, are you using some sort of download manager program? Try downloading the file without it.

I'm not aware of any "light" version of Visual Studio. The Microsoft site recommends having 10GB of free disk space.
#19
05/11/2013 (1:52 am)
Yes okay,but do the errors effect anything.
I downloaded it but I don't get the editor.ALL I GET,is some demo.(Which
evolves rodeo cars).I do get a Torque2D.exe but when I open it all I get
is a damn demo.Please tell me what's going on.
#20
05/11/2013 (2:51 am)
There is no editor, everything has to be done with scripting. The getting started guide on the wiki can help you learn the basics. Since you have everything set up, start with chapter 3.
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