Game Development Community

No client for Torque 3D after how many years...?

by K. Silver · in Torque 3D Professional · 07/26/2013 (8:01 pm) · 42 replies

After all these years there's no basic server/client for this program? Am I missing something here? I realize there would be tweaking and rewriting, but I am amazed I cannot find something ready-made for this program.
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#1
07/26/2013 (8:57 pm)
The default templates can act as either client or server. Are you after more advanced functionality?
#2
07/26/2013 (9:00 pm)
There is as much a client/server for T3D as there was in TGE. T3D can be used purely as a client if you choose. It all depends on how you configure the engine. T3D can also act as a server on a headless machine.
#3
07/26/2013 (9:01 pm)
This post confuses me; have you never read the documentation? You can run any installation as a dedicated server, as a host(as in, you can use your "client" to host a multiplayer session), as a client or as a single player game (actually a host/client hybrid). These options have been available for over ten years.
#4
07/27/2013 (5:34 am)
T3D *is* client/server. Not sure what you're asking.
#5
07/27/2013 (2:31 pm)
Hmmm.... I think I need to find a new engine-Cryengine is looking very promising-and find a different community.... Best of luck Ron...
#6
07/27/2013 (3:08 pm)
Quote:I am amazed I cannot find something ready-made
Perhaps that is why you were placed on this planet. To bring your vision of a proper client / server to Torque. I am not being sarcastic here. It is obvious to me your definition of client/server is different than ours.

Good luck on your endeavors.
#7
07/27/2013 (4:52 pm)
@K. Silver - Torque 3D is built entirely on client/server architecture. A game that is launched by T3D can be either. Were you perhaps asking if there there was an implementation that is dedicated client only? No networking at all?
#8
07/27/2013 (5:08 pm)
Quote:Hmmm.... I think I need to find a new engine-Cryengine is looking very promising-and find a different community.... Best of luck Ron...
1. Did any of these posts offend you? And why did they? They were all proper answers.
2. Whos Ron?

Edit: Also unless you are willing to pay a million bucks for a CryEngine license, then you can't use CryEngine for commercial games. If you are just using the free version of CryEngine then you can't in any way earn money from the products you develop with CryEngine. Just a heads-up.
#9
07/27/2013 (6:26 pm)
It is good to know what you're talking about:
Quote:"CryENGINE® 3 Independent Developers Platform
We want you to make games with CryENGINE® 3 that people will want to play. We hope that your work will lead to a product you can commercialise. If this is the case, before you can sell your work or your game, you must seek a development license for CryENGINE® 3. We’ll offer a royalty-only license model for Independent Developers, where Crytek require only 20% of the developer’s revenues from the commercial launch of their game."
#10
07/27/2013 (7:14 pm)
@K. Silver,
It is great that you found an engine that will give you the tools you need to build your game. Let us know how you get along. As developers that work on various projects using different technology it would be really great to see how people leverage other game technology to complete their visions.
#11
07/27/2013 (8:15 pm)
Now that thread was odd???????????? The OP asked a question and many people came here to be friendly and answered his question as well as corrected the OP's wrong understanding of the Torque 3D engine, and now the OP runs away for a cry engine who demand ONLY 20 percent in royalties????

To troll or not to troll, that is the question we all ask?
#12
07/27/2013 (8:34 pm)
That is exactly why I checked out another community. It's not "what" you say that is communicated, but "how" you say it. You want to be arrogant about things... go right ahead. This is one reason why Torque is failing to continue to attract fresh faces. You folks want to be clique-ish about things, please be my guest. I was here 8 years ago. The community isn't growing. It's failing.

If you are so blind that you cannot see what was going on, then I pity you. The truth is, I spent all day reviewing the community and the product over at cry.dev..... I like what I have seen and read.... I like the community. Very helpful as with another art site my wife uses. We have to work together and so far, the last 2-3 weeks with Torque has a been a nightmare for both of us.

20% royalties for the highest quality engine available in the market, great support, and unpretentious community? It works. The truth is, Torque has serious issues. Please, (as a starter) make a working river-not a long, skinny lake. I worked (wasted) for days on the problem only to find out it is still an unresolved issue. I have no problem with that, but don't preach to me how great Torque is.... and get arrogant because you're you have no other basis to stand on. You call paying customers.... yes, that's right.... I paid for my products....... you call them trolls because they refuse to stand for your arrogance??? Yeah, y'all got my money. Fine. But, you no longer have my support, nor do you have it on my publishing site any longer.
#13
07/27/2013 (8:49 pm)
Just wanted to see why everyone wants to jump to say Torque has a client/server but no one is explaining how to access it or implement it (Maybe I'm too new to this 'game' to understand...sorry).

JW =)

Best regards'
~GS
#14
07/27/2013 (9:20 pm)
Okay, K. Sliver, fair enough. You are angry. But people here answered your question very well. They told you that the engine had a client/server built. In the scripts folder(also under core folder) you will see folders called client and server as well. In the documentation you can also see diagrams of the structure.

You can also read about this under documentation which you find above. What is this? People help out and you start talk cry engine. Well I guess it is a fine engine, but if you do not wish to get any answers then why do you ask the community then?

I mentioned the troll thing because you did not even notice how the members here tried to lead you in the right direction. If I have offended you by asking if this was a troll question then I apologize, but I sure do not get how come you ask questions and then do not want to accept the answers.

No one here is arrogant. We simply just point you to the very well written documentation.

The script documentation has some good stuff you can read about.

So to answer your question, yes Torque has a client side and also a server side. They can be found in your script folders under their respective names(see this directory tour). After that I strongly advice you to do the tutorials made for you. They will open your eyes for a great engine with great possibilities.

Please ask again if you need any more assistance.

Best,

Dwarf King

#15
07/27/2013 (9:29 pm)
You have to ask your self how much profit you can make with an indie game. Because handing over 20% of the revenue sounds a loss to a lot of indie developers to me. If you don't care about making profit (non sustainable business) then of course you go for the tools that brings you most joy.

Torque is client/server, it's not something you can switch on or off. In my case, developing a single player game is sometimes troublesome as I don't need it and I think it only slows things down.
#16
07/27/2013 (9:37 pm)
". I was here 8 years ago. The community isn't growing. It's failing."

it looks like that it is failling but it is actually growing.
slowly, considering unity or cry engine community.

i bet cryengine will not be able to provide u as much support(for free) as t3d in case of multiplayer and for porting games on different platform.

"Just wanted to see why everyone wants to jump to say Torque has a client/server but no one is explaining"

sorry.actually guys hates to hear that when everybody is trying hard to make t3d awesome.
t3d is getting it's awesomeness but not much user friendliness for absolute beginners.

" how to access it or implement it (Maybe I'm too new to this 'game' to understand...sorry)."

How exactly does the client-server architecture work in Torque3D
https://www.garagegames.com/community/forums/viewthread/82889/1#comment-579259
http://www.garagegames.com/community/forums/viewthread/62037/1

after reading those,still if u insist to have a client only version of t3d then here is the instructions:
http://www.garagegames.com/community/forums/viewthread/124007/2#comment-847412



@k-silver,
u should now realize, how much little u know about torque architecture(although u have payed for a torque engine).do some research before buying digital things that u do not know about.
#17
07/27/2013 (9:40 pm)
@K. Silver,

Quote:No client for Torque 3D after how many years...?
Despite the taint of negativity in this title we were absolutely professional in our responses.

The reality is it appeared (to me anyway) you only posted to vent your frustration. From what I can tell the community responded in a manner to try and find a solution. When we didn't engage in your attempt to cause a rise from the community you then had to save face. In order to save face you invented the "arrogance" argument in order to make yourself look like the "good guy" in your mind. All it does is completely make transparent your original motives. The fact is nobody has a clue with what you think client/server are. That is a moot point as it is now clear (to me) the intent was not to understand.

I am sorry if your skill mix makes it more difficult for you to understand how to use the engine. If that is the case then by all means use another engine. Just don't burn bridges because I guarantee you will interact with developers from here another time with a different engine. Every project every developer takes part in has differing requirements. One project might be using Unity, Unreal, Torque or CryEngine. So your reputation matters here even if you use another engine. Don't be the guy that people avoid.

However, on the off chance you actually want to understand the engine here is the relevant data for the client/server architecture:
tdn.garagegames.com/wiki/TorqueNetworking
I have no idea if this is the answer you are looking for.

@Gloria,
Check out the link. Also look at the game directory structure. It is divided into client/server scripts. Another good source of info are the various books about the TGE and T3D. The client/server architecture has not changed much. I am not going to say T3D is an easy engine to work with. But it is a good engine that does require a sophisticated skill set to really make the most of it. However, with enough desire and determination I believe anyone can acquire the necessary skills to do so. Or partner with people who have the skills you need.

Good luck to both of you.

#18
07/27/2013 (9:55 pm)
EDIT: Oh, I missed a ton of posts. I thought I was posting after Gloria. Well, lemme go through and see what I need to change...

Sorry if my avatar looks a bit thuggish ;). You're both right - we can be a very insular community, and the transition to MIT hasn't been a smooth road.

But. This thread confuses me - from our POV, yes, you were missing something, and we answered your question with the invitation for you to learn more. I can speak for myself and say I wasn't sure if you were even referring to the client/server infrastructure that has existed since TGE, or if you wanted to know more about master servers and so on. Which is why I mentioned advanced functionality.

Gloria - there's definitely a bit of old-timer bias coming in there. Torque has had a client and server since the days of Tribes, so to a lot of us it's just second nature. The server isn't something to be explained, it's just... there! You can host a multiplayer game from the Full template as far as I'm aware (admittedly, a crap one :P).

What we can tell you from there depends on why you're asking! Torque has a client/server... what do you need to do with it?

Sorry things got a bit out of hand. I hope you find the engine that's right for you two!

EDIT: Nope, nothing to add.
#19
07/27/2013 (10:16 pm)
Actually, K does bring up an interesting point. Namely, that we have a tendency to be arrogant and adopt something of an "us vs them" mentality. The message should be taken to heart, if not the messenger.
#20
07/27/2013 (10:20 pm)
"How to" - read the documentation.

Quick overview:
myT3DGame -dedicated -mission levels/myLevel.mis

The ability to host a multiplayer game is right in the main menu - click Play, then check the "Host" box.

Joining locally hosted games is done from (oddly enough) the "Join" button on the main menu.

All of the snivelling about how rude everyone is and you didn't even look at the default project game's main menu. The next time you ask a question please try to illustrate that you have at least attempted to figure it out on your own and don't bring this "all of these years and you still don't have this feature that you actually do have but I was too lazy to even attempt to figure out."

TANSTAAFL, buddy, and the price of admission here is pretty cheap - free software and all anyone here asks is that you at least try to figure it out before you start crying....

@Dan - perhaps, and perhaps not. The more effort you put into learning something the more willing I am to help. The original post was strongly indicative of a complete lack of effort on the OP's part, so I pointed him at the docs.
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