Useing RW for own game?
by Wayne Eversole · in General Discussion · 09/22/2004 (9:28 am) · 18 replies
Are we allowed to use RW sorce for our own projects? Currently you all have loads of stuff added that I have been trying to add to my own sorce but with no luck. only thing I have gotten to work is the melee system and also would it be hard to add the Synapse lighting pack to?
Thanks
Thanks
About the author
#2
I should be able to get lots of work going now :)
Thanks GG
09/22/2004 (11:07 am)
Thanks Foster, I wasint sure if we were able to use it and wonted to ask.I should be able to get lots of work going now :)
Thanks GG
#3
Im going to try and do it the hard way since i cannot get the patch to work with RW sorce and see how it goes.
Thanks
09/23/2004 (5:17 am)
I have one more question, anyway you can fix a patch to install Synapse lighting pack for those of us who have it :)Im going to try and do it the hard way since i cannot get the patch to work with RW sorce and see how it goes.
Thanks
#4
precipitation.cc
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(36) : error C2065: 'mDropName' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(36) : error C2440: '=' : cannot convert from 'const char *' to 'int'
This conversion requires a reinterpret_cast, a C-style cast or function-style cast
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(37) : error C2065: 'mSplashName' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(37) : error C2440: '=' : cannot convert from 'const char *' to 'int'
This conversion requires a reinterpret_cast, a C-style cast or function-style cast
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(39) : error C2065: 'mDropSize' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(40) : error C2065: 'mSplashSize' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(41) : error C2065: 'mUseTrueBillboards' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(42) : error C2065: 'mSplashMS' : undeclared identifier
and so on, that was from the latiest download and useing vc6 and windows 2k.
Thanks
09/23/2004 (7:13 am)
Also i get 100 or so errors sayingprecipitation.cc
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(36) : error C2065: 'mDropName' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(36) : error C2440: '=' : cannot convert from 'const char *' to 'int'
This conversion requires a reinterpret_cast, a C-style cast or function-style cast
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(37) : error C2065: 'mSplashName' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(37) : error C2440: '=' : cannot convert from 'const char *' to 'int'
This conversion requires a reinterpret_cast, a C-style cast or function-style cast
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(39) : error C2065: 'mDropSize' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(40) : error C2065: 'mSplashSize' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(41) : error C2065: 'mUseTrueBillboards' : undeclared identifier
d:\torque stuff\copy of realmwars\engine\game\fx\precipitation.cc(42) : error C2065: 'mSplashMS' : undeclared identifier
and so on, that was from the latiest download and useing vc6 and windows 2k.
Thanks
#5
Though my idea is more of a "Mod" perhaps.
Working title is "Legion of the Dragon".
09/23/2004 (6:19 pm)
Actually, I'd like to do something like this. Though my idea is more of a "Mod" perhaps.
Working title is "Legion of the Dragon".
#6
Will check today evening, if I forgot to check in the most recent one.
Regarding the lightning pack:
I don't think that it is a good idea, to do a "LightningPack enable" version of RW.
RW is already going slow, because of not so much participation. Maintaining another version could kill the project.
RW is a kind of first class TGE demo project. It's for people to learn and experiment using good quality code.
If people have learned something from RW they should have no problems adding the LightningPack to their own project.
Not to mention, that there are more GG Packs to come. People will ask why RW will not support e.g. the RTS pack, too.
-- Markus
09/24/2004 (2:06 am)
The errors look like the precipation.h file is not up to date.Will check today evening, if I forgot to check in the most recent one.
Regarding the lightning pack:
I don't think that it is a good idea, to do a "LightningPack enable" version of RW.
RW is already going slow, because of not so much participation. Maintaining another version could kill the project.
RW is a kind of first class TGE demo project. It's for people to learn and experiment using good quality code.
If people have learned something from RW they should have no problems adding the LightningPack to their own project.
Not to mention, that there are more GG Packs to come. People will ask why RW will not support e.g. the RTS pack, too.
-- Markus
#7
As Markus said you should be able to integrate it yourself with the notes/documentation from the add-on as well as knowing the code that your are pushing at in Torque.
Logan
09/24/2004 (6:51 am)
The biggest issue with rolling in these extra add-ons that people have to purchase into Realm Wars is that we would have to lock-out access to certain files to ensure that no one steals these very assets. Needless to say its a can of worms that we don't want to do.As Markus said you should be able to integrate it yourself with the notes/documentation from the add-on as well as knowing the code that your are pushing at in Torque.
Logan
#8
Now you should be able to compile without errors.
-- Markus
09/24/2004 (12:58 pm)
Update the precipitation.h file in the CVS.Now you should be able to compile without errors.
-- Markus
#9
09/24/2004 (5:46 pm)
Thanks Markus ill give it a shot asap.
#10
09/25/2004 (5:17 am)
Thanks Markus ill give it a shot asap.
#11
Thanks agin
09/25/2004 (5:18 am)
Well , I tryed it agian and it works great , thanks man, I am going out of town for while so I will try the lighting code when I get back. Thanks agin
#12
THanks
10/03/2004 (4:15 am)
Just wondering that since we can use this to make our own game does that also mean that we can sell it also?THanks
#13
10/03/2004 (7:18 pm)
I would ask that if you do use anything from Realm Wars in what you release that you please give credit to the developer(s) who worked or gave you the basis for what you have done or are doing. If you need to find out who did what please email me.
#14
10/04/2004 (4:47 am)
Great thanks guys
#15
-ner
10/04/2004 (12:46 pm)
@L Foster: Would it not be good enough to use a list of credits from the "rw\client\ui\1. Credits.hfl" file? Or has that not been updated in awhile?-ner
#16
10/04/2004 (1:26 pm)
There have been some updates Dan.
#17
I noticed this has been an issue for a couple of other users reading through the posts but I can't seem to see any suggestions other than to use an older build.
Any ideas anyone?
02/06/2005 (4:26 pm)
I recently decided to add realmwars to my project but i'm having some issues when connecting to a dedicated server. The client seems to lock up at loading datablocks and there's nothing to indicate a problem in console.log.I noticed this has been an issue for a couple of other users reading through the posts but I can't seem to see any suggestions other than to use an older build.
Any ideas anyone?
#18
At least you can see, what is executed up to the lockup.
Otherwise it's hard to tell.
02/07/2005 (12:08 am)
Posting the console.log would be a good idea anyway.At least you can see, what is executed up to the lockup.
Otherwise it's hard to tell.
Associate Logan Foster
perPixel Studios