Game Development Community

"World Domination through Collaboration" RTS mod is available

by Stephen Zepp · in RTS Starter Kit · 11/29/2004 (10:31 am) · 209 replies

The RTS-SK resource/building/villager Community Mod is now available!

To login to the page, use the following:

Login: GGRTS
P/W: ggrocks

PLEASE DO NOT RELEASE THIS LOGIN OUTSIDE THE FORUMS. Until GG is able to provide a more secure site to host large resources, it is our responsibility to maintain security of the kit, and it only hurts us all if non-RTS SK license holders get access to this resource.

Some excerpts from the readme:

This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings

NOTES:

--This resource would not have been possible without the work of many community members. All known contributers are listed in the readme at the web page above--if I missed anyone, PLEASE let me know!

--The resource as a whole does tend to point your game in a certain direction, specifically the genre "standard" resource, actions, and buildings style present in many "standard" RTS games. Please feel free to modify, enhance, or simply select techniques from the resource as is required for your project.

--Liability: All known scripts, artwork, icons, and ideas are in the public domain, and license free. If you are aware of any violations of Intellectual Property within this resource, please notify me immediately and I will remove any violations from the resource.

ADDITIONAL NOTE: Recently, someone asked about how to make peons march to the building location before the building is placed. That implementation is discussed here.
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#1
11/29/2004 (11:55 am)
This has saved me ALOT of work! thanks for this resource, (to all who helped create it) it is excelent !, and yeah i noticed a bug, it might just be me, but the numbers that should be showing telling the number of resources are invisible ..?
#2
11/29/2004 (11:57 am)
@Mattinn: What resolution are you using? I triple checked that they worked fine in 800x600 as well as 1024x768.

Could you email me your console.log file? I'd like to take a quick look and see if I find anything. Email is in my profile (click on my name).
#3
11/29/2004 (12:14 pm)
Sure. but thier is one other thing that annoys me, the scripst are all packed together and i cant read anthing from it (what is happening and other such)
#4
11/29/2004 (12:15 pm)
Hey Stephen,

What all does this resource encapsulate exactly?

And is there any prerequisites for it?

Thanks man it's awesome to see this community taking off so much.
#5
11/29/2004 (1:07 pm)
@Mattinn: Not sure what you mean by "the scripts are all packed together"--do you mean there isn't enough whitespace for you? What editor, and what platform are you running on?

Also, the console.log has extensive echo lines showing pretty much everything that is happening in the resource--left there intentionally so people could watch the console and see what was going on. We left in even more debugging echo lines (commented out so they don't run) so you could get even more information if you want it.

@Chip: Basically, it's a compilation of each and every thing that many of us have been working on that is related to harvestable resources, buildings with clickable icons tied to player actions (hire unit, etc.), purchasing with your resources (to buy buildings, units, etc.), and automated "click peon onto this resource" harvesting.

It also includes a bunch of support artwork, from icons to new building models.

The only pre-req (in fact, the only baseline installation that is supported by me) is the rts-sk kit itself. The readme explains all that--the scripts, even as modular as they are, are just too complex now to support imports into previously existing but modified code environments. If you've made such extensive changes to your various script files already, best bet is to do a practice run against a fresh RTS SK install, get the resource up and working, and then import the stuff that has changed via diff/patch of some sort.
#6
11/30/2004 (3:57 am)
We will be releasing an artwork update to the resource hopefully later this week. Chip has sent me a new set of icons, and we hope to have at least some placeholder models for the TC, shop, and possibly farm as well in the near future, so stay tuned!
#7
11/30/2004 (5:21 am)
I'm getting some feedback from a few folks that the script files provided are not displaying properly in their editor--can someone confirm this? I'm thinking that folks may be using editors that don't auto-convert between file formats (Mac, unix, Windows all have different concepts of "end of line" and if they should cause a new line to be entered).

My editor (UltraEdit) does all this automatically, so it would be transparent to me. Is anyone having issues with lines appearing to run together?
#8
11/30/2004 (6:22 am)
If what you are talking about is what i think you are, then yes

i really should get ultra edit so i can work propperly though
#9
11/30/2004 (7:40 am)
Emacs and Vi handle this with no issues :)
#10
11/30/2004 (3:39 pm)
Stephen, and all contributors to this resource... you ROCK. Thank you very much. This is precisely how the RTS SK was designed to be used and extended. More gameplay design-specific stuff makes perfect sense as resource extensions to the kit.

Thanks again, very cool!
#11
11/30/2004 (5:07 pm)
@Josh: on behalf of all that worked on the resource, thanks! While of course it would be cool to have the work be a part of the SK itself in an upcoming release, I certainly agree that this is much better packaged as an add-on resource/mod!
#12
11/30/2004 (5:31 pm)
Stephen: Great work, sure many will value from this.
#13
11/30/2004 (5:35 pm)
A minor bug I've found:

in /client/scripts/selection.cs :

in the method GuiRTSTSCtrl::selectObject around line 28, change:
if(%this.getSelectionSize() == 1)
              WorkingOrders.visible = "1";
            else
              CommandMenu.visible = "1";

to

if( (%this.getSelectionSize() == 1) &&
                (%obj.getDatablock().getName() $= "villagerBlock") )
            {
              CommandMenu.visible = "0";
              WorkingOrders.visible = "1";
            }
            else
            {
              WorkingOrders.visible = "0";
              CommandMenu.visible = "1";
            }

This will allow combat units to display the command menu even if they are the only unit selected.

I will post this as part of the next release of the resource as well.
#14
11/30/2004 (5:59 pm)
I thought I had added that . . .oh well =)
#15
11/30/2004 (6:01 pm)
You caught it in the toggle selection, but not the plain click to select!
#16
12/01/2004 (11:45 pm)
[Edit: Doh! Figured it out. If you have either of the issues below look at this first and see if it's your issue. The startup directory in Release mode wasn't set to .\example. Not sure if I did this sometime (don't remember doing it) or if it's in the RTS solution configuration - so watch out for it if you have these issues.]

I'm getting a lot of these errors finding animation sequences on my console.log in either debug or release mode:

Loading compiled script starter.RTS/server/scripts/avatars/rifleman.cs.
Validation required for shape: starter.RTS/data/shapes/rifleman/rifleman.dts
Warning: (c:\dvlp\torque\bandb\engine\game\player.cc @ 290) PlayerData::preload - Unable to find named animation sequence 'back'!
Warning: (c:\dvlp\torque\bandb\engine\game\player.cc @ 290) PlayerData::preload - Unable to find named animation sequence 'side'!
Warning: (c:\dvlp\torque\bandb\engine\game\player.cc @ 290) PlayerData::preload - Unable to find named animation sequence 'fall'!
Warning: (c:\dvlp\torque\bandb\engine\game\player.cc @ 290) PlayerData::preload - Unable to find named animation sequence 'jump'!
Warning: (c:\dvlp\torque\bandb\engine\game\player.cc @ 290) PlayerData::preload - Unable to find named animation sequence 'standjump'!
Warning: (c:\dvlp\torque\bandb\engine\game\player.cc @ 290) PlayerData::preload - Unable to find named animation sequence 'land'!

and I can't run in release mode at all. It tells me 'Can't open main.cs' but it works fine in debug mode.

Before I pull my hair out trying to figure this out is anyone else seeing either of these?
#17
12/02/2004 (4:31 am)
Those actually are "warnings" in the standard form--it's not necessarily bad but TGE thinks it's important enough for you to check out.

Basically, all it's saying is those animations aren't in the model (or the directory)--if you try to call them, nothing will happen.

It actually has nothing to do with the resource--just about -all- the models I have in the base RTS SK give the warnings out as well. If you'll note, none of the animations that are missing are actually things that RTS Units can "do" in any case--jump, land, move backwards/sideways.

FYI, these messages only happen with a _DEBUG build--it's an AssertWarn in the code.
#18
12/09/2004 (8:15 pm)
I'm looking at packaging up a small update to the resource (mostly art) and realized that we haven't heard anything at all back really, negative or positive, regarding the resource.

Is anyone actually using it, and especially have you found any bugs/issues, or have you made any enchancements (not looking for more contributions, just curious how it is being used, if at all) in your projects?

Thanks in advance--feedback is always good, especially negative/constructive (but hey, pats on the back are always nice as well!).
#19
12/10/2004 (12:56 am)
I have had a quick browse of it, but then I have not really given the RTS side much attention. I'm still busy assimilating a number of fps resources and working on the engine for an fps game I hope to have finished first.

Ideally, what I would love to see is a commented resource that maybe gives me a functional overview of how units operate (ie, use weapons etc) and buildings can churn out differing units, how the resources bit works etc, accompanied by some basic art that lets me see this in action right off the bat. Without having to wad through disparate docs to try and figure it out.

I guess you could say I'm lazy, but I think something like the codesampler resources, which give specific and usable examples is really usefull, and I'm sure a version of that for the RTS kit would be very well recieved by n00bs like me..

If you want, I have a domain name, virtualcommander.com available, and I can provide hosting (free of course, although I cant provide 'unlimited' hosting, and I dont have a server providing cogent bandwidth yet, but I should have enough spare) if you would like to angle it in that sort of direction.

But I doubt I'm alone in appreciating the work thats already been done.

Cheers.
#20
12/10/2004 (6:19 am)
@Mark: Hehe..ok, I guess I need to do better "marketing":

Quote:and buildings can churn out differing units, how the resources bit works etc, accompanied by some basic art that lets me see this in action right off the bat. Without having to wad through disparate docs to try and figure it out.

That's exactly what this resource is! It's all packaged up already, including the demo art, with examples on how to "program" buildings to do different things, create different units, make buildings "cost" different amounts of resources to place (as well as hiring units costing differing amounts), etc.

I'll try to describe it's functionality more when I'm a bit more awake, come up with a better fact sheet for it!
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