"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.
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.
#122
09/14/2005 (10:32 am)
They haven't gotten back to me yet--looks like they had to back up the server from tape and didn't get everything across yet. Will let you know as soon as I can find a copy of it somewhere, or if someone in the forums still has the original installer I'd love to grab a copy myself!
#123
Must be a DNS issue... Windows has some really odd DNS caching behavior.
It appears to all be intact... would you like me to e-mail it back to you?
09/14/2005 (12:06 pm)
That's really odd... I was able to download it from my Linux box but not my WindowsXP box... Must be a DNS issue... Windows has some really odd DNS caching behavior.
It appears to all be intact... would you like me to e-mail it back to you?
#124
I don't really need a copy, I just need the server to be fully functional again, so I'll keep pounding on them! They may have changed the virtual domain hosting on it and it's cached somewhere, you are probably correct on that.
09/14/2005 (7:10 pm)
Hrm. that is interesting. I can't get to it from my windows box either.I don't really need a copy, I just need the server to be fully functional again, so I'll keep pounding on them! They may have changed the virtual domain hosting on it and it's cached somewhere, you are probably correct on that.
#125
Or could someone please re-upload it somewhere?
09/15/2005 (12:40 pm)
Hi, I would really like to try this resource, could you maybe send it to me via email? kontakt@arturh.com, you can send it via yousendit.com, THANKS :)Or could someone please re-upload it somewhere?
#127
09/15/2005 (8:45 pm)
Awesome resource... thanks for the hard work, Stephen. I was slightly disappointed when I first got the RTS starter kit, just because from the engine standpoint it didn't really give me anything other than the little green circles (almost worth the $50, but not quite), but the updated scripts with the resource gathering definately makes it worthwhile... thanks for your continued support on this. Up from three stars to five stars in my book.
#128
That resource was written entirely in script. There was just one or two minor bugs in the original RTS-SK (which have subsequently been fixed, AFAIK) that we changed on our personal project, but the rest of it was implemented with the functionality the RTS-SK provided!
In other words, it is exactly what it was advertised as: a Starter Kit. Using the underlying functionality provided, you can do some pretty amazing things, as the resource demonstrates!
09/15/2005 (9:06 pm)
Not a problem at all, but keep in mind one thing:That resource was written entirely in script. There was just one or two minor bugs in the original RTS-SK (which have subsequently been fixed, AFAIK) that we changed on our personal project, but the rest of it was implemented with the functionality the RTS-SK provided!
In other words, it is exactly what it was advertised as: a Starter Kit. Using the underlying functionality provided, you can do some pretty amazing things, as the resource demonstrates!
#129
Although I'm very familiar with the engine and how to enhance it, the scripting language is unknown territory. That's why this resource really gave me a leg up, even more so than the original starter kit... I'm sure most people would disagree with me, just because probably most people know the scripting better than I do.
Thanks again for your help.
09/15/2005 (9:49 pm)
Yes, you can do some quite amazing things with the starter kit... sorry, wasn't trying to knock it. Although I'm very familiar with the engine and how to enhance it, the scripting language is unknown territory. That's why this resource really gave me a leg up, even more so than the original starter kit... I'm sure most people would disagree with me, just because probably most people know the scripting better than I do.
Thanks again for your help.
#131
09/16/2005 (12:31 am)
Still seems busted on my Windows XP box, but still works on Linux. Possibly it's a timeout because it literally takes minutes before it starts to download. Both OS's I'm using Firefox, so I don't think it's a browser issue. If you have a Linux box, maybe try that route.
#132
EDIT: Bah, you are correct. Don't ask me why, but they made me change the path to the link from "examples" to "newExamples", but due to additional difficulties with the site, I can't change the actual html intro page.
Simply change the URL to say newExamples instead of examples, and you should be fine.
09/16/2005 (5:52 am)
Hmmm...I'm getting to the link on my Windows XP-Pro box with no difficulties. I'll try from work tomorrow on my laptop as well as desktop. Is anyone else still having problems?EDIT: Bah, you are correct. Don't ask me why, but they made me change the path to the link from "examples" to "newExamples", but due to additional difficulties with the site, I can't change the actual html intro page.
Simply change the URL to say newExamples instead of examples, and you should be fine.
#134
any sugestions?
Thanks
12/13/2005 (12:58 pm)
I have tryed to log into the resorce above and ask for user name and passwor and my gg password will not work.any sugestions?
Thanks
#135
12/13/2005 (1:01 pm)
The login and password are provided in the very first message in this thread.
#136
12/13/2005 (1:40 pm)
Oops lol, didint see that. sorry
#137
1. Had to remove the DSOs, which is easy with the 1.4 removeDSOs.bat
2. used forums to learn how to install Visual Studio Express (I use Eclipse at work)
3. copied starter.rts over into SDK/examples/starter.rts
4. made the necessary engine changes in SDK/engine (changing isServerConnection to isConnectionToServer) as recommended somewhere else.
5. Moved some mThread lines from the private section of shapeBase.h into the protected section.
And WOW, nice resource! Even have exploding detonations. I will have to explore more later, on my own time.
01/02/2006 (11:02 pm)
I've been using the RTS kit at work for stuff. Now I've installed it at home, to try the World Domination resource and to make it work with Torque 1.4. 1. Had to remove the DSOs, which is easy with the 1.4 removeDSOs.bat
2. used forums to learn how to install Visual Studio Express (I use Eclipse at work)
3. copied starter.rts over into SDK/examples/starter.rts
4. made the necessary engine changes in SDK/engine (changing isServerConnection to isConnectionToServer) as recommended somewhere else.
5. Moved some mThread lines from the private section of shapeBase.h into the protected section.
And WOW, nice resource! Even have exploding detonations. I will have to explore more later, on my own time.
#138
Hope this makes sense.
01/25/2006 (7:13 pm)
I've implemented a "Input/Output" system for my buildings using the Supply code as the base. I have noticed a problem, I am still pretty new to the code so thought I'd shoot out a question about it. The supply code seems to update from the time intervals when a building was placed, not for instance, at universal time intervals. For my design, the timing (say 10 seconds) equals 1 day and I would like the supplies to only update at this time.Hope this makes sense.
#139
You could either align the first resource add it does on the next "new day" timer (you'd have to make and update that timer yourself of course), or you could get more complicated and change the way it operates...basically whenever a "new day" crossover happens, iterate through all of the clients, and all of the client's buildings, and have any with the supply function set do an immediate resupply.
Bit more complicated, but the example is definitely a basic one!
01/25/2006 (7:35 pm)
I think you are talking about the "Supply" functionality available in the buildActions? If so, it's really just a very basic example of how to do things like that. You are correct, when the building is placed it simply schedules a resource add, which then continues to re-schedule itself.You could either align the first resource add it does on the next "new day" timer (you'd have to make and update that timer yourself of course), or you could get more complicated and change the way it operates...basically whenever a "new day" crossover happens, iterate through all of the clients, and all of the client's buildings, and have any with the supply function set do an immediate resupply.
Bit more complicated, but the example is definitely a basic one!
#140
01/26/2006 (7:59 am)
Thanks Stephen, at least set me in the right direction. Thank you for the awesome starter kit and this awesome resouce. It has helped me lay the base for my game quicker than anything I could have expected.
Torque 3D Owner Tony Richards