Rts - Tse
by Allan Brown · in Torque Game Engine Advanced · 12/17/2004 (9:05 am) · 38 replies
Hi,
Ive noticed there is info on here on how to move the FPS example into TSE, any such information on the RTS? ;)
Ive noticed there is info on here on how to move the FPS example into TSE, any such information on the RTS? ;)
About the author
#2
12/20/2004 (2:18 pm)
The toughest part would be the selection circles, but everything else should be really easy. When TSE is properly done, we might do a TSE port of RTS... mostly depends on demand.
#3
01/13/2005 (4:28 pm)
Now that Ages of Empires 3 screens have been released, it seems that all major RTS games will be embracing Shaders. I do hope that the RTS pack will be ported to TSE.
#4
This question has come up a lot, and the best stock answer is: it shouldn't be difficult at all. Porting to TSE as it stands right now should just mean doing something different for selection circles, and for the mini-map. Neither would be hard changes. Porting to TSE post-Milestone 2 (with the new terrain) would mean making some additional minor changes to the pieces of code that interface with the terrain.
That should be a fairly complete list of any changes that would take a modicum of effort.
01/14/2005 (4:43 am)
We hope so too! :)This question has come up a lot, and the best stock answer is: it shouldn't be difficult at all. Porting to TSE as it stands right now should just mean doing something different for selection circles, and for the mini-map. Neither would be hard changes. Porting to TSE post-Milestone 2 (with the new terrain) would mean making some additional minor changes to the pieces of code that interface with the terrain.
That should be a fairly complete list of any changes that would take a modicum of effort.
#5
01/15/2005 (3:24 pm)
And remember - the more people that buy the RTS SK and say they want it on TSE, the more likely it is we'll do the port officially. :)
#6
01/16/2005 (12:06 am)
Well, add me to the list of people that want RTS SK on TSE... (and yah, I have both :)
#7
01/16/2005 (1:57 am)
I want RTS SK on TSE too, especially after the new terrain and water is in.
#8
01/16/2005 (4:38 pm)
Thanks for the support and interest guys. After TSE hits MS2 and we get a little room to breath, this will be on the to do list, for spare time if nothing else. Again, it really won't be that hard, and I won't be surprised if the awesome folks in the RTS SK forums get around to it even more quickly than we do.
#9
01/18/2005 (8:03 am)
Is there any ETA on Milestone 2?
#10
I'm working on other things right now, but my team is interested in a NWN-style view RPG actually. The RTS kit is a wonderful start for it and I'd love to get it up and running with the excellent shader support available through TSE.
Rich
02/10/2005 (8:32 pm)
Put my vote in for TSE RTS! Every iteration brings TSE closer to running properly on my systems, and I think the RTS kit is great.I'm working on other things right now, but my team is interested in a NWN-style view RPG actually. The RTS kit is a wonderful start for it and I'd love to get it up and running with the excellent shader support available through TSE.
Rich
#11
So far it seems like the classes that need updating to the new GFX calls are:
RTSUnit (::renderImage needs rewrite, but I'm guessing you can just copy over the player.cc code for this)
RTSBuilding (::renderObject need rewrite - can you use the player.cc code for this as well? Also uses TextureHandle class for override texture - what's the TSE equivalent?)
guiRTSTSCtrl (::onRender and ::drawDamage need rewrite)
guiMapHud (::onRender needs rewrite. Also mRenderTexture and mPingTexture use TextureHandle class)
rtsPathDebug (should be a simple update to ::renderObject)
Has anybody done any of this porting themselves yet? I'm at Day 1 of looking into doing this but I don't know anything about the Torque dgl rendering, and even less than nothing about the GFX stuff (haven't started looking at the docs yet), so I'll probably quickly get completely stuck. If anybody has already ported some of this I'd love to see the code.
Thanks!
03/21/2005 (10:01 am)
Add me to the list of people who want to see the RTS stuff ported to TSE!!!So far it seems like the classes that need updating to the new GFX calls are:
RTSUnit (::renderImage needs rewrite, but I'm guessing you can just copy over the player.cc code for this)
RTSBuilding (::renderObject need rewrite - can you use the player.cc code for this as well? Also uses TextureHandle class for override texture - what's the TSE equivalent?)
guiRTSTSCtrl (::onRender and ::drawDamage need rewrite)
guiMapHud (::onRender needs rewrite. Also mRenderTexture and mPingTexture use TextureHandle class)
rtsPathDebug (should be a simple update to ::renderObject)
Has anybody done any of this porting themselves yet? I'm at Day 1 of looking into doing this but I don't know anything about the Torque dgl rendering, and even less than nothing about the GFX stuff (haven't started looking at the docs yet), so I'll probably quickly get completely stuck. If anybody has already ported some of this I'd love to see the code.
Thanks!
#12
03/21/2005 (10:32 am)
Count me in..
#13
Seriously the rts pack has saved me a decent amount of work in getting some odds and ends prototyped and I would love to see it available on TSE. I even wouldnt object to paying for the effort, but then again I am contractor scum as my mates keep telling me with cash to burn :P If it doesn't come out as a pack, I like Justin, will take a look at doing the porting myself but I am too swamped to consider that for now.
We have only begun to scratch the surface of what we can do in TSE , and are looking forward to seeing our creations in it.
05/28/2005 (2:58 am)
Gratuitous bump for adding my support to the "gimme gimme gimme RTS pack on TSE because I am too lazy... umm busy.. yeh busy.. to port it myself"Seriously the rts pack has saved me a decent amount of work in getting some odds and ends prototyped and I would love to see it available on TSE. I even wouldnt object to paying for the effort, but then again I am contractor scum as my mates keep telling me with cash to burn :P If it doesn't come out as a pack, I like Justin, will take a look at doing the porting myself but I am too swamped to consider that for now.
We have only begun to scratch the surface of what we can do in TSE , and are looking forward to seeing our creations in it.
#14
I do know that a couple of people have played around with it, and maybe they can summarize here if they get a chance. Also, if anyone has a solid (and complete) port already in progress, you can contact Josh/Ben G./myself with information--I know that any one of us would be interested in seeing what you've done!
05/28/2005 (8:34 am)
There will be a port of the RTS-SK in the future, but a few milestones in TSE should be completed before hand to make it a one-time port requirement. I do know that a couple of people have played around with it, and maybe they can summarize here if they get a chance. Also, if anyone has a solid (and complete) port already in progress, you can contact Josh/Ben G./myself with information--I know that any one of us would be interested in seeing what you've done!
#15
I dont think it could be too dificult, maybe getting selection circles working also on atlas.
uhm, it could be a nice update.
09/24/2005 (7:48 pm)
Add me too..I dont think it could be too dificult, maybe getting selection circles working also on atlas.
uhm, it could be a nice update.
#16
09/25/2005 (6:10 pm)
Nah, it's not hard - pull some polies using the collision interface and render the decal using them. Go for it! :)
#17
Anyways.... *Me To!!!*
11/07/2005 (1:18 am)
Ok, just wanted to let yall know I now own TGE, TSE and RTS (none of which compile on my system at the moment but thats a different story), and would LOVE to see an RTS port to TSE. If TSE gets working on Linux before an RTS TSE thing happens, I will even look into getting the porting work started myself.Anyways.... *Me To!!!*
#18
02/04/2006 (3:04 pm)
Another owner of TSE RTS and TGE, and all 3 compile on mine.... after lots of work. I would love to see a conversion to TSE as well, since i want to work on a few games that could benefit from it. That and I cant get enough coders to work on what we have, much less a new project :)
#19
03/09/2006 (8:01 am)
This would rock!
#20
03/09/2006 (8:25 am)
I've been slowly moving the RTS pack code and files over to TSE for the last few weeks... nothing to show at the moment (had very little time to work on it)... I'll keep you updated :\
Torque Owner Westy