TSE Starter.fps download
by Joseph Euan · in Torque Game Engine Advanced · 08/19/2005 (6:09 pm) · 183 replies

I got the starter.fps folder ported over to TSE (TSE water and Atlas are working in the starter.fps as well), and I wanted to upload it for people to play around with/use if they want too...
Update:
v1.3 for TSE projects using MS2 or below "here" (23MB)
v1.3.5 for TSE projects using MS3 "here" (18MB)
(the file size is smaller because I used a better compression setting)
More details of v1.3 and v.13.5 can be found here www.garagegames.com/blogs/18010/10218
You can find links for the older versions on my .plan
At the moment it contains 2 maps....
Stronghold: just the same old stronghold mission, but with the TSE water.
Simple testbed: Just TSE water and Atlas terrain, it has 2 platforms and an AI player running around...



About the author
#82
04/10/2006 (10:11 pm)
Joseph, I'm curious what changes you made for the latest milestone?
#83
04/13/2006 (7:40 am)
I have yet to figure out why I can't get this thing running. Anyone have any thoughts?
#84
04/27/2006 (7:29 pm)
Any ideas why I'm getting 5 fps~ with the FPS Starter port on a PCI Express 7800 GTX 512mb video WinXP SP2? Makes no sense to me...
#85
04/28/2006 (5:43 am)
Have you got the latest drivers and directX version?
#87
04/28/2006 (6:29 am)
What do you mean Vincent?
#88
04/28/2006 (6:33 am)
I didn't understand why cloud layers worked with TGE and not with TSE and starter.fps. I think I'm not the only one, and I think also it could be interesting to add this line somewhere to make cloud layers working by default.
#89
04/28/2006 (6:50 am)
When I asked Ben Garney (early last year), he told the clouds layers don't work in TSE.
#90
in sky.cpp we have at line 1593 this :
04/28/2006 (7:19 am)
Try this... it works simply by setting this variable ;)in sky.cpp we have at line 1593 this :
void Cloud::render(U32 currentTime, U32 cloudLayer, bool outlineOn, S32 numLayers, PlaneF* planes)
{
if(cloudLayer != Con::getIntVariable("onlyCloudLayer", 2))
return;So, if $onlyCloudLayer isn't set (to 0) cloud layers don't render. If it's set to 0 it works very well ;)
#91
04/28/2006 (8:16 am)
Anyone able to get the fxfoliagereplicator or fxshapereplicator working networked? It works if you are the server, but if you log in as a client, then you get no foliage or shapes.
#92
I'm trying to run it in 1920x1200, but it also seems choppy in as low as 800x600.
04/30/2006 (4:11 pm)
@Joseph: Yes, I'm up to date. I'm on a Dell XPS gaming laptop with 2.13ghz P-M and 7800 GTX 512mb video (no problem running games like Half Life 2 and UT2k4 in 'max everything' but for some reason this starter.fps port is running anywhere from 5-10fps tops. :\I'm trying to run it in 1920x1200, but it also seems choppy in as low as 800x600.
#93
Which DirectX drivers are you using? I have the same exact laptop as you and am also running at the same screen resolution. For me, the starter.fps runs between 66fps (Kork in view) and 140 fps (staring out towards the lake). I'm running the April-2006 DirectX 9 drivers, try upgrading to the latest DirectX if you haven't already. Good luck...
John K.
04/30/2006 (11:30 pm)
Nathan,Which DirectX drivers are you using? I have the same exact laptop as you and am also running at the same screen resolution. For me, the starter.fps runs between 66fps (Kork in view) and 140 fps (staring out towards the lake). I'm running the April-2006 DirectX 9 drivers, try upgrading to the latest DirectX if you haven't already. Good luck...
John K.
#94
If you don't do the above you will get an invisible terrain!
07/08/2006 (5:29 am)
If you try this with Milestone 3.5 remember to copy across C:\tse\example\starter.fps\client\scripts\shaders.cs from the terrain_water_demo project, it also prompts you to add a call into the console but i can't remember where and possibly you will need to update material.cs.If you don't do the above you will get an invisible terrain!
#95
in client/scripts/init.cs
just after
It should solve your issue.
07/08/2006 (5:38 am)
@Jonathan : If you can't see the terrain, but can walk on it, try this : in client/scripts/init.cs
just after
// material related
exec("./scripts/glowBuffer.cs");
exec("./scripts/shaders.cs");
exec("./scripts/commonMaterialData.cs" );
loadMaterials();add : initRenderInstManager();
It should solve your issue.
#96
07/08/2006 (5:55 am)
Thanks Vincent i had already done that but still needed to add the shaders.cs from the new release as well. Anyway all is looking really good now.
#97
Note, if you use the shaders.cs as Jonathan suggested, the "simple testbed" mission does not show any textures for the terrain although it is still there (you can see Kork running up hills that ain't there :). Also if you run the "simple testbed" with the shaders.cs included in the starter.fps download, it has terrain artifacts (could be due to the new Atlas codebase). So that mission does not appear to be useful, rather use the "Stronghold" mission.
I did not detect any differences in the "Stronghold" mission between the two shaders.cs files.
07/08/2006 (7:18 am)
FYI, the file that Vincent is referencing in 1.3.5 is under starter.fps/client not starter.fps/client/scripts. The has to be done in order for the starter.fps to run.Note, if you use the shaders.cs as Jonathan suggested, the "simple testbed" mission does not show any textures for the terrain although it is still there (you can see Kork running up hills that ain't there :). Also if you run the "simple testbed" with the shaders.cs included in the starter.fps download, it has terrain artifacts (could be due to the new Atlas codebase). So that mission does not appear to be useful, rather use the "Stronghold" mission.
I did not detect any differences in the "Stronghold" mission between the two shaders.cs files.
#98
07/08/2006 (11:32 am)
Ah that explains the strange colouring artifacts i have been having on the legacy terrains for the last couple of months
#99
I have this problem prettymuch across the board with every custom mission that we have done :-/
I am calling initRenderInstManager(); and the shader file has been moved but i'm still having the problem.
07/08/2006 (6:32 pm)
Hey jonathan, can you remember any of the other stuff you did to make your terrain visible? I have this problem prettymuch across the board with every custom mission that we have done :-/
I am calling initRenderInstManager(); and the shader file has been moved but i'm still having the problem.
#100
07/09/2006 (1:53 pm)
In the terrains folder there is a file materials.cs i cut and pasted from the equivalent in terrain_water_demo. Try that too. Do you have collisions?
Torque Owner Matt DeWald
I've got a few warnings and errors:
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to true.
- Loading card profiles...
- Exec'ing profile/D3D9.cs
- Exec'ing profile/D3D9.ATITechnologiesInc.cs
- No profile/D3D9.ATITechnologiesInc.RADEONX800PROAGP0x4A49.cs
- No profile/D3D9.ATITechnologiesInc.RADEONX800PROAGP0x4A49.6575.cs
ParticleEmitterData(ChimneyFireEmitter) unable to find particle datablock: ChimneyFire1^ChimneyFire2
starter.fps/server/scripts/chimneyfire.cs (0): Register object failed for object ChimneyFireEmitter of class ParticleEmitterData.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
*** Sending mission load to client: starter.fps/data/missions/simple.mis
starter.fps/server/scripts/player.cs (859): Unable to find object: '' attempting to call function 'onLeaveMissionArea'
starter.fps/server/scripts/player.cs (865): Unable to find object: '' attempting to call function 'onEnterMissionArea'
Mapping string: MissionStartPhase1Ack to index: 0
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
Validation required for shape: starter.fps/data/shapes/player/player.dts
Validation required for shape: starter.fps/data/shapes/player/player.dts
Mapping string: MissionStartPhase2 to index: 9
Loading TQT 'starter.fps/data/terrains/smallTexture.tqt'...
- Filesize = 3726416
- Version 2, depth=3, tile size=512
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
common/client/missionDownload.cs (67): Unable to find function StartClientReplication
common/client/missionDownload.cs (68): Unable to find function StartFoliageReplication