Who's alive in this part of the world?
by Novack · in RTS Starter Kit · 05/05/2007 (8:25 pm) · 190 replies
Well, its not only the fact I feel a little lonely tonight :D ... but is anyone still there?
I have bought the kit about a year ago, and for personal reasons I aproached the community just recently...
and I feel like Justin Mosiman and I are the lastest RTS owners alive in the world!
Is other peole out there?
Tell you what... even when this thread may seem *trivial*, I propose to all of you, to salute, say something about you, about your project or whatever you want. This way, we will know that each other is there, and even we can do some synergy and put some movement to the community... So,
Hi! Im new to the RTS SK, but I feel happy to be finally working with it after some time of reading and research. Well, thats all for now. Your turn :)
I have bought the kit about a year ago, and for personal reasons I aproached the community just recently...
and I feel like Justin Mosiman and I are the lastest RTS owners alive in the world!
Is other peole out there?
Tell you what... even when this thread may seem *trivial*, I propose to all of you, to salute, say something about you, about your project or whatever you want. This way, we will know that each other is there, and even we can do some synergy and put some movement to the community... So,
Hi! Im new to the RTS SK, but I feel happy to be finally working with it after some time of reading and research. Well, thats all for now. Your turn :)
About the author
http://cyberiansoftware.com.ar/
#102
Good on the camera btw, that is one of the points on my to-do list, to give the camera the option... rather than on my to-do list, is on another list called "crap, I have to do this one of this days"
So the next shots will have smoke on it?
02/07/2008 (9:40 pm)
Yes! it sounds like you are on the road again! good work.Good on the camera btw, that is one of the points on my to-do list, to give the camera the option... rather than on my to-do list, is on another list called "crap, I have to do this one of this days"
So the next shots will have smoke on it?
#103
02/08/2008 (7:13 pm)
Bill do you think you could isolate your camera code changes to make a resource with it? We could include it on the next Kit iteration!
#104
What's the preferred method of posting the code - posting the inline changes with line numbers, or just posting the cc/h/cs files in a zip?
02/09/2008 (8:17 am)
Novak, Yes I can post it this weekend after I test it more. What's the preferred method of posting the code - posting the inline changes with line numbers, or just posting the cc/h/cs files in a zip?
#105
About code posting methods, that really depends on the number of changes to be made, but even then, there are no specific conventions here, so I guess, you could use the method that you feel more confortable with.
About the place, you again have many options: TDN, forum thread, blog... However, the "Resources" RTS forum section is a bit weakened on its original purpose; the idea was to use that sector to post rts related resources (because there is no private resource sector for the rts kit), but looking there you can find anything, kind of a mess. So what I propose is a TDN/blog or forum thread/blog tandem work: there is the resource, and there is a place from where its also referenced, for a better order, and easier future use.
Thats one of the ideas behind the creation of the RTS Account, and its blog.
02/09/2008 (8:41 am)
Great Bill, thanks!About code posting methods, that really depends on the number of changes to be made, but even then, there are no specific conventions here, so I guess, you could use the method that you feel more confortable with.
About the place, you again have many options: TDN, forum thread, blog... However, the "Resources" RTS forum section is a bit weakened on its original purpose; the idea was to use that sector to post rts related resources (because there is no private resource sector for the rts kit), but looking there you can find anything, kind of a mess. So what I propose is a TDN/blog or forum thread/blog tandem work: there is the resource, and there is a place from where its also referenced, for a better order, and easier future use.
Thats one of the ideas behind the creation of the RTS Account, and its blog.
#106
http://www.garagegames.com/blogs/112512/14268
I'm not sure if that's the most appropriate place to put it, if not I can post in a forum.
02/10/2008 (10:50 am)
I put the code changes in a blog underhttp://www.garagegames.com/blogs/112512/14268
I'm not sure if that's the most appropriate place to put it, if not I can post in a forum.
#107
I have a suggestion for the next time though. The RTS Kit source code, is private, so someone could be angry if founds rts code on a public blog. For the next time, take in count to put the actual content in TDN or a forum thred and reference that from your blog (some kind of announcements board).
02/10/2008 (11:07 am)
Great Bill! Excellent job, thanks again, I'll be giving it a try asap.I have a suggestion for the next time though. The RTS Kit source code, is private, so someone could be angry if founds rts code on a public blog. For the next time, take in count to put the actual content in TDN or a forum thred and reference that from your blog (some kind of announcements board).
#108
02/11/2008 (9:08 pm)
Here are some shots of the smoking ships. I was able to get the dynamic_gamma-1_52.zip patch merged into the RTS engine to give the water a nice photo realistic look - it took some merging to get it working properly. I have a little more to do. But, I like what it does with the minimap's water, previously you could see seams in the quadrants on the minimap, now they're smooth.
#109
How difficult was it to put particles back in the kit or is it a question of putting them back in?
02/12/2008 (3:13 am)
Looks fantastic Bill. Once you get the ships steaming along, those funnel particles will look amazing. Now it looks like a scene from Scapa Flow... after the home fleet put sea :DHow difficult was it to put particles back in the kit or is it a question of putting them back in?
#110
02/12/2008 (2:34 pm)
Have you looked into using the Torque Modernization Kit? That has the most incredible water I've seen for 1.5.2. If you haven't seen it, search for it and check out some of the screenshots.
#111
@Niko: thanks for the pointer on the MK. Looks great. I've been working on applying the patch to the fps engine to check it out first. Hopefully it won't put up a fight with the RTS code.
02/13/2008 (4:37 am)
@James: thanks! I will try to post a resource on how to port the vehicle damage particle emitters to RTSUnit this week. Its pretty simple and I fixed a quirk in how they worked that didn't allow them to show progressively based on damage, they'd just show all at the same time.@Niko: thanks for the pointer on the MK. Looks great. I've been working on applying the patch to the fps engine to check it out first. Hopefully it won't put up a fight with the RTS code.
#112
02/13/2008 (12:02 pm)
Bill, its great to see your energy on this, keep it up! ;)
#113
I have a BA in Digital Art and I am a consultant for the oil industy... yea i know, your probably confused on how that is even possible. I am too.
anyways I made a few interfaces for WOW and Vanguard and EQ2 and others so i figured why not get TGE and make my own game alltogether. I am not only fast at making interface artwork/grafix but i am also fast at making and modeling 3D stuff in Maya.
02/19/2008 (11:56 am)
Name should be obvious. I got thie TGE1.5.2 and TGE1.4 a few years back. Just got the RTS kit and am now working my butt off to get some use out of it. you almost have to walk around here with a hot iron poking people in the ass to get something out of them but it is worth it. The people here seem very very knowlegable about everything dealing with torque and the RTS. I have a BA in Digital Art and I am a consultant for the oil industy... yea i know, your probably confused on how that is even possible. I am too.
anyways I made a few interfaces for WOW and Vanguard and EQ2 and others so i figured why not get TGE and make my own game alltogether. I am not only fast at making interface artwork/grafix but i am also fast at making and modeling 3D stuff in Maya.
#114
Little to say, as we have been posting around by now, but good to have you here.
It seems like you are a good artist, so make your way on prototyping your project and then look for a coder, its a pitty that a good artist be wasted on doing coding ;)
Btw, you should show us some work of yours on the interfaces!
02/19/2008 (5:47 pm)
Lol, cool presentation Brandon.Little to say, as we have been posting around by now, but good to have you here.
It seems like you are a good artist, so make your way on prototyping your project and then look for a coder, its a pitty that a good artist be wasted on doing coding ;)
Btw, you should show us some work of yours on the interfaces!
#115
I had some luck porting the Modernization Kit to the RTS kit, I updated some pics here
here
As you can see the water looks great, but the mini map is not working properly, I've started working on fixing it but I decided to not worry about it for now - fatter fish to fry. If anyone has fixed this please let me know!
I've also been busy adding collision to RTSUnits, ported from the Items class, under the suggestion of another post. The Player collision was too involved, the Items collision seems more appropriate for RTSUnits. So, I have this working but there are some quirks I still need to iron out. Basically the RTSUnit now gets the OnCollision notification if it bumps into something and I just tell the unit to stop. I'm still working out the kinks. Now that I have collision working I'm going to work in a triggers\flag capture system I worked on in a FPS mini game for capturing areas.
I've also added the A* path finding code, but haven't actually focused on using it properly yet in my game.
02/20/2008 (4:11 pm)
Brandon, glad to hear there are others here working their butt off with RTS :)I had some luck porting the Modernization Kit to the RTS kit, I updated some pics here
here
As you can see the water looks great, but the mini map is not working properly, I've started working on fixing it but I decided to not worry about it for now - fatter fish to fry. If anyone has fixed this please let me know!
I've also been busy adding collision to RTSUnits, ported from the Items class, under the suggestion of another post. The Player collision was too involved, the Items collision seems more appropriate for RTSUnits. So, I have this working but there are some quirks I still need to iron out. Basically the RTSUnit now gets the OnCollision notification if it bumps into something and I just tell the unit to stop. I'm still working out the kinks. Now that I have collision working I'm going to work in a triggers\flag capture system I worked on in a FPS mini game for capturing areas.
I've also added the A* path finding code, but haven't actually focused on using it properly yet in my game.
#116
Its really good to see that you follow the path of the light now, to never come back to the dark side.
Btw, the water pictures look awesome!
02/21/2008 (7:09 am)
Excellent work on the Kit Brandon!!Its really good to see that you follow the path of the light now, to never come back to the dark side.
Btw, the water pictures look awesome!
#118
:$
My apologies Bill, indeed was to you who I was *talking* to. Im just a little accelerated this days, as I have some issues on the work and have little time to check the forums...
btw, thanks James.
02/21/2008 (5:06 pm)
That is not funny...!:$
My apologies Bill, indeed was to you who I was *talking* to. Im just a little accelerated this days, as I have some issues on the work and have little time to check the forums...
btw, thanks James.
#120
Looks like everyone is cranking away on the RTS kit. Which I am glad to see..I think it has a lot of potential.. :)
Just want to ask if anyone here is interested in working together as a collaborative RTS team?
In an effort to produce some FREE and Commercial resources/tools...that will help further the cause of everyones RTS games/projects :)
Hit me up if interested:
www.enchantedrealmsllc.com/contact.php
03/01/2008 (3:38 am)
@Novack, James, All,Looks like everyone is cranking away on the RTS kit. Which I am glad to see..I think it has a lot of potential.. :)
Just want to ask if anyone here is interested in working together as a collaborative RTS team?
In an effort to produce some FREE and Commercial resources/tools...that will help further the cause of everyones RTS games/projects :)
Hit me up if interested:
www.enchantedrealmsllc.com/contact.php
Torque Owner BillF
AdjustToTerrainHeight = false;
and it won't do the jumping up and down that it does by default, it will just stay flat and have an adjustable height.
I also ported over the vehicle.cc damage particle emitters to the RTSUnit class so the units can smoke and fire at certain damage thresholds. So the battleships are smoking now :) I can see where this will be useful for buildings as well.