Game Development Community

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 :)
#121
03/01/2008 (9:02 pm)
Hi Rigo,

yeah it's really good to see activity going on around the RTS-SK. Now we just need more demos!

I currently *plan* to package & sell the pathfinding code from Orcs vs. Martians. I'm about 90% sure that's going to happen -- first I need to look at the Immersive AI Engine and make I can provide some additional value-add.

I may try to package up and sell OVM's fog-of-war implementation too. Less sure about that though.
#122
03/02/2008 (7:44 am)
Hallo all

Just wanted to say hi in this thread. I bought tge and the rts kit over a year ago and never did anything with it really :p I am an artist and just cant grasp code at all.
So I contract for art and know tge's artpipe very well. Lately I see more activity on the RTS board which is cool and this brings me to a thread I'll be posting.

There was a thread on how tge slows down considerably with 600+ models. I've made a little thug guy with far less bones and shorter (less frames) animations.

Im giving him away free in this thread:

garagegames.com/mg/forums/result.thread.php?qt=72640#519168

Anyone using him and testing a huge amout of models at once I'd love to hear if he works more efficiently :)

Keep up the good work and cheers

Marc
#123
03/02/2008 (8:27 am)
@Rigo, again overhere? For the collaborative RTS team, you should contact Cory, he is impelling a RTS community project. The idea has nothing to do with anything commercial, but if you are willing to help, I guess you would be welcome.

@Geom, good news on your front then! Beyond the value-add you can give, its always good to have options, so... The fog of war implementation sounds also great. Im always following your blog.

@Thak, what a presentation, wonderful! I'll be checking out the new model asap. Welcome to the madhouse!
#124
03/02/2008 (11:22 am)
@Thak
thanks for the free model! I'll drop him into OVM and see how he does. But it looks like he doesn't have multiple Levels of detail...so he will probably use *more* CPU time than even the standard Orc model.

It's not really the max. number of polys that matters, it's having multiple LODs, and having few polys at the lowest LOD.
#125
03/02/2008 (11:32 am)
Thanks Geom,

Good call, though LOD is turned off in the rts kit by default so I dint put it in yet.

I do have a lower LOD around 260 polys. So Ill prepare a model with lods and add it so theres a no-lod version (current one) and a lod version with 2 lods (~260 and ~550) so those of you that put lod back into the rts kit can use the updated one as soon as I put im up.
#126
03/02/2008 (11:39 am)
Turned off by default? Where you got that? I dont think so...

Edit: further discussion on your thread Thak :)
#127
03/16/2008 (10:58 am)
Hi guys, just wanted to let you know I added two new resources

RTSUnit Health Bar Color Damage
www.garagegames.com/mg/forums/result.thread.php?qt=73136

and

RTSUnit Damage Particle Emitters
www.garagegames.com/mg/forums/result.thread.php?qt=73135

(using IP address in URL still)

I haven't had too much time to work on game stuff due to being to busy at work, but I finally found some time to finally post a few things.

I have had a little time to work on my own project, the "battle ship" game. I was able to get the A* Path Finding working and modified to make my ships figure out paths around islands and its working well so far, needs a little improvement but its miles better than my ships plowing straight through islands :)

I also have a few planes flying around just waiting for a target to bomb. I think I'm getting close to being able to focus on the actual game and not be constantly stuck on little technical details that distract me.
#128
03/16/2008 (11:17 am)
Well done Bill!
#129
03/29/2008 (1:37 pm)
Hello everyone.

I just got the RTS kit and throught I'd poke my nose in to say "hello". My knowledge is in programming with specialties in AI design. I've used the FPs kit in college (BS in programming) and decided to make an RTS for my friends and I to play. I'm currently trying to get a basic resource gathering system up, which so far has turned into getting an AI group system up and running.

If anyone would like my assistance trying to figure stuff out, feel free to ask. I found that the best way to learn a new engine is to dig into it with a purpose. So the more "problems" I need to solve the more I learn!
#130
03/29/2008 (2:47 pm)
Welcome CA - the more the merrier :)
#131
03/29/2008 (2:49 pm)
Quote:
I'm currently trying to get a basic resource gathering system up, which so far has turned into getting an AI group system up and running.

You may want to take a look at the World Domination through Collaboration mod available on TDN.
#132
03/30/2008 (11:46 am)
Hello Commander Axthelm, be welcome to the mad house!

Cool to have another skilled designer and programmer here. As Stephen just said, take a look at that mod, its pretty much what you are looking for, or at least, a good aproach.

BTW, thans for your help offer, you are quite right about that!
#133
03/30/2008 (6:01 pm)
I saw that mod, but I'm using the resource building to learn my way around the system and figure out what the kit does and doesn't have.
#134
03/30/2008 (6:17 pm)
Fair enough--just realize that when I kicked that project off, my entire goal was exactly what you stated ;)

It was definitely a good way to learn the ins and outs of Torque for the record--and in fact, that mod was the key reason I work for GG today, and teach Torque as part of my job :)
#135
06/03/2008 (12:49 pm)
Hi all!

Well, I've been an owner since... Dec 08, 2004. Geez, can't believe it's been that long. I'm always a bit skiddish about participating in forums. I tend to get easily distracted by something shiney and go a whole different direction with my free time. My current distraction has lead me back here. I've been going to DeVry and for a project I had to "come up" with a game idea. So I went into my Projects folder on my hard drive and dug out a design document I had started for an RTS as well as the RTS developer kit sitting there zipped. Not sure what that version was, so who knows how long it was sitting there... but I downloaded the latest Torque Engine and RTS Kit and I started messing with it again.
Yesterday was the first day I've really had a lot of time to do something with it and I managed to get a small little feature done. a unit with the special ablity to search within a radius around him for another unit! Thanks (I believe it was) Stephen, I based it off of your vociferous AI!
These forums have been a valuable resource for me so far and I'm hoping someday I'll have something to give back!

A little bit about my current distraction for those who are curious. It's an RTS that focuses on the creation of belief systems. To sum it all up, it's somewhat like Populous but with a focus more on the conversion aspect of religious conquest. And no, I'm not trying to be controversial, and I will not favor one or ther other. I was thinking about campagins using historical events... but I'm undecided about that because of the aforementioned issues.
#136
06/03/2008 (1:01 pm)
Hi Dan!
Great to have you here hope nothing bright cross in front of you till you finish your design (at least ;). As you well said this forums are an awesome resource, and we are always happy to see new faces and new projects.

VERY interesting concept you have there for your game, cant wait to see your advance!
#137
06/18/2008 (12:41 pm)
Just getting back into TGE/RTSKit after a long break from gamedev.. nothing useful to contribute except thanks to everyone producing nice additions for the RTS kit! Maybe someday I'll have something useful to add.. ;-p
#138
06/19/2008 (12:20 pm)
The welcome back Ed! Hope you can work out some new project and ideas ;)
#139
07/09/2008 (7:07 pm)
Hi everyone. i bought the RTS kit about 6 months ago and i've had the TGE for about a year. i am currently in college for game dev. im making an ant vs ant rts for my final project...i'm not gonna have any cool art as i had originally hoped, but ill have my gimpy art at least.
#140
07/09/2008 (7:18 pm)
Nice concept :) ant colonies could provide some interesting backdrops for war :) looking forward to seeing your progress.

I could see the super weapon strikes now. Call in a magnifying glass or a giant boot stomp as your main superweapon

Hehe that could playout really well.