VKit (Enhanced RTS Pack) in the works..
by Rigo Cisneros · in RTS Starter Kit · 05/12/2007 (11:44 am) · 71 replies
[LATEST LINKS / DOWNLOADS / ETC] - 12/7/07
VKIT 0.1 Beta - Source Code Patch - note the EULA.txt only applies to my code changes not the GG code.
PLEASE DO NOT GIVE OUT THIS LINK - RTS Kit owners ONLY
Download Link
This is a component now needed for completion of the kit (Subscribers only)
VKIT+RTS+AFX(TGE 1.5.2)+Python
Enjoy :)
any question please see my site. www.enchantedrealmsllc.com
VKIT 0.1 Beta - Source Code Patch - note the EULA.txt only applies to my code changes not the GG code.
PLEASE DO NOT GIVE OUT THIS LINK - RTS Kit owners ONLY
Download Link
This is a component now needed for completion of the kit (Subscribers only)
VKIT+RTS+AFX(TGE 1.5.2)+Python
Enjoy :)
any question please see my site. www.enchantedrealmsllc.com
#2
I like your approach for total-static maps, but what happend if modifications to the enviroment are made? Think about a tank crushing a tree/house, a building been placed, a crater generated... how do you manage a dinamic enviroment if you make your node-map only at the begining? your idea of open/close nodes its the initial solution, but I dont think it really works for the units (they are indeed constantly moving)
So maybe you can make a 'composite' solution with the node-map for the map/enviroment and other collision detection system for the units.
05/12/2007 (2:55 pm)
Mhh seems like need some concept work.I like your approach for total-static maps, but what happend if modifications to the enviroment are made? Think about a tank crushing a tree/house, a building been placed, a crater generated... how do you manage a dinamic enviroment if you make your node-map only at the begining? your idea of open/close nodes its the initial solution, but I dont think it really works for the units (they are indeed constantly moving)
So maybe you can make a 'composite' solution with the node-map for the map/enviroment and other collision detection system for the units.
#3
Also you don't really need collision detection for the units because that is a big performance issue. And you can always simple calc a pattern for them to be separated by so much space in a group (which is already part of the standard RTS kit - formations). And when they do get near an enemy they stop once within fighting range..again already done. And efficient. And doesn't look to bad..
06/25/2007 (6:20 pm)
Actually it is very simple to open/close nodes as its just a 2D array over the map. It would need to be constantly updated by anything moving...or stuff being destroyed/created. Very doable..even for units.Also you don't really need collision detection for the units because that is a big performance issue. And you can always simple calc a pattern for them to be separated by so much space in a group (which is already part of the standard RTS kit - formations). And when they do get near an enemy they stop once within fighting range..again already done. And efficient. And doesn't look to bad..
#4
is just weird for me to to cut off any physics from the game... It dont sounds good for me.
Opening/closing nodes is something like a dirty solution. You will need movement prediction and multilevel (tiered) pathfinding, and thats just for the begining (you'll probably found problems when trying to move many different units accross the same paths, at the same times and at different times). And, if your solution to the colision is to avoid contact by implementing a minium distance, the units will look artificial in their movements.
Better check something about Coordinated Movement (specially flocking).
06/25/2007 (8:24 pm)
Do you really dont want colision? or just not for the units?is just weird for me to to cut off any physics from the game... It dont sounds good for me.
Opening/closing nodes is something like a dirty solution. You will need movement prediction and multilevel (tiered) pathfinding, and thats just for the begining (you'll probably found problems when trying to move many different units accross the same paths, at the same times and at different times). And, if your solution to the colision is to avoid contact by implementing a minium distance, the units will look artificial in their movements.
Better check something about Coordinated Movement (specially flocking).
#5
06/25/2007 (9:39 pm)
Do you have any plans for letting people know how easy/hard it is to merge all those kits together? I am hoping to merge tge 1.5.2, modernization, RTS, and AFX all into one for my hobby project, and since you've already done a merge of 3 of those together was wondering if you wouldn't mind sharing the merge
#6
06/25/2007 (10:41 pm)
@Rigo Cisneros: I went to your website and according to what i saw there, I am definately interested in paying for the product/enhancements, but unfortunately there is no link to purchase the kit. So my question is, is any of this done yet? Or are you still in the planning phase?
#7
@J - The problem is that the code was merged all into my codebase which is somewhat modifed from the base 1.5. aka the VKIT. Though I may have the intermediate code Base 1.5+RTS+AFX without my code laying around..I will see..
And I can't really just give that out since I would have to verify that you own all 3 kits. Or do some mad resource posting..around here.
Though its not too hard if you follow the RTS to 1.5 forum post. AFX was pretty much on my own and has its own merge documentation which is the way to go. definitely get Beyond Compare 2 its an awesome program for merging and helped make the process doable.
I need to think about that some more on how to best do that in a legit way..since I haven't heard back from GG (left VM's + calls) for an official VKIT release.
Though I am looking for a Development/Beta Team to work with me. And if you can verify purchases (show me a post in all three private forums?) Or maybe a screenshot of your account page (scrub out the software keys) that may work.. Than I may be able to share all the code.
Otherwise the Compiled VKIT is the way to go for a non-experienced programmer.
06/25/2007 (10:52 pm)
@Novack - I guess its a matter of game play and how much detail you want to see and how exactly you want your units to look in formations and battles. Some kind of flocking algo may be a good solution as a better looking strategy. But I think a basic system that works well and is low bandwidth to me seems most important. But maybe we can come up with a better solid solution?@J - The problem is that the code was merged all into my codebase which is somewhat modifed from the base 1.5. aka the VKIT. Though I may have the intermediate code Base 1.5+RTS+AFX without my code laying around..I will see..
And I can't really just give that out since I would have to verify that you own all 3 kits. Or do some mad resource posting..around here.
Though its not too hard if you follow the RTS to 1.5 forum post. AFX was pretty much on my own and has its own merge documentation which is the way to go. definitely get Beyond Compare 2 its an awesome program for merging and helped make the process doable.
I need to think about that some more on how to best do that in a legit way..since I haven't heard back from GG (left VM's + calls) for an official VKIT release.
Though I am looking for a Development/Beta Team to work with me. And if you can verify purchases (show me a post in all three private forums?) Or maybe a screenshot of your account page (scrub out the software keys) that may work.. Than I may be able to share all the code.
Otherwise the Compiled VKIT is the way to go for a non-experienced programmer.
#8
I am also working on a demo client and demo server with a few levels to play with and testing.
Let me think about how best to get this out to you guys.
The price up there is a Compiled version only.
Other source licensing is yet to be determined.
Let me know your thought guys...Pricing? Collaboration? Do I hear a Team VKIT forming?
06/25/2007 (11:02 pm)
@Chris- All that you see is done (minus a few bugs). Though licensing is the key. as stated above. Compiled version is good to go (I can give out all the scripts with it for modding) Though C++ code I will not do without the verification step as stated above. And I have not really decided just yet to release the source that since its about 9 months of coding.I am also working on a demo client and demo server with a few levels to play with and testing.
Let me think about how best to get this out to you guys.
The price up there is a Compiled version only.
Other source licensing is yet to be determined.
Let me know your thought guys...Pricing? Collaboration? Do I hear a Team VKIT forming?
#9
07/02/2007 (12:40 pm)
I've been in email contact with you for awhile now, Rigo. I am very interested in getting a look at the scripts as they contain fixes and features I need in my own project. It may be my only hope of getting the RTS SK in gear anytime soon. :) The only source code I'd want to see is any needed changes to get script features working. I have AFX, TGE 1.5.2 and the RTS SK working together in Linux and Windows. As I am no coder, having several of these features running would be a great advantage to me.
#10
sent you an email on it. Basically still working on it though I am trying to get some free time to wrap up a Beta version. So stay tuned...
I would suggest that you work on the Art/3D side of things for your game as thats a large part of what you'll need to finish it. But you can count on the Kit being released very soon.
Thanks!
07/02/2007 (11:29 pm)
Hey John,sent you an email on it. Basically still working on it though I am trying to get some free time to wrap up a Beta version. So stay tuned...
I would suggest that you work on the Art/3D side of things for your game as thats a large part of what you'll need to finish it. But you can count on the Kit being released very soon.
Thanks!
#11
07/03/2007 (7:28 pm)
Working on a steering system for movement Rigo, I pass you some news soon i hope ;)
#12
www.enchantedrealmsllc.com/index.php?option=com_content&task=view&id=14&Itemid=2...
only $(ON HOLD) at this time.
Please review the link for whats included as I changed some of what is released.
- All Script changes
- no Code packs in this version (though most coding is in the scripts)
:-)
07/05/2007 (3:25 am)
BETA is now available for release!!www.enchantedrealmsllc.com/index.php?option=com_content&task=view&id=14&Itemid=2...
only $(ON HOLD) at this time.
Please review the link for whats included as I changed some of what is released.
- All Script changes
- no Code packs in this version (though most coding is in the scripts)
:-)
#13
Also, I'm wondering if you're considering an alternative way to purchase the kit? I will not use or having anything to do with PayPal and I'm not alone in this (www.paypalsucks.com). I've just had too many problems with them in the past.
Thanks
P.S. If anyone has purchased the kit, please share some of your thoughts on how it works, would help others considering the kit and Rigo Cisneros.
07/11/2007 (12:14 pm)
@Rigo Cisneros: I've tried to find the verification step you were refering to, but I'm still unable to find it. I see in the beta that you have included the AFX kit, which I will be purchasing soon, so I'm not sure if that's what you mean by verification, IE having everything you have (TGE, AFX, and the RTS kit).Also, I'm wondering if you're considering an alternative way to purchase the kit? I will not use or having anything to do with PayPal and I'm not alone in this (www.paypalsucks.com). I've just had too many problems with them in the past.
Thanks
P.S. If anyone has purchased the kit, please share some of your thoughts on how it works, would help others considering the kit and Rigo Cisneros.
#14
07/11/2007 (2:30 pm)
@Rigo: I sent you an email. Please get in touch with me.
#15
07/11/2007 (10:43 pm)
VKIT pulled from resale...working with GG on this. I didn't realize it was against EULA. :-(
#16
07/12/2007 (9:31 am)
Just so folks don't get in a huff--we're working with Rigo on this, not just shutting him down :) We do however want to make sure that EULA and other matters are handled properly.
#17
My understanding was that he was not releasing any of the acctualy source and that All that was available in this is the actual scripts and the executable. So what exactly is against the Eula? the Scripts? If so than everything here in these forums and blogs available to people is in fact against the Eula. Whats the point of the game system then if everything you release is against the Eula?
07/12/2007 (4:44 pm)
Much like you worked with MydreamRPG to the point that that kit is no longer for sale as well?My understanding was that he was not releasing any of the acctualy source and that All that was available in this is the actual scripts and the executable. So what exactly is against the Eula? the Scripts? If so than everything here in these forums and blogs available to people is in fact against the Eula. Whats the point of the game system then if everything you release is against the Eula?
#18
07/12/2007 (4:50 pm)
That's a pretty antagonistic statement Michael.
#19
07/12/2007 (4:53 pm)
Sorry if its antagonistic but it is becoming extremely hard to find good quality kits when everytime one comes out you slam the doors on it. Bah bad day all around and came home to that post so I am retracting my previous statements. Hope you figure out a way to make this kit work because it was a really great start up kit that got shot down out of the water just like dreamers mods that helped people for several years before it got shot down as well.
#20
For various reasons that we won't discuss (and I don't know, personally), decisions are made at the business level for selecting starter kits that are intended for commercial sale by third parties. Kits, products, and even just combinations of resources that are then turned around for commercial sale fall under the "derivative products" clause of the EULA, which is expressly forbidden.
We do feel however that it's important for our customers to, when feasible provide legal permission for this type of product, and evaluate all of the options available. In the case you bring up (and again, this isn't a qualitative judgment here, just stating what happened), an alternate MMOKit was determined to be the best fit for us as a company.
For the record, I'm unzipping the kit described in this thread right now, for evaluation purposes, and will be working with our 3rd Party Business division and Rigo in the future to figure out the best way to provide you guys with a solid product.
07/12/2007 (5:02 pm)
We don't approach things like this with the intent of "shooting them down", but we have a vested interest in making sure that we both protect our copyright and market interests, and provide the best value to our customers. For various reasons that we won't discuss (and I don't know, personally), decisions are made at the business level for selecting starter kits that are intended for commercial sale by third parties. Kits, products, and even just combinations of resources that are then turned around for commercial sale fall under the "derivative products" clause of the EULA, which is expressly forbidden.
We do feel however that it's important for our customers to, when feasible provide legal permission for this type of product, and evaluate all of the options available. In the case you bring up (and again, this isn't a qualitative judgment here, just stating what happened), an alternate MMOKit was determined to be the best fit for us as a company.
For the record, I'm unzipping the kit described in this thread right now, for evaluation purposes, and will be working with our 3rd Party Business division and Rigo in the future to figure out the best way to provide you guys with a solid product.
Torque Owner Rigo Cisneros
All about the VKit:
----------------------- post1
It Ideally would be an Advanced Mod to the RTS Kit. (see my website for current features).
Or become a New Combined code Base Pack: VKIT = TGE 1.5 + RTS + AFX + RPG/MMOish Features
So if you were making or desired to make a RTS/RPG mix type game it would work pretty well. At least that is the goal. I am still deciding on how to release it as most of the 0.1 features are done. With much more planned.
Heres the Current Feature List 0.1
# Dedicated Server Implementation
# Client Connects to Server (Client/Server)
# Client Login (RTS Lobby Removed)
# ODBC Support for MYSQL
# Specialized (Valandrian) Attributes/Stats - (RTSUnit Enhancement)
# Buff System - (Added buff system)(RTSUnit Enhancement)
# Leveling, Experience - (RTSUnit Enhancement)
# Skills, Magic, Learn, Shopping - (RTSUnit Enhancement)
# Equipment - Drop, Use, Equip, QuickPick - (RTSUnit Enhancement)
# Battle System - Melee, Range or Magic - (RTSUnit Enhancement)
# Basic AI - autoattack - (RTSUnit Enhancement)
# A* Pathfinding - (CodePack)
# Modified RTS Follow Camera - (CodePack)
# Basic Client side GUI
# Sci/Fi or Fantasy Based 3D models, textures, items, weapons, armor...etc.
# Plus several 3D characters and monsters
# Can be used for any other type of RTS/RPG game
# Constantly updated, and supported by Enchanted Realms LLC
# And much more on the way ...
so depending on what people request the most, and GG answers, will determine how it is released...
Compiled only or Full Source Code Pack.
If your interested in this or even helping out on the project just let me know or check out the website for some screenshots for the first Game that will use it Valandria - Fields of War.
[url]www.enchantedrealmsllc.com[url]
Currently I am working on more 3D content so it is playable (all will be included in the VKIT).
----------------------- post 2
That is something I have in the Kit..though I planned on offering it as an individual code pack too. Here's what I have so far for that module FYI
# A* Pathfinding - (CodePack)
- Rewritten A* pathfinding from scratch.. (there is a resource here but that is problematic..and constantly casts rays---SSSLLLOOWWW)
- Builds a rough 2D grid over the 3D terrain map at a defined granularity..
- Sends down raycasts (only for map init) and locates nodes on this 2D grid that have buildings or Static objects
- Saves to a separate .map file and loads into memory also
- Then each unit uses this map in the A* algorithm
- So when you point and click it will map out a open Node path to your target location and follow that...
- a little quirky but it works...it will avoid all buildings, static DTS's thus units walks around them...plus you cannot click on those locations.. The norm for RTS's
- plus this adds a few other bonus features like triggers , which go off if your near a shop type building or you hit a portal and get transferred to another mission (normal triggers are disabled in RTS)
todo(if needed):
- other units are not tested against or updated on the map so they would still cross through each other
(maybe just use a formation algorithm that adjusts according to the closed map Nodes?)
- or as another solution to this, you can dynamically open and close nodes if a unit was in one..or you added a tree or building or removed....etc..
Fix's for me to finish up.. or you can buy it as BETA now..
- Need to fix targeting of a moving target(ie another unit)
- Needs some optimization to be finished..
- thats about it...unless you require part of the todo's
I will need to package that up and decide on a price(BETA) if that interests you. As you can see it still needs some work to be finalized. But it is a really good start as there isn't much that works well that I have seen here..
What do you guys think about pricing on such things... $15.00 reasonable? Or if you wait for the VKit, it will be included with that..
another option is if you are a progammer and can help me finish it up or make it better I will give it to you free..same goes for the VKit ....help make it better or add into it...and you get it free or discounted.. email me for details...
Let me know I will get that together if so..