Flight Game Example - Q & A
by Martin Schultz · in Torque Game Engine · 06/21/2007 (12:13 am) · 44 replies
This is the official questions and answers thread for the Flight Game Example. Please post here questions.
#2
06/21/2007 (2:53 am)
No, not yet. I'm right now preparing the launch. Guess in 1 or 2 hours I'm finished and then it's out. :-)
#3
Also, will Battlefield style vehicle implementations be available in the stock project? Would a user be able to approach a stationary flying vehicle on foot, enter it, and start flying?
06/21/2007 (5:38 am)
What Torque Tech versions is "Flight Game Example" compatible with? TGE 1.5, 1.5.2? TGEA 1.0, 1.01?Also, will Battlefield style vehicle implementations be available in the stock project? Would a user be able to approach a stationary flying vehicle on foot, enter it, and start flying?
#4
No, that kind of vehicle style is not implemented. Players start directly as vehicles, not as Kork-like player.
06/21/2007 (5:49 am)
Demo examples are included for the engines TGE 1.4.2, TGE 1.5.2 and TGEA 1.0.1 (Windows) and also a Mac 1.4.2 binary. No, that kind of vehicle style is not implemented. Players start directly as vehicles, not as Kork-like player.
#5
Possible to get an ETA without getting whacked in the head? =)
06/21/2007 (5:59 am)
Thanks Martin. I guess it can't be too hard to test for collision on the vehicle, mount a character to an interior node, then swap control and moveMaps. I look forward to trying it out.Possible to get an ETA without getting whacked in the head? =)
#6
Hehe, yes, I'm fighting with upload limit sizes of my commerce provider because the download file is around 66 MByte. Currently swaping over to share-it / element 5 to see if it's easier with them. As soon as I have the product set up, it's out. Today, promised!
06/21/2007 (6:03 am)
Yes, guess too that it will be easy to add that. Hehe, yes, I'm fighting with upload limit sizes of my commerce provider because the download file is around 66 MByte. Currently swaping over to share-it / element 5 to see if it's easier with them. As soon as I have the product set up, it's out. Today, promised!
#7
06/21/2007 (6:06 am)
Awesome! =)
#9
06/21/2007 (8:09 am)
Once I have bought the Flight Game Example, does that give me access to any updates to the the example? Or is the example considered "finished"?
#10
06/21/2007 (8:42 am)
All future updates/bugfixes are included for free. You only pay once. And yes, I plan to update the pack. Already have some ideas. :-)
#11
Furthermore, the 1.1 version has now all art exported additionally as DirextX .X and FBX files to make it easier to modify the art in other content creation software. If you have any questions, please let me know.
06/24/2007 (2:31 pm)
The TGEA crash bug of version 1.0 has been solved. The build script I used to create the downloadable zip file copied the shader files incorrect and so TGEA crashed at startup. I fixed the build script and made a new version available on the FGE owner's page (all customers received a password for that site. If not, please check your spam filter or contact me to send the mail again).Furthermore, the 1.1 version has now all art exported additionally as DirextX .X and FBX files to make it easier to modify the art in other content creation software. If you have any questions, please let me know.
#12
07/07/2007 (9:28 am)
Martin, the splash in TGEA - where is this implemented? As I understand, the splash code was gutted from TGEA.
#13
sorry for the delay in answering, just got back from holidays. The splash is implemented in the vehicle class and is there even in stock TGEA. As far as I know they removed it only for the player class, but not for vehicles. Check TGE(a)/engine/game/vehicles/vehicle.h/.cpp and you find there the references to the splash. Does that answer your question?
07/08/2007 (4:33 am)
Hi Steve,sorry for the delay in answering, just got back from holidays. The splash is implemented in the vehicle class and is there even in stock TGEA. As far as I know they removed it only for the player class, but not for vehicles. Check TGE(a)/engine/game/vehicles/vehicle.h/.cpp and you find there the references to the splash. Does that answer your question?
#14
07/08/2007 (7:49 am)
Yep:) Only noticed it missing for the player class. Thanks Martin.
#15
07/13/2007 (9:54 am)
What is in the 1.3 update vs 1.0?
#16
I don't think you can legally sell this Flight Game Example. The Vkit and the MMO kit by My Dream RPG had to go through GG to sell. Before you start selling this you might want to check with GG before they shut you down. It's something to do with the licensing agreement. It looks like a good idea though.
07/13/2007 (10:36 am)
@ MartinI don't think you can legally sell this Flight Game Example. The Vkit and the MMO kit by My Dream RPG had to go through GG to sell. Before you start selling this you might want to check with GG before they shut you down. It's something to do with the licensing agreement. It looks like a good idea though.
#17
07/13/2007 (10:43 am)
Martin has already been in touch with GG regarding his kit.
#18
@Morrie:
Thanks for the hint. Like Stephen said, I checked upfront with GG all legal and licensing issues and they approved it.
@Stephen: Thanks for answering. Has a more heavy weight if someone from GG says this rather than me! :-)
07/13/2007 (1:28 pm)
@James: Change list since 1.0:1.3 06/2007 - Added to known issues a screenshot of how it looks when the installed DirectX version is too old for the TGEA demo. - New item in the Tips & Tricks section. - Full screen shader effects (like bloom and HDR) are working now for TGEA. Big thanks to John Kanalakis for fixing this! 1.2 06/2007 Fixed bug that human players never get selected as target even with modification applied like written in the docs. 1.1 06/2007 - Added .X and FBX source art files - Fixed TGEA crash caused by broken shader files
@Morrie:
Thanks for the hint. Like Stephen said, I checked upfront with GG all legal and licensing issues and they approved it.
@Stephen: Thanks for answering. Has a more heavy weight if someone from GG says this rather than me! :-)
#19
I think I asked this question earlier but cant find the page I asked it on. hehe navigation on forums not my best.
Will I be able to make the aircraft move as non jet propelled planes. or is movement restricted to the move up down left right as though controlled by jets?
Is there any provisions for having the camera angle inside the vehicle or only 3rd person?
Thanks for your help in advance,
-Tony
09/12/2007 (4:18 am)
Hi Martin, I am wanting to use the kit to make a WW2 style arcade shoot 'em up.I think I asked this question earlier but cant find the page I asked it on. hehe navigation on forums not my best.
Will I be able to make the aircraft move as non jet propelled planes. or is movement restricted to the move up down left right as though controlled by jets?
Is there any provisions for having the camera angle inside the vehicle or only 3rd person?
Thanks for your help in advance,
-Tony
#20
I'm developing a space fighter and capital ship combat game in the spirit of Starfleet Command.
I have integrated and improved several resources - the GuiShapeNameHud resource (displays color-changing damage, faction name with faction color), the GuiCrosshair resource (displays name, faction, and color-changing damage). Added the star and sphere resource. I am currently working on improving the GuiRadar resource to add faction information. I added the ability for 4 reverseJets and 4 fowardJets instead of the default 2 Forward and 2 Reverse. I am also currently working on proper multiplayer pre-game model selection.
Need help with the integer division by zero error that alway occurs (I applied the collision fixes already).
09/12/2007 (5:51 am)
Works great. I'm sticking with TGE until TGEA works some bugs out with GUIObjectView. I'm developing a space fighter and capital ship combat game in the spirit of Starfleet Command.
I have integrated and improved several resources - the GuiShapeNameHud resource (displays color-changing damage, faction name with faction color), the GuiCrosshair resource (displays name, faction, and color-changing damage). Added the star and sphere resource. I am currently working on improving the GuiRadar resource to add faction information. I added the ability for 4 reverseJets and 4 fowardJets instead of the default 2 Forward and 2 Reverse. I am also currently working on proper multiplayer pre-game model selection.
Need help with the integer division by zero error that alway occurs (I applied the collision fixes already).
Torque Owner Stephan - viKKing - Bondier
So, question: has it been released yet? 8-)