Game Development Community

Official TGB Documentation Feedback

by Stephen Zepp · in Torque Game Builder · 05/14/2008 (5:06 pm) · 110 replies

Please feel free to use this thread to talk about documentation feedback, suggestions, or contributions.
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#1
05/14/2008 (5:53 pm)
Is this documentation different than what was in your Beta package?
#2
05/14/2008 (7:26 pm)
There have been some minor changes and corrections, as well as a few reference documentation supplements, but generally speaking it's the same release.
#3
05/15/2008 (7:15 am)
Stephen,
The "general math" documentation section which was missing from the beta package (Logged as TGB-79) is still missing from the full release.
#4
05/15/2008 (7:58 am)
@Patrick--yes, it's still on our list, thanks :)
#5
05/17/2008 (10:09 pm)
In the Whack-A-Mole tutorial on the , just under Figure 1.6 it says:

Set the mole's class to "Mole". If you don't know how to do this, click here.

The click here part isn't linked to anything.
#6
05/18/2008 (2:24 am)
Code Sampe 4.3 of the Whack-A-Mole tutorial has an incorrect comment line. It doesn't have the // infront of it when it should:

function moleLevel::onUpdateScene(%this) {

// Calculate
how much time is left <--- Right here, that should be commented
#7
05/21/2008 (7:40 am)
*Note* - Just posting this thread link for future reference. It contains feedback from another TGB user, but it's from March. I don't want to necro the thread or make the poster copy his feedback here.

Alex feedback
#8
06/16/2008 (6:18 am)
Hello again TGB users =)

Since I do not have control of this thread, I'll have to use this post to make the same announcement I made in the TGEA Doc Feedback thread. I am posting this same message in the other threads, just for consistency.

See my next post for the announcement, since I want it to stand alone:
#9
06/16/2008 (6:18 am)
=========================================================================
This Thread Is The Official Documentation Feedback Area For ALL Versions of TGB

If you want to quick search for all TGB Doc Updates, perform a keyword search in your browser for
"Documentation Update:"
=========================================================================
#10
06/16/2008 (4:45 pm)
The Feature tutorials in 1.7.3 documentation frequently refer to the "TGB project, which all TGB users have". I don't have a TGB project (I'm looking under Games where the other tutorials are). I have a TutorialBase project, which I've assumed is the one being referred to. But there are a lot of things missing - the effects are all empty apart from two, there's no flame animation (particle effect tutorial).
#11
06/16/2008 (5:00 pm)
@Shaz - The TGB project is the main project that has the editors and all base script code. If you look for a folder called "tgb", you will find it.
#12
06/17/2008 (5:29 am)
Shaz brought up a good point. How does everyone feel about the terminology used in the docs? Are there any ambiguous phrases or words we use?

On a completely unrelated side note, is this the same Shaz I went to school with?
#13
06/17/2008 (3:18 pm)
Lol - only if you went to school in Australia ;)

on the issue of TGB Project... (does this belong in its own topic?) the documentation has never said WHERE I should be looking for this, so I'm assuming it's in the TorqueGameBuilder-1.7.3 folders. There IS a folder called tgb in there, but it doesn't have any project files. It's got the TGB exe, and subfolders: common, gameData, register, resources, tools, Torsion, unitTests.

I'm looking for a project.t2dProj file and can't find one in those folders.

The games folder, at same level as tgb, has AStarDemo, BehaviorPlayground, Blackjack, MBFiles, Reactor, Solitaire, TutorialBase.

Back to you. Where do I need to look?
#14
06/17/2008 (3:20 pm)
Lol - only if you went to school in Australia ;)

on the issue of TGB Project... (does this belong in its own topic?) the documentation has never said WHERE I should be looking for this, so I'm assuming it's in the TorqueGameBuilder-1.7.3 folders. There IS a folder called tgb in there, but it doesn't have any project files. It's got the TGB exe, and subfolders: common, gameData, register, resources, tools, Torsion, unitTests.

I'm looking for a project.t2dProj file and can't find one in those folders.

The games folder, at same level as tgb, has AStarDemo, BehaviorPlayground, Blackjack, MBFiles, Reactor, Solitaire, TutorialBase.

Back to you. Where do I need to look?
#15
06/17/2008 (3:43 pm)
@Shaz - Ah well. I was hoping I finally convinced the other Shaz to get TGB. Oddly enough, his best friend was named Jackhammer...and yes, those are the names the teachers used during role call.

So, this could be in a separate thread but since the word "documentation" was used, I'll allow it =)

If you do not have TGB Pro, you will not have source access (which includes the source files and C++ projects). I do not have Pro installed on this machine, so I can't exactly remember where the file is located. If you do have Pro, do a "find in files" search for *.proj. Should pop up.
#16
06/17/2008 (5:01 pm)
Ah - so YOUR Shaz is a guy? Well, no, that's definitely not me... last time I checked ;)

I don't have Pro - yet.


I am continuing this mystery in this thread, as any further comments I have on documentation are meaningless unless I know I'm using the right project.

It does, however, raise the important issue that the documentation needs to specify exactly which project (and where to find it) the user should be following.
#17
06/17/2008 (6:14 pm)
So, I provided bad information in my last post about this issue. I was thinking of .vcproj, the Visual Studio project file. I should have payed more attention, since you were referring to t2dProj. Very sorry about that =(

So, after reading your new thread I've concluded this indeed still involves documentation.

I could be wrong, but after looking through my files and the docs, I believe "TGB project" literally means "project.t2dProj"

If you do a search for "project.t2dProj" you'll notice that such a file exists in each of the major game folders.

Now, looking at the docs more thoroughly, I'm currently under the impression that the Feature Tutorial is intended to work off the TutorialBase game.

I'm going to read into this a little bit more.
#18
06/17/2008 (6:36 pm)
@Shaz - Right then. This issue has been officially logged as a bug in the docs. Your confusion (and mine) is justified. There used to be a TGB.t2dproj, but that was deprecated from the newer version of the engine.

Unfortunately, the change did not reach the docs in time. TutorialBase is indeed the replacement for the older tgb.t2dproj, with a few changes here and there.

Excellent, excellent find Shaz =)
#19
06/17/2008 (6:54 pm)
Ah, so I'm NOT going crazy :D Whew! Interestingly, 1.7.2 also had a TutorialBase project, and no TGB.t2dproj.

Ok - now that I know it's the correct project I'm using, here are a few others.... all using the TutorialBase project:


The Particles resource file is not a part of the TutorialBase project by default, so unless you add that resource, all your particle effects (apart from the Wormhole and GGLogo) will be blank. This is because the effects can't find the image maps that are included in those resources. However, after adding that resource file, there are still about 5 particle effects that are missing images. I suspect the resource file should have one more ImageMap???

The Particles tutorial also makes reference to a flames animation. There are NO animations in that section on the create tab, and no instructions in the documentation that would result in an animation being loaded/imported into the game.

In the Feature Tutorial on TileMaps (I should double-check this), the designer is instructed to drag the tilemap object onto the screen, then to go into editing by clicking the Edit Tile Map button or clicking on the widget when the tile map object is selected. However, when you drag the tile map onto the screen, it's automatically put into editing mode, so neither the Edit Tile Map button nor the widget are available. You have to click the Select button to be able to see those things.


In the datablocks tutorial, the designer is instructed to create a new file called configs.cs and to exec that in main.cs, after which the new datablock will show up in the Script area of the Edit tab. This did not work. To get the datablock to appear in the list, I had to add the code to the datablocks.cs file, not to the newly created configs.cs file as instructed.

I'll post more as I continue through the tutorials. I take it you're not after problems with the wiki tutorials, but just with the in-game documentation?
#20
06/17/2008 (7:01 pm)
@Shaz - Correct. These feedback threads are only for Official Docs on the GG site and offline docs shipped with the engines.
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