Half done to port csk to tgea 1.7.1
by Yuejun Zhang · in Combat Starter Kit · 09/06/2008 (10:52 am) · 25 replies
After several days hard work. the csk player finally shows in tgea 1.7.1. so happy !!!
have done:
1. tranfered all interiors from tge to tgea 1.7.1
2. suceesfully entered to the mission of the csk.
3. team, player class works in tega 1.7.1 (both xp and vista).
4. jeep, tank, helicopters partly wrok. can enter the vehicle, the meters and panel shows out after enter the vehicle. can drive jeep and tank.
some things still need to be worked out:
1. can not fire. ( found the reason ready, will fix soon).
2. can not fly helicopter.
3. a lot of sound preload fail.
4. not stable . game crash when exit the game sometimes.
have done:
1. tranfered all interiors from tge to tgea 1.7.1
2. suceesfully entered to the mission of the csk.
3. team, player class works in tega 1.7.1 (both xp and vista).
4. jeep, tank, helicopters partly wrok. can enter the vehicle, the meters and panel shows out after enter the vehicle. can drive jeep and tank.
some things still need to be worked out:
1. can not fire. ( found the reason ready, will fix soon).
2. can not fly helicopter.
3. a lot of sound preload fail.
4. not stable . game crash when exit the game sometimes.
#2
to avoid any copyright problem, I can send the source to MyDreamRPG (csk's owner), then you can get that from them. or you can ask them if I can send that source code directly to you.
I just fixed the shoot problem yesterday, all gun , rokets can be fired now.
some detailed info are below:
1. need transfer all interiors (dif) to tgea format. some of them still have problem after transfer. so i just removed them from the map.
2. you need to laod materials (in scripts ). this is very important. failed to do this, the game will can not load mission without any clue.
3. C++ source code: a lot of changes but the main job is transfer TGE c++ code to TGEA c++ code. need a lot of detail work here.
4. Script: need transfer TGE scripts to TGEA Scripts. (rewrite those init.cs and game.cs, server.cs, client.cs...)
5. sound file (.ogg) from csk 1.0.1 seems can not work in tgea. the sounds from tgea samples wroking well, so i just left those sounds there untouched.
hope this can save some of your time. if you need more information , please ask in details.
09/07/2008 (10:57 am)
Hi , Szzq007:to avoid any copyright problem, I can send the source to MyDreamRPG (csk's owner), then you can get that from them. or you can ask them if I can send that source code directly to you.
I just fixed the shoot problem yesterday, all gun , rokets can be fired now.
some detailed info are below:
1. need transfer all interiors (dif) to tgea format. some of them still have problem after transfer. so i just removed them from the map.
2. you need to laod materials (in scripts ). this is very important. failed to do this, the game will can not load mission without any clue.
3. C++ source code: a lot of changes but the main job is transfer TGE c++ code to TGEA c++ code. need a lot of detail work here.
4. Script: need transfer TGE scripts to TGEA Scripts. (rewrite those init.cs and game.cs, server.cs, client.cs...)
5. sound file (.ogg) from csk 1.0.1 seems can not work in tgea. the sounds from tgea samples wroking well, so i just left those sounds there untouched.
hope this can save some of your time. if you need more information , please ask in details.
#3
Many thanks for your effects! I will email MyDreamRPG to check if we have license or copyright issue in current scenario, could you kindly give me your email for further discuss? my email is dawei.fei@gmail.com dawei.fei@gmail.com
09/08/2008 (6:26 pm)
Hi Yuejun Zhang: Many thanks for your effects! I will email MyDreamRPG to check if we have license or copyright issue in current scenario, could you kindly give me your email for further discuss? my email is dawei.fei@gmail.com dawei.fei@gmail.com
#5
09/17/2008 (2:46 pm)
Yuejun, feel free to email me with the changes: dave@dreamgamesinc.com and I will get them to dawei.fei!
#6
Thanks for your great product and hard work.
09/17/2008 (10:46 pm)
Hi. Dave. I emailed you. please let me know after you download. so i can delete the file from my server.Thanks for your great product and hard work.
#7
10/17/2008 (7:37 am)
Yuejun, we got the download, thanks!
#8
11/09/2008 (3:41 am)
Hi, Dave, Can I get the source? snow4dayz@gmail.com
#9
11/15/2008 (10:01 pm)
Yes please.. i'm also looking for help porting to TGEA
#10
12/04/2008 (6:39 pm)
We haven't managed to get a stable port to TGEA yet but once we do we will make it available. If one of you guys gets a port to TGEA done and its stable we will make it available to CSK/TGEA owners if GG has no issue with it. I'm sure some kind of TGEA license verification will be needed.
#11
01/12/2009 (9:50 am)
Despite my earlier post admonishing Dream Games Inc. to provide more documentation for CSK prior to a TGEA port, I'm actually quite interested in your work Yuejun. Please contact me via E-mail (it's public on my profile page) to discuss things further.
#12
As for the sound problems, I think, (don't know) there is a glitch in the openAl implemtation since they added fmod. I've had sound problems since then. One of these days I'll compare the code to see if I can pull something out that may be causing the problem.
01/13/2009 (7:17 pm)
This is great news guys. Hopefully, one of you will get a stable build up and running. As for the sound problems, I think, (don't know) there is a glitch in the openAl implemtation since they added fmod. I've had sound problems since then. One of these days I'll compare the code to see if I can pull something out that may be causing the problem.
#13
P.S. this is good to know being that i would have added FMOD anyway for more precise sound engineering and effects.
01/14/2009 (2:01 am)
CSK has FMOD?P.S. this is good to know being that i would have added FMOD anyway for more precise sound engineering and effects.
#14
01/15/2009 (8:47 am)
@CSMP: the CSK does not have FMOD integrated, but TGEa has laid the groundwork through its SFX layer. The current CSK is built on top of TGE which relies on OpenAL for audio.
#15
and I already completely writed another combat style engine with TEGA 1.7.1 . jeep , tank, and helicopter are all works, I added air fighter too. and if i can find a way to post images , I will post some pictures here.
01/15/2009 (9:57 am)
@Keith: I have emailed you.and I already completely writed another combat style engine with TEGA 1.7.1 . jeep , tank, and helicopter are all works, I added air fighter too. and if i can find a way to post images , I will post some pictures here.
#16
As per my question in E-mail, I'm still wondering why you decided not to complete your TGEA CSK port as it sounded like a valuable project.
Could you identify anything specific that lead to that decision?
Was it management decision that you were obliged to follow?
In fact, the first question is open to anyone who is working on a TGEA port or who has used Yuejun's partial port.
01/15/2009 (11:51 am)
Yuejun, I received your E-mail and responded -thanks!As per my question in E-mail, I'm still wondering why you decided not to complete your TGEA CSK port as it sounded like a valuable project.
Could you identify anything specific that lead to that decision?
Was it management decision that you were obliged to follow?
In fact, the first question is open to anyone who is working on a TGEA port or who has used Yuejun's partial port.
#17
I Havnt used TGEA or Yuejun's port but if you ask me I'm tired of getting CSK to work right with TGE, let alone try to port for TGEA.
Sometimes things just make it to the Pick-a-Part source code pile alot sooner then they were supposed to, and my copy of CSK is almost there as well.
01/15/2009 (5:09 pm)
@Mike: good to know that about TGEA, I've used the FMOD API in VB for some pretty nifty MP3 Players... but that was also due too the FMOD.ocx control.I Havnt used TGEA or Yuejun's port but if you ask me I'm tired of getting CSK to work right with TGE, let alone try to port for TGEA.
Sometimes things just make it to the Pick-a-Part source code pile alot sooner then they were supposed to, and my copy of CSK is almost there as well.
#18
Oh yeah: FMOD isn't already in TGEa out of the box, but due to the way that the SFX layer is written it's not so difficult as it would have been in TGE to drop it in. I always that the OpenAl API was kind of crappy, it's great to have a choice in TGEa.
01/16/2009 (8:20 am)
Quote:Sometimes things just make it to the Pick-a-Part source code pile alot sooner then they were supposed to, and my copy of CSK is almost there as well.Ain't that the truth! I made a few quick protypes using the CSK and then moved to TGEa, I like it a lot better -- it's shinier and a helluva lot faster -- and with a little forum searching you can find that most resources have already been ported. I've cut and stripped and now I have what I want from the CSK in TGEa instead of doing a direct port myself.
Oh yeah: FMOD isn't already in TGEa out of the box, but due to the way that the SFX layer is written it's not so difficult as it would have been in TGE to drop it in. I always that the OpenAl API was kind of crappy, it's great to have a choice in TGEa.
#19
EDIT: can edit now! :)
01/16/2009 (8:22 am)
Damn no edit post button! Don't know how I managed to mangle that quote.EDIT: can edit now! :)
#20
@Mike: agreed that the inability to edit posts is troublesome.
01/16/2009 (11:47 am)
So am I to assume that the best approach here is "gut and clean" versus "polish the turd"? That sounds at least like what three different people have said and done so far.@Mike: agreed that the inability to edit posts is troublesome.
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