Game Development Community

Beta Documentation Feedback

by Michael Perry · in Torque 3D Beginner · 03/28/2009 (8:03 pm) · 329 replies

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This was the official feedback thread for the Torque 3D beta.

It is now locked.

Please make post any new documentation feedback in the official thread:


Official Torque 3D Documentation Feedback
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6/16/09 Update Changed title of thread to Torque 3D Beta, instead of Official Torque 3D. When the final release ships, I want to have a clean thread for new users to be able to search through and post in. This thread will be archived.

7/17/09 Update: Tooltips work. Component Tutorials work in certain browsers. CLICK HERE for SVN Change Log.

9/31/09 Update: Posted full TOC for docs, using WIP template to hold spot for final docs to be written. CLICK HERE for SVN Change Log.
Thread is locked
#221
07/31/2009 (3:56 pm)
@OmegaDog, my lawyers will contact you about that cigar on the mouth of your avatar.
#222
07/31/2009 (4:28 pm)
ROFL -> Yours is still cooler ....
#223
07/31/2009 (4:33 pm)
Quote:
... my layers will contact you ...

Beware Novack's layers ...
#224
07/31/2009 (4:47 pm)
img78.imageshack.us/img78/2356/suprised.jpg

Oh My...

...this is like pretend crazyness at the Arkham Asylum. And what shall I expect, his name is Omega...Dog?!


And Steve, you are like the bloody nurse! (Edit: intern acting as nurse). Edit 2: as if the explanation were necessary...
#225
07/31/2009 (6:00 pm)
The various sections detailing walkthroughs all looks very promising.

Just remember to keep it idiot proof!

#226
08/02/2009 (7:49 am)
Got a light for my layer?
#227
08/02/2009 (9:33 am)
You people are Soo funny...

Thanks Scott, now there are enough avatars with cigars as to start a club.
#228
08/04/2009 (11:55 am)
a cigar medley, just for you, Novack.
made from different....layers.
img15.imageshack.us/img15/7632/cigarmedly2.jpg
#229
08/04/2009 (11:59 am)
Ummmm...doc feedback, anyone?

@OmegaDog - I like your improved avatar. Less creepy than before.
#230
08/04/2009 (12:03 pm)
doc feedback:
"9 out of 10 docs say smoking cigars is bad for you"
#231
08/04/2009 (1:07 pm)
Docs feedback:

All the new sections look promising, though obviously until they're fleshed out it's kinda hard to tell - though I expect theat they will be as user friendly and idiot proof as the others, which is good.

Some more "placeholders" in the tuts section would be nice, I did see something about RTS in the programming/scripting section relating I think to some info I saw in a forum (should that in tuts? I can see both sides for an arguement of placement).

So a few more, "how to do things" might go well, though having said that, I'm not pushing any ideas forth on what those "things" may be.

But all in all, I'm quite pleased with how it's all looking.

EDIT
And OmegaDog's new avatar does look less creepy ... but still not uncreepy.
#232
08/04/2009 (2:23 pm)
Thanks Michael I agree!

Docs feedback:

..... ......
www.bitSlap.me/tony-the-tiger.jpg

Remember class Torque3D is a?

www.bitSlap.me/Moving_Target.jpg

Kudos to Michael and Everybody that commented that helped shape up the docs! I wish RC1 would roll on! I promised not to do anything serious till RC1 hits.

Suggestion for "how to do things"
Best way on keeping up with Torque3D RCs would fit the bill for me :)
#233
08/05/2009 (8:53 am)
Yes, the outline looks great. Although I hesitate to do so, my own needs compel me to make a couple suggestions for additional information ...........

1. In scripting, either simple or advanced. How to add AIPlayers NOT using the AIManager, and get them to do simple tasks, ie, walk a path. Nowhere, unless I missed it, is AI gone over in the docs.

2. In scripting, a brief explanation, if possible, of the system as a whole. Example: Is the sequence of file execution important? Do all the files execute before the game loads, or do some load afterwards? Why do some functions run fine in the console, but not when you put them in a script file? Why are some of the script functions called "static" functions, is that still meaningful? When to put a new file under server scripts and when to put in under client?

I don't know, actually, if the above questions are relevant or just indicative of my confusion. The point being, it seems to me there is more to scripting than just adding a new file. An understanding of what is actually happening as the files interact with each other and the loading of the game would be very beneficial to me.
#234
08/05/2009 (10:09 am)
Thanks all.

Since I am working on the TorqueScript section now, this is very useful. The AI example I have right now is used for the advanced mouse control tutorial, which I think just spawns a single AI and tells him what to do (move, aim, shoot, and stop shooting).

I will not have a full starting from scratch guide ready for 1.0, but it will make it in for a later version of the engine. I'll try to address some of the points made during that kind of guide in a few of the existing tuts.
#235
08/06/2009 (1:42 pm)
While waiting to download the latest docs here's a few things I have encountered:
No list of installation instructions and setting up vc++ and dx9 SDK
Download the Latest DirectX SDK
Download the Latest Video card Drivers
Download the Windows SDK (VC2005 Express Users Only)
Download a C++ Compiler (VC2005 express or VC2008 express)
These previously existed in the getting started of 1.71 (i have to re-install 1.81 to see if they existed there or not)

under getting started- directory overview
SDK tour

Project levels picture - instead of real folder it is a place holder (Yeah- you probably knew...but JIC here's a reminder.)

Tools - The last directory in the game folder is Tools. The files in this directory, mostly scripts and GUIs, are used by the editors to modify your project in real time.
**this is not the last - there is a web folder...

where it shows a picture of "source" under game, it is in the root and it has torqueconfig.h, but no main.cpp - there is no main.cpp at all
(there is one under engine/source/main) Not sure what happened with that, or if it is related to something that will be in the final revision. Right now though - it is MIA.

Must say though - the docs are really shaping up.
#236
08/07/2009 (8:19 am)
My apologies if this has been confirmed or talked about a lot (I don't frequent the forums to much), but is there an ETA for release 1 and subsequently, the first pass at this more complete documentation?
#237
08/07/2009 (11:58 am)
@Steve - I do not have an ETA. My major contribution to RC1 was the full list of pages (even if they are WIP).

My next big push will be TorqueScript docs. Right now I'm up to about 30 written pages just covering syntax. I'm thinking by the time the TorqueScript section of the docs are finished it will take up about 50-100 written pages if you include all the descriptions, code, and screenshots.

This will probably go live just after RC1.
#238
08/09/2009 (12:01 pm)
Hi, thanks for the doc outline. That really helps to see what is expected to be added instead of just second guessin. Also, thanks for the newly written ones as well. I haven't gone through them all yet, but one thing I noticed (because that's what I'm working on right now) is that there are no placeholders for docs on AI. I'd dearly love an explanation of all the AI callbacks, what they do, how to use them, etc. How to spawn AI. What kinds of pathfinding are available (hoping the A* and navmesh resource code will get ported to T3D but ready to port it myself if not). How to find items within LOS. Etc.

I suspect much of what I actually want for the AI I'll have to write myself, but it would help to know what's available first.
#239
08/11/2009 (12:11 pm)
@Judy - I'll see how much I can get done with AI, since it is being used in a few of the advanced script examples.

@All - TorqueScript docs going up tonight or tomorrow morning.
#240
08/11/2009 (12:29 pm)
Woot! Awesome! Woot!