FGE (Flight Game Example) Port...
by Quinton Delpeche · in Torque Game Engine Advanced · 06/02/2009 (7:00 am) · 53 replies
This is in response to some comments posted on the discount of FGE (Flight Game Example) blog post (www.garagegames.com/community/blogs/view/17325/). I have now started the porting process of FGE to TGEA 1.8.1 and decided to post the progress of it in the forums.
I have made some solid progress with the port to TGEA 1.8.1 and will move on to a T3D port once I am completed with this one. The only item that I have not ported is the VMPlayer, but FGE still plays music in the background as before ... it is just now a random selection and can't really be controlled or managed.
I am in the final stages now and busy with the final porting of the scripts and guis to make them look the same as the Decane originals but also to ensure that they are the TGEA 1.8.1 guis and not the older TGEA 1.0.1.
Here are some screenshots showing off the port ... you will need the original FGE to compare ... but anyway. :)

I should ahve the final port finished by the weekend and then Martin Schultz (Decane) will make it available to all current owners of FGE, please note that I am not adding any artwork or assets and the originals are still in place. It is up to Martin Schultz (Decane) to decide whether they want to update them to the new TGEA 1.8.1 or not. I have merely ported the stuff over and ensured that it works.
I have made some solid progress with the port to TGEA 1.8.1 and will move on to a T3D port once I am completed with this one. The only item that I have not ported is the VMPlayer, but FGE still plays music in the background as before ... it is just now a random selection and can't really be controlled or managed.
I am in the final stages now and busy with the final porting of the scripts and guis to make them look the same as the Decane originals but also to ensure that they are the TGEA 1.8.1 guis and not the older TGEA 1.0.1.
Here are some screenshots showing off the port ... you will need the original FGE to compare ... but anyway. :)

I should ahve the final port finished by the weekend and then Martin Schultz (Decane) will make it available to all current owners of FGE, please note that I am not adding any artwork or assets and the originals are still in place. It is up to Martin Schultz (Decane) to decide whether they want to update them to the new TGEA 1.8.1 or not. I have merely ported the stuff over and ensured that it works.
About the author
Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.
#42
12/12/2009 (12:36 pm)
Bumping this, wondering if anyone has this working yet. I got FGE right when 1.8.0 was released, and still have yet to use it with the shader engine but it worked great with my TGE 1.5.2 project... I'm using the Drone pack so I don't think I need to worry bout the models, was curious if AIFlyingVehicle is working...
#43
01/01/2010 (8:55 am)
My fixes to the AIFlyingVehicle referred to in post #26 work just fine in TGEA 1.8.1, I'll throw them into 1.8.2 and see what happens.
#44
01/05/2010 (9:42 pm)
Sorry about the wait, I got around to testing my changes in 1.8.2 and the AIFlyingVehicles work as expected.
#45
Has anybody ported this to T3D, if so, can you share?
Thanks.
02/08/2010 (5:01 pm)
Any progress with this resource?Has anybody ported this to T3D, if so, can you share?
Thanks.
#46
For those of you who want them, I have updated the AI files as well as all my changed files are included in one .zip. Two notes, A)This is against stock T3D1.1Beta; but should work for any T3d, B)I haven't been able to properly test this; see below.
It compiles with no errors and everything should be in the correct place, but neither can I guarantee that it is all correct. So much changed that there were several places where I had to hazard a guess as to the proper location and matching function (again many changes) to ensure it was in the right place and worked. Using 1.8.2 as a guide it all seems to "look right." T3D beta 5 to 1.1beta seem structurally similar... however Caveat Emptor.
I haven't finished going through all the datablocks and scripts to finish pathing and fixing the other bits, Right now I can pull up all the screens and look at the funky colored islands, but not much else...yet.
For now if you want the AIfiles and all my other files they are here:CompilingAI There are 9 files in zip format. You can overwrite or use your favorite diffing program. I placed the AI files (4 of them) into the "project"/source folder. The rest you find and replace.
I'm open to collaborating with anyone willing to attempt to get this into T3D. If anyone is also using AFX2 for T3D I would be exeptionally interested in working with you to get this into AFX as that is my ultimate goal.
02/23/2010 (7:50 pm)
After four days of attempting to port this and much personal life drama, I must break away from my T3D port. If anyone has any updates, please share. For those of you who want them, I have updated the AI files as well as all my changed files are included in one .zip. Two notes, A)This is against stock T3D1.1Beta; but should work for any T3d, B)I haven't been able to properly test this; see below.
It compiles with no errors and everything should be in the correct place, but neither can I guarantee that it is all correct. So much changed that there were several places where I had to hazard a guess as to the proper location and matching function (again many changes) to ensure it was in the right place and worked. Using 1.8.2 as a guide it all seems to "look right." T3D beta 5 to 1.1beta seem structurally similar... however Caveat Emptor.
I haven't finished going through all the datablocks and scripts to finish pathing and fixing the other bits, Right now I can pull up all the screens and look at the funky colored islands, but not much else...yet.
For now if you want the AIfiles and all my other files they are here:CompilingAI There are 9 files in zip format. You can overwrite or use your favorite diffing program. I placed the AI files (4 of them) into the "project"/source folder. The rest you find and replace.
I'm open to collaborating with anyone willing to attempt to get this into T3D. If anyone is also using AFX2 for T3D I would be exeptionally interested in working with you to get this into AFX as that is my ultimate goal.
#47
If i make some progress i will post about it.
03/11/2010 (2:33 pm)
I was going for a TGEA port first, but seems you guys are already going for T3D. Fine with me :-)If i make some progress i will post about it.
#48
You can view it here.
03/29/2010 (9:08 am)
Someone (Sean Rice the patron saint of ports) has graced us with his work in progress. Seems he is making short work of this port. We should get him a hearty thanks! You can view it here.
#49
I bought the FGE, and now i want to bring it to work with
Torque 3D 2009 1.0.1
Here are so many threads, i am a little bit confused.
What is needed to bring it to work with the basic Version of torque.
Somebody can help out me?
12/31/2010 (3:07 pm)
Hello, i have torque 3D, but i have the Version without source.I bought the FGE, and now i want to bring it to work with
Torque 3D 2009 1.0.1
Here are so many threads, i am a little bit confused.
What is needed to bring it to work with the basic Version of torque.
Somebody can help out me?
#50
However, maybe it is possible that the creator of the FGE provides a T3D version of the kit. But you'd have to ask I guess..
01/01/2011 (12:49 pm)
you can't yourself, as it needs to be compiled with the source. With the Torque Basic version, you are limited to script only changes, and the FGE requires changes to the source code.However, maybe it is possible that the creator of the FGE provides a T3D version of the kit. But you'd have to ask I guess..
#51
The bulk of the kit will work without needing to make any source code changes. Only two things in the kit require access to the source:
01/01/2011 (8:59 pm)
@Landixus: The bulk of the kit will work without needing to make any source code changes. Only two things in the kit require access to the source:
- the reticle code
- flying vehicle AI
#52
My Torque 3D 2009 1.0.1 not loading anything of the FGE.
01/02/2011 (12:02 pm)
But how will i bring this to work?My Torque 3D 2009 1.0.1 not loading anything of the FGE.
#53
a little helpless.
No one can show me, how i bring this to work with Torque 3D 2009 1.0.1?
Or someone can send me a compiled Version of the FGE, so that i can
build some new Level etc... with Torque 3D 2009 1.0.1?
Sry, i will not bother you all, but i was so happy to find this
FGE :)
01/06/2011 (8:30 pm)
hm, i bought Torque 3D 2009 1.0.1 and the FGE only for the FGE, now i ama little helpless.
No one can show me, how i bring this to work with Torque 3D 2009 1.0.1?
Or someone can send me a compiled Version of the FGE, so that i can
build some new Level etc... with Torque 3D 2009 1.0.1?
Sry, i will not bother you all, but i was so happy to find this
FGE :)
#54
this source code is a example for Flyingvehicle.
I need Aiflyingvehicle class source code in TGE and samples of this.
best sample is FGE that i dont have this.
Can you help me?
Pls help me.
Email:moj.heidari@yahoo.com
best regards.
11/10/2012 (5:48 pm)
I looking for FGE source code for apply in my project.this source code is a example for Flyingvehicle.
I need Aiflyingvehicle class source code in TGE and samples of this.
best sample is FGE that i dont have this.
Can you help me?
Pls help me.
Email:moj.heidari@yahoo.com
best regards.
Torque 3D Owner Alaric Karczag