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Plan for Matthew "King Tut" Langley
Plan for Matthew "King Tut" Langley
| Name: | Matthew Langley | ![]() |
|---|---|---|
| Date Posted: | Jun 30, 2005 | |
| Rating: | 4.2 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Matthew Langley |
Blog post
T2D Info and a small Torque 101 update
T2D Info and a small Torque 101 update
I know a lot of T2D users are asking about T2D updates, where its at, status, and some plans about it. First if you fall under that category you should check out Justin's Plan and Melv's Plan, there should be enough to give everyone an idea of whats going on behind the scenes and what to look forward to. To keep everyone updated on some things I'm posting some info about my little part in working with T2D development :) (though want to say what a great team Melv, Josh W., and Justin are... its amazing how much work they can get done in T2D - among other things! It's been a pleasure working with them and is proving to be a continuing pleasure :).
I'll also tack on a Torque 101 update at the end of this. The day after the session my laptop crashed, since then I've been bringing data to a borrowed laptop while I send mine in for service, I still have not completely copied everything over and gotten all programs installed, definately interesting time for my laptop to crash lol.
Ok, well my minor part in T2D (other than tutorials) has been tweaking the turn based networking to work properly. I had to change a few things and port a few things over from TGE to get it working, but all in all it works well now (still will undergo some testing once I get my laptop up - hopefully today). This will hopefully help T2D users acheive some of those turn based multiplayer games they are looking forward to :).
Here are some pics.
First here is the simple Start Server GUI I set up.

here is the Join Server GUI (after pressing Query LAN)... same as TGE with only one button added (the connect to IP), you can see the server I started.

Now for testing purposes (as well as a potential future tutorial), I created a T2D chat system. If you are the server you can load a chat like this...

If the server has loaded a chat, the client can then run the "Load Chat" and connect to the servers chat, if the server hasn't loaded a chat it will give the client a warning. If the server closes the chat then it will close the chat on all of the clients... here is an example of just the server and one client in a chat.

Well hopefully between Melv and Justin's plans (along with this one as well) you all have a good idea of some of the things coming for T2D. In all honesty, even with the plans combined it only touches the surface of all the work thats been done (especially by Melv). So T2D users rest assured and begin planning turn based networking games :)
Ok heres a quick update on the Torque 101 session.It went well (had about 10-11 people) :) This weekend I started to go over GUI's in Torque. That went pretty slow, had to gear down for those not only new to Torque but new to any game engine (animation and programming too), though thats what I'm doing this for so I don't mind slowing down.
Jay was there and made himself available for any questions, he also hung around before the session to chat with a group of us and afterwords we went to Gameworks (at about 3:30) and grabbed some food at the Bar & Grill as well as talk. Jay has to be the easiest guy to just hang out and talk with lol, he even put up with a bunch of college "kids" (though most are older than 'traditional' college kids). I think everyone enjoyed getting some input from him, also helped promote Torque :)
I know a lot of T2D users are asking about T2D updates, where its at, status, and some plans about it. First if you fall under that category you should check out Justin's Plan and Melv's Plan, there should be enough to give everyone an idea of whats going on behind the scenes and what to look forward to. To keep everyone updated on some things I'm posting some info about my little part in working with T2D development :) (though want to say what a great team Melv, Josh W., and Justin are... its amazing how much work they can get done in T2D - among other things! It's been a pleasure working with them and is proving to be a continuing pleasure :).
I'll also tack on a Torque 101 update at the end of this. The day after the session my laptop crashed, since then I've been bringing data to a borrowed laptop while I send mine in for service, I still have not completely copied everything over and gotten all programs installed, definately interesting time for my laptop to crash lol.
Ok, well my minor part in T2D (other than tutorials) has been tweaking the turn based networking to work properly. I had to change a few things and port a few things over from TGE to get it working, but all in all it works well now (still will undergo some testing once I get my laptop up - hopefully today). This will hopefully help T2D users acheive some of those turn based multiplayer games they are looking forward to :).
Here are some pics.
First here is the simple Start Server GUI I set up.

here is the Join Server GUI (after pressing Query LAN)... same as TGE with only one button added (the connect to IP), you can see the server I started.

Now for testing purposes (as well as a potential future tutorial), I created a T2D chat system. If you are the server you can load a chat like this...

If the server has loaded a chat, the client can then run the "Load Chat" and connect to the servers chat, if the server hasn't loaded a chat it will give the client a warning. If the server closes the chat then it will close the chat on all of the clients... here is an example of just the server and one client in a chat.

Well hopefully between Melv and Justin's plans (along with this one as well) you all have a good idea of some of the things coming for T2D. In all honesty, even with the plans combined it only touches the surface of all the work thats been done (especially by Melv). So T2D users rest assured and begin planning turn based networking games :)
Ok heres a quick update on the Torque 101 session.It went well (had about 10-11 people) :) This weekend I started to go over GUI's in Torque. That went pretty slow, had to gear down for those not only new to Torque but new to any game engine (animation and programming too), though thats what I'm doing this for so I don't mind slowing down.
Jay was there and made himself available for any questions, he also hung around before the session to chat with a group of us and afterwords we went to Gameworks (at about 3:30) and grabbed some food at the Bar & Grill as well as talk. Jay has to be the easiest guy to just hang out and talk with lol, he even put up with a bunch of college "kids" (though most are older than 'traditional' college kids). I think everyone enjoyed getting some input from him, also helped promote Torque :)
Recent Blog Posts
| List: | 11/30/06 - Torque Game Builder 1.1.3 Goes Live! 11/05/06 - The Future of the TGB Documentation 05/16/06 - TGB Bounties Extended! 05/12/06 - Final review of TGB Bounties today 05/04/06 - Call to the TGB Community 02/28/06 - New TGB Particle Editor (Preview) 02/06/06 - A lot has happened 12/09/05 - Preview of a TDN T2D Strategy Article |
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Submit your own resources!| Corey Martin (Jun 30, 2005 at 17:21 GMT) |
| Kevin James (Jun 30, 2005 at 17:30 GMT) Resource Rating: 4 |
You are the best!
| Justin DuJardin (Jun 30, 2005 at 18:49 GMT) Resource Rating: 5 |
| Ty Schacht (Jun 30, 2005 at 21:30 GMT) |
| Mark Kinkead (Jul 01, 2005 at 00:09 GMT) |
If you would be so kind (I am not familiar with TGE), could you explain a little about some of the features implied here. Namely:
| Matthew Langley (Jul 01, 2005 at 02:04 GMT) |
Query LAN will list any servers running on your Local network (LAN)... just like a LAN game of UT, Tribes, etc... I've tested that. The connect to IP will allow you to connect to a specific IP over the net.
Query Master will (eventually) allow you to query a master server for a list of servers from there. Presently this doesn't work (though not the highest of priorities). In the end you can set up Master servers (like in Torque), in which you can have people Query for a list of servers connected to such :) That will take some modification though. (The first shot would be to get it to Query a GG master server though)
Hopefully that helps explain it
Edited on Jul 01, 2005 02:07 GMT
| Drew -Gaiiden- Sikora (Jul 01, 2005 at 05:47 GMT) |
| Nigel (Jul 20, 2005 at 21:16 GMT) |
Hmm...thinking about that, is there a way to consistently get that info? gethostbyname just returns what your internal IP is doesn't it (ie doesn't help if you're behind a NAT)? It's been a while since I coded any network stuff. :)
I guess you could add a option to bounce off a GG server and let it tell you what it thinks your IP is. Eh.
Nigel
| Hugeone (Oct 18, 2005 at 04:15 GMT) Resource Rating: 5 |
When will release the next version owning these functions ?
Thanks a lot.
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4.2 out of 5


