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Resource integration in TGE 1.4.2 - Linking diff
Resource integration in TGE 1.4.2 - Linking diff
| Name: | Berserk | |
|---|---|---|
| Date Posted: | Sep 08, 2007 | |
| Rating: | 3.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Berserk |
Blog post
04-10-2007 update:
I'm going to rework the whole thing and make out a #ifdef resResourceName versioned source patch, wich will be applyed to a fresh 1.4.2
I ask, for courtesy, who owns a 1.5 TGE please try integrating this as well and link an equivalent one.
I'll start working the next monday (I hope), as I'm just back from the hospital and I already have plenty of todo-s.
Meanwhile, please test out the actual patch (wich already includes _all_ the code, commented out in some places) and try and fix something.
Thanks in advance for any help the community will want to give me on this. (Will require a 1.4.2 downgrade).
Just as chronicle, I would enjoy to upgrade but I no longer own a credit card. This is why I hadn't already, as it would be so comfortable to use fresh code and just link a corrected version.
Moderators: please, add feedback for those resources 1.4.2 already supports, as I'm doing lots of mistakes (I believe).
Update: I'm uploading a diff, wich applyed to a fresh engine install will enable all the resources in the list (already integrated and I had troubles with - resources, the latter are included but commented out).
Here it is (filesize limits and other messy stuff) download it here.
Hello everyone. It's been a little while since my last "entertaining" post on the forums. But, guess what? This wasn't so funny as others before.
Yes, I made for real this time. I armed myself with patience and made (or, almost) what I sayd - was that hard!!!
Now, I already integrated all the "first integration step" resources, miss some (3) of them, had troubles with some other (please, have a look at this forum thread) and I still have to add another couple resources.
I'm also seeking for advice on "PhysX for TGE" resource. Do I better integrate that, or install the ragdoll pack?
I have such pack, along with the environment pack from BraveTree and some combopacks from Tim Aste, wich includes some really nice scripts wich would be nice to add as a finishing touch. Should I?
As soon as I finish cleaning up after the first resource integration step, I'll upload a source patch or something similar, to apply on TGE 1.4.2 on the fly and enjoy all these resources at once.
Ok, talked enough at the moment. Let's descript what I done 'til now!!
Already integrated resources:
Cast Ray Use Button update: this is a better one than the next. Same author.
Key Press to Mount Vehicle (ALA GTA/press a key and mount the nearest vehicle)
Grenade Code (Throw grenades, timer controlled)
Weapon cycling in Torque (Switch weapons)
Simple Scripted Doors (Doors with locking features also)
Flamethrower , bullets that don (Implements gas/or fluid/made projectiles)
Conform Player to Terrain (Makes the character always aligned with the terrain plane its foots are on)
Elevator/script only (Fakes an elevator system inside a building)
A* path finding made lightning-fast by pre-compiling (Gives ability to make a node grid wich bots will navigate along)
Weapon & Ammo Drop (Drops the weapon and ammo clips you're carrying out fall on the ground when you're death)
Jet pack love... (Adds jetpack to your character/needs inertia, try the one below instead)
Jetpack/1.4 / 1.5 Compliant (Same as above, but includes the Air Control resource and got cleaned up for 1.4)
Single Player Level exits ([not so] Old School, single player, stage based games made somewhat easy by this resource)
Vehicle Damage Emitters (Enables vehicles to be damaged/and shows flames and so depending on a vehicle damage state, GTA style again/need to make damage-able vehicles)
How to make bots follow a player. A centipede. (Makes some bot follow your character/ala "rescue the hostages"/very funny to see some Korks behind you!!!/lol)
Throwing your weapon (Enables your character to throw the weapon is using/could this hurt some enemy?/works, unable to drop the weapon I'm carying btw/it spawns a new one everytime)
AI Guard Unit (Makes AI Bots hunt you when they see you)
ActionMap Concatenation (Enables some actions to be unlocked by some others ?)
Auto Scrolling Container Control (Makes scrolling texts easy as putting a control in the GUI Editor)
Torque Flashlight & Laser Sighting (Adds the ability to attach flashlights and laser sighters to weapons/ala SWAT/this is already in, with 1.4.2 + TLK)
land mines (Adds land mines weapon support)
Different Explosion when projectile hits a player object. (Makes the ProjectileData explosion change depending on what has it hit/needs some customizations/breaks crossbow mounting, dunno why)
Mounted Particle Emitters (Enables particles to be mounted on nodes/imagine a torch?/don't had errors)
Resources I had troubles with:
fxDecal for 1.4.2 (Add some nice effects to decals/funny with bullet holes on crates etc./Got some compilation errors, doesn't work)
Turret & AITurret classes use this instead (Had to include this to make the below working/had lots of errors due to old code.)
MoveManager improvement for mounting turrets to vehicles (Enables vehicles to have turrets as in eg, tanks/had lot of errors in the turrets resource, on wich this depends.)
Car with weapon mounts (Enables firing with weapon from a vehicle, as well as making the vehicle itself able to fire/code is too old)
Throwing Torque Items (Can't throw objects)
Adding new positions and moves; ie swim, crouch, crawl, prone (miss animations to better test it out)
"Adding new positions" enhancements (still miss animations)
Climb Ladders, Trees, Rocks, Walls with TGE 1.5 (miss animations to better test it out)
Game Manager with Time and Weather (clock time works, no day/night or weather)
Moveable, Destroyable, Mission Area Aware ITEMS (unable to destroy items)
Setting an ImageState manualy (Should facilitate ShapeBaseImageData transitions/crashes the engine at startup)
Cloth Physics (Should simulate cloths/crashes the engine at startup)
Drunk or Sniper-Breathing movement (Should wave 1st person camera/crashes the engine at mission loading)
Complete Dynamic Weapon Hud (Adds an HUD wich is somewhat associated with the weapon in use/want to test out further tweakings)
Player Target Locking (Adds target selection, ala GTA and many others/needs its own bot managing way)
Continuous Laser (Simulates a laser beam rifle/SciFi thing/code is radically changed, dunno where to edit)
Basic TerrainDeformer Object for Torque (Makes terrain deformable/funny with grenades or so/same as above/consoleDynamicTypes enum no longer exists)
I added those three at once. Had a lot of compilation errors, I don't know wich one makes trouble.
Image Effect Scope / Night Vision (Simulates NightVision Googles and adds a nice mask on 1st person view)
Hand to Hand Combat, Locational Damage and Collision and More. (Enables hand to hand fighting and bunt/blade weapons usage)
Laser Beam. (required for continuous laser resource)
Third resource integration step:
Torque Talk (Enables TextToSpeech inside Torque)
Missing resources:
[url=] Nothing about [/url] (surveillance camera)
[url=] Nothing about [/url] (shop system)
[url=] Nothing about [/url] (carrying death corpses away)
Bye, Berserk.
.
I'm going to rework the whole thing and make out a #ifdef resResourceName versioned source patch, wich will be applyed to a fresh 1.4.2
I ask, for courtesy, who owns a 1.5 TGE please try integrating this as well and link an equivalent one.
I'll start working the next monday (I hope), as I'm just back from the hospital and I already have plenty of todo-s.
Meanwhile, please test out the actual patch (wich already includes _all_ the code, commented out in some places) and try and fix something.
Thanks in advance for any help the community will want to give me on this. (Will require a 1.4.2 downgrade).
Just as chronicle, I would enjoy to upgrade but I no longer own a credit card. This is why I hadn't already, as it would be so comfortable to use fresh code and just link a corrected version.
Moderators: please, add feedback for those resources 1.4.2 already supports, as I'm doing lots of mistakes (I believe).
Update: I'm uploading a diff, wich applyed to a fresh engine install will enable all the resources in the list (already integrated and I had troubles with - resources, the latter are included but commented out).
Here it is (filesize limits and other messy stuff) download it here.
Hello everyone. It's been a little while since my last "entertaining" post on the forums. But, guess what? This wasn't so funny as others before.
Yes, I made for real this time. I armed myself with patience and made (or, almost) what I sayd - was that hard!!!
Now, I already integrated all the "first integration step" resources, miss some (3) of them, had troubles with some other (please, have a look at this forum thread) and I still have to add another couple resources.
I'm also seeking for advice on "PhysX for TGE" resource. Do I better integrate that, or install the ragdoll pack?
I have such pack, along with the environment pack from BraveTree and some combopacks from Tim Aste, wich includes some really nice scripts wich would be nice to add as a finishing touch. Should I?
As soon as I finish cleaning up after the first resource integration step, I'll upload a source patch or something similar, to apply on TGE 1.4.2 on the fly and enjoy all these resources at once.
Ok, talked enough at the moment. Let's descript what I done 'til now!!
Already integrated resources:
Cast Ray Use Button update: this is a better one than the next. Same author.
Key Press to Mount Vehicle (ALA GTA/press a key and mount the nearest vehicle)
Grenade Code (Throw grenades, timer controlled)
Weapon cycling in Torque (Switch weapons)
Simple Scripted Doors (Doors with locking features also)
Flamethrower , bullets that don (Implements gas/or fluid/made projectiles)
Conform Player to Terrain (Makes the character always aligned with the terrain plane its foots are on)
Elevator/script only (Fakes an elevator system inside a building)
A* path finding made lightning-fast by pre-compiling (Gives ability to make a node grid wich bots will navigate along)
Weapon & Ammo Drop (Drops the weapon and ammo clips you're carrying out fall on the ground when you're death)
Jet pack love... (Adds jetpack to your character/needs inertia, try the one below instead)
Jetpack/1.4 / 1.5 Compliant (Same as above, but includes the Air Control resource and got cleaned up for 1.4)
Single Player Level exits ([not so] Old School, single player, stage based games made somewhat easy by this resource)
Vehicle Damage Emitters (Enables vehicles to be damaged/and shows flames and so depending on a vehicle damage state, GTA style again/need to make damage-able vehicles)
How to make bots follow a player. A centipede. (Makes some bot follow your character/ala "rescue the hostages"/very funny to see some Korks behind you!!!/lol)
Throwing your weapon (Enables your character to throw the weapon is using/could this hurt some enemy?/works, unable to drop the weapon I'm carying btw/it spawns a new one everytime)
AI Guard Unit (Makes AI Bots hunt you when they see you)
ActionMap Concatenation (Enables some actions to be unlocked by some others ?)
Auto Scrolling Container Control (Makes scrolling texts easy as putting a control in the GUI Editor)
Torque Flashlight & Laser Sighting (Adds the ability to attach flashlights and laser sighters to weapons/ala SWAT/this is already in, with 1.4.2 + TLK)
land mines (Adds land mines weapon support)
Different Explosion when projectile hits a player object. (Makes the ProjectileData explosion change depending on what has it hit/needs some customizations/breaks crossbow mounting, dunno why)
Mounted Particle Emitters (Enables particles to be mounted on nodes/imagine a torch?/don't had errors)
Resources I had troubles with:
fxDecal for 1.4.2 (Add some nice effects to decals/funny with bullet holes on crates etc./Got some compilation errors, doesn't work)
Turret & AITurret classes use this instead (Had to include this to make the below working/had lots of errors due to old code.)
MoveManager improvement for mounting turrets to vehicles (Enables vehicles to have turrets as in eg, tanks/had lot of errors in the turrets resource, on wich this depends.)
Car with weapon mounts (Enables firing with weapon from a vehicle, as well as making the vehicle itself able to fire/code is too old)
Throwing Torque Items (Can't throw objects)
Adding new positions and moves; ie swim, crouch, crawl, prone (miss animations to better test it out)
"Adding new positions" enhancements (still miss animations)
Climb Ladders, Trees, Rocks, Walls with TGE 1.5 (miss animations to better test it out)
Game Manager with Time and Weather (clock time works, no day/night or weather)
Moveable, Destroyable, Mission Area Aware ITEMS (unable to destroy items)
Setting an ImageState manualy (Should facilitate ShapeBaseImageData transitions/crashes the engine at startup)
Cloth Physics (Should simulate cloths/crashes the engine at startup)
Drunk or Sniper-Breathing movement (Should wave 1st person camera/crashes the engine at mission loading)
Complete Dynamic Weapon Hud (Adds an HUD wich is somewhat associated with the weapon in use/want to test out further tweakings)
Player Target Locking (Adds target selection, ala GTA and many others/needs its own bot managing way)
Continuous Laser (Simulates a laser beam rifle/SciFi thing/code is radically changed, dunno where to edit)
Basic TerrainDeformer Object for Torque (Makes terrain deformable/funny with grenades or so/same as above/consoleDynamicTypes enum no longer exists)
I added those three at once. Had a lot of compilation errors, I don't know wich one makes trouble.
Image Effect Scope / Night Vision (Simulates NightVision Googles and adds a nice mask on 1st person view)
Hand to Hand Combat, Locational Damage and Collision and More. (Enables hand to hand fighting and bunt/blade weapons usage)
Laser Beam. (required for continuous laser resource)
Third resource integration step:
Torque Talk (Enables TextToSpeech inside Torque)
Missing resources:
[url=] Nothing about [/url] (surveillance camera)
[url=] Nothing about [/url] (shop system)
[url=] Nothing about [/url] (carrying death corpses away)
Bye, Berserk.
.
Submit your own resources!| James Thompson (Sep 08, 2007 at 07:42 GMT) |
Quote:
I'm also seeking for advice on "PhysX for TGE" resource. Do I better integrate that, or install the ragdoll pack?
PhysX wont yet give you ragdoll effects, but it will give you awsome physics effects on other objects.
| Broken_Sword (Sep 08, 2007 at 08:21 GMT) Resource Rating: 5 |
Looking forward to it.
Edited on Sep 08, 2007 08:24 GMT
| Berserk (Sep 08, 2007 at 12:12 GMT) |
I was warned about incompatibilityes, but I need this functionality in my project, so I had to (at least) try.
Meanwhile, I need help with resources I had troubles with. Has anybody used them before? Add feedback!
Thanks however.
Bye, Berserk.
.
| Berserk (Sep 08, 2007 at 13:15 GMT) |
I still have to upload my ultramod folder, wich includes scripts and assets to use with the modifyed .exe
Bye, Berserk.
.
Edited on Sep 08, 2007 14:08 GMT
| Deozaan (Sep 08, 2007 at 18:11 GMT) |
It takes me to a site that's in another language. (Italian?)
| Berserk (Sep 08, 2007 at 21:40 GMT) |
However, you'll find a link to the file download in the opening page, at the very bottom.
Try this one instead.
Bye, Berserk.
.
Edited on Sep 08, 2007 21:41 GMT
| James Brad Barnette (Sep 09, 2007 at 04:31 GMT) |
| Berserk (Sep 09, 2007 at 17:18 GMT) |
Other than this, I plan on adding a global include containing preprocessor #defines and re-walk all the resources, adding #ifdef resResourceName and #endif in every code modification I made.
This way I could de-activate resources by adding a single comment in the global header.
Upon finishing this, I'll also encourage resources author doing in a similar way for theyr resources.
Edit: I was forgotting, I'll do the same with the script files, with a $resResourceName bunch inside a script called from main.cs
The new METoDyCo is right behind the corner now. Just the time I compile, rewalk, finish and make all this working and I'll start on that.
James, I sent you an email.
Bye, Berserk.
.
Edited on Sep 09, 2007 17:34 GMT
| Berserk (Sep 09, 2007 at 22:51 GMT) |
Now I can't use the mouse to control my player - maybe this is just a problem with default.bind.cs however.
And I see bounding boxes even if I leave out the editor.
I would like to send this new patch to someone, the code is still there but everything erroneous has been commented out - works, but not perfectly.
Can some experienced programmer lend a hand here?
Thanks in advance for any help.
Bye, Berserk.
.
| Robert Brower (Sep 12, 2007 at 07:49 GMT) |
G'luck!
Robert
| Kent Butler (Sep 14, 2007 at 23:20 GMT) |
The item being hit needs to have a routine that decides how to respond. The easiest way to do this is through the item datablock's "damage" function (NOT onDamage - that's called by applyDamage ... ).
If all you want to do is have an item that goes away when shot, try this:
function yourItemTypeDatablock::damage(%this, %obj, %col){
echo("Ouch! you shot me!"); // obviously - this is not needed
%obj.delete();
}The shapebase has several console script functions for handling damage. There is a good list here: tdn.garagegames.com/wiki/Torque_Console_Objects_10#Damage. Since sometimes those posts are sort of old, I went ahead and checked shapebase.cc and they all seem to be in there. I'm actually kind of stoked I looked into this, the engine does some cool stuff I never noticed before.
Edited on Sep 23, 2007 01:54 GMT
| Stevenup7002 (Sep 15, 2007 at 07:42 GMT) |
EDIT: Sorry, didnt read the comments..
Edited on Sep 15, 2007 07:50 GMT
| Kent Butler (Sep 23, 2007 at 01:55 GMT) |
| Berserk (Oct 04, 2007 at 18:36 GMT) |
I mean I'm unable to de-activate items shooting at them. They should at least disappear I guess, but adding a destroyable Item doesn't change anything.
Kent I guess your later post fixes this.
| Michael Perry (Oct 15, 2007 at 17:27 GMT) |
The initial resource by Shannon "ScarWars" Scarvaci is the best way to start. Once I got his resource in, I've since expanded the code to support physX collision/response for vehicles, AI, projectiles, and magic missiles (from AFX). I've also integrated a cloth system, and am now moving on to the mesh and animation code.
While it's no easy task, I truly believe we (community) can connect the physX system to the player node structure to get real ragdoll in.
Also, someone requested a way to show mesh distortion (like a dented drum or vehicle bumper), so I plan on tackling that at some point as well.
Whatever I come up with I'll send your way when I've polished it.
| James Brad Barnette (Oct 16, 2007 at 12:40 GMT) |
Dude do you thikn that you could post those changes back to the PhysX resource so the rest of us could make use of them?
| Berserk (Oct 29, 2007 at 10:15 GMT) |
| Michael Perry (Oct 29, 2007 at 12:33 GMT) |
@James - I plan on making it a bulk resource. I'm almost finished with the ragdoll (super super super cool btw). If the mesh stuff proves to be as challenging, I'll save it for a separate resource.
Just so you guys know, I'm very close to posting my classes for TorqueSchool. As an added bonus for people who sign up for my classes (and a few that aren't mine), I will be providing some of my resources to the students before hand as a bonus.
| Berserk (Oct 29, 2007 at 13:11 GMT) |
I'll enjoy PhysX in TGE as soon as you send me it.
Can I ask for help around here for this my resource list?
Bye, Berserk.
.
| Daniel Buckmaster (Oct 31, 2007 at 11:21 GMT) |
| Berserk (Oct 31, 2007 at 11:51 GMT) |
My email is (igpgames AT tiscali DOT it) please send with a player.cs including animations names, so I can drop it right in the patch folder and re-upload everything.
Thanks however.
P.S.: Will you send .max files as well?
Bye, Berserk.
.
Edited on Oct 31, 2007 11:54 GMT
| Daniel Buckmaster (Oct 31, 2007 at 20:31 GMT) |
The file I used is a resource on this site, searching for 'orgnge guy' should do it. It's basically a clone of the blue test guy from tutorial.base set up in Blender, allowing you to export DSQ animations. Really handy.
Anyway, files coming up...
...sent.
Edited on Oct 31, 2007 20:39 GMT
| Edward (Dec 23, 2007 at 17:03 GMT) |
| H.W. Kim (Jan 06, 2008 at 14:11 GMT) Resource Rating: 5 |
| Niko Loeffelholz (Jan 27, 2008 at 23:24 GMT) Resource Rating: 5 |
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3.8 out of 5


