Assimilating GG Resources for FPS
by Britton LaRoche · 01/03/2009 (7:57 pm) · 8 comments
I have implemented most of the resources in TGE 1.3 and 1.5. Now it is time to do it again, (and add new resources) in TGEA 1.8.0.
With each new release of the game engine I find the resources again and port the code. Script resources are much more portable than the game engine modifications.
I've kept several text files (that list all the resources links I've used) over the past few years and I keep losing them. So I'm posting links here to keep track of them. The most recent resource posts are on top. (NOTE: This is a work in progress so check back for the complete list, should be finished in about a week)
-----------------------
-- GG Resources
-----------------------
Teams
--------------------------
Team Based Character Selection (Seems to be partially implemented in the T3D demo of the TGEA 1.8.0 example)
Torque Team Id - Red vs Green
Team implementation
Set Skin
--------------------------
TGEA Color Tinting Shadergen Addition
Set Skin Problems in TGEA Forum post
TGEA Dynamic Skins & Material Swapping
easier setSkinName 12853
Multiple textures on player
Set Skin 4051
Setting object skins from the scripts
Game Types
-------------------------
BF2 Style Capture the Flag II
BF2 Style Capture the Flag
The Original CTF
Mission Type Objects
AI
--------------------------
Flexible A* Pathfinding System
Path Finding Resource Update: Dijkstra, A Star and Best First pathfinding solution
A* path finding made lightning-fast by pre-compiling
Advanced AI for TGE 1.4
AI Player Extensions
Inventory Systems
-----------------------------
Showing Health Kits
Weapon Cycling in Torque
Torque Inventory Gui Tutorial
Inventory Manager Tutorial
Weapons
---------------------------
Grenades
Continuous Laser
Flamethrower
Shotgun
Bullet Tracers
Torque Laser Beams
Weapon and Ammo Drop
Physics
---------------------------
Physical Zones
Air Control
Impulses and Explosions
Mission Area
---------------------------
Script Based Mission Area force fields
Mission Area Force Field for Flying Vehicles
Adding Reactive Mission Regions
Mission Area Forcefield V2
Mission Area Force Field
Shaders
---------------------------
Enable In Game Editing of TSE Water
Audio
---------------------------
Voice Comm using PortAudio, Speex and OpenAL
VMPlayer - Add advanced music playing capabilities
Misc
---------------------------
Icons
Footpuff and vehicle dust fix for TGEA 1.7.1
Plastic Gem #20: Dynamic Creation
Plastic Gem #8: Auto Naming Marker
Plastic Gem #7: Marker Shape
FIFO Queue
OOP in Torque Script
Subscription based message router
Tutorials
---------------------------
Happy Fun Squiggle Ball
The problem with porting the old game code from one version of torque to another is; its 90 times easier to implement a nice single resource than it is to implement 20 of them at the same time. I can't easily separate one resource cleanly from another. I have to compile and test each one. So every time I upgrade the engine I spend at least a week digging up all the old resources.
With each new release of the game engine I find the resources again and port the code. Script resources are much more portable than the game engine modifications.
I've kept several text files (that list all the resources links I've used) over the past few years and I keep losing them. So I'm posting links here to keep track of them. The most recent resource posts are on top. (NOTE: This is a work in progress so check back for the complete list, should be finished in about a week)
-----------------------
-- GG Resources
-----------------------
Teams
--------------------------
Team Based Character Selection (Seems to be partially implemented in the T3D demo of the TGEA 1.8.0 example)
Torque Team Id - Red vs Green
Team implementation
Set Skin
--------------------------
TGEA Color Tinting Shadergen Addition
Set Skin Problems in TGEA Forum post
TGEA Dynamic Skins & Material Swapping
easier setSkinName 12853
Multiple textures on player
Set Skin 4051
Setting object skins from the scripts
Game Types
-------------------------
BF2 Style Capture the Flag II
BF2 Style Capture the Flag
The Original CTF
Mission Type Objects
AI
--------------------------
Flexible A* Pathfinding System
Path Finding Resource Update: Dijkstra, A Star and Best First pathfinding solution
A* path finding made lightning-fast by pre-compiling
Advanced AI for TGE 1.4
AI Player Extensions
Inventory Systems
-----------------------------
Showing Health Kits
Weapon Cycling in Torque
Torque Inventory Gui Tutorial
Inventory Manager Tutorial
Weapons
---------------------------
Grenades
Continuous Laser
Flamethrower
Shotgun
Bullet Tracers
Torque Laser Beams
Weapon and Ammo Drop
Physics
---------------------------
Physical Zones
Air Control
Impulses and Explosions
Mission Area
---------------------------
Script Based Mission Area force fields
Mission Area Force Field for Flying Vehicles
Adding Reactive Mission Regions
Mission Area Forcefield V2
Mission Area Force Field
Shaders
---------------------------
Enable In Game Editing of TSE Water
Audio
---------------------------
Voice Comm using PortAudio, Speex and OpenAL
VMPlayer - Add advanced music playing capabilities
Misc
---------------------------
Icons
Footpuff and vehicle dust fix for TGEA 1.7.1
Plastic Gem #20: Dynamic Creation
Plastic Gem #8: Auto Naming Marker
Plastic Gem #7: Marker Shape
FIFO Queue
OOP in Torque Script
Subscription based message router
Tutorials
---------------------------
Happy Fun Squiggle Ball
The problem with porting the old game code from one version of torque to another is; its 90 times easier to implement a nice single resource than it is to implement 20 of them at the same time. I can't easily separate one resource cleanly from another. I have to compile and test each one. So every time I upgrade the engine I spend at least a week digging up all the old resources.
#2
01/04/2009 (2:24 pm)
Although it's not a GG resource, you can't forget about Zod's multi-gametype FPS Starter Kit. It's some of the best scripting you'll find with regards to Torque.
#3
01/04/2009 (2:39 pm)
@Tony, Awesome! Everyone, please post their favorite resources here too, I hope to compile a really good list. I'm sure there are lots of great resources I'm not aware of.
#4
-Syn
01/04/2009 (7:39 pm)
Awesome post! Thanks so much for consolidating all these resources. This is the kind of thing I like to see =)-Syn
#5
01/05/2009 (9:08 am)
Nice update to your post! That's a good list.
#7
http://www.garagegames.com/community/resources/view/8397
01/20/2009 (7:04 am)
dont forget this onehttp://www.garagegames.com/community/resources/view/8397
#8
FPS-RPG Object Selection (Deus Ex Style)
Animated Crosshair
01/21/2009 (4:28 am)
I did a couple small resources a while back that might be useseful:FPS-RPG Object Selection (Deus Ex Style)
Animated Crosshair
Associate Steve Acaster
[YorkshireRifles]
Also your FIFO queue link draws a blank page.