WLE OneWorld Update (Team based mission editing)
by Vince Gee · 02/13/2013 (11:08 am) · 11 comments
Winterleaf Entertainment`s OneWorld made it to Beta Release 1 today. I finally finished up a great deal of processes which have been sitting on the back burner for a while. We plan to have a video out shortly of OneWorld in action.
OneWorld is a collaborative team based mission editor for T3D. Imagine if you will, being able to connect to a server (Dedicated preferred, but not required) and start editing objects, the terrain, decals, roads, etc. Then, when you`re finished, firing off a remote save which commits all your changes to the mission and data files. When another user connects to your server, the server transfers to the client the mission file, forest file, decal file, terrain files etc. (Currently it does not transfer assets.)
It would have been impressive had this solution been built using primarily TorqueScript. Really, when you think about it, there are a lot of moving parts under the hood inside of T3D. When I started this, my goal was to be able to take any 'Game' folder, replace the T3D exe and dll and have it automagically become OneWorld enabled. I didn`t want people to have to modify their TorqueScript scripts or add in new scripts.
This lead me down one path, all of the functionality had to be written in pure C++. I`ve spent countless hours going over each line of code, checking objects, etc. I`ve touched over 40 files inside the engine and probably added another 30. As I finished up today, I have about 5 mandatory TorqueScript edits each consisting of one line, and I plan to have them go away before launch.
My planned launch date is still at the end of this quarter, and I feel confident that we will finish the documentation and any discovered bugs during the next month and a half.
Sometimes I can`t believe I have gotten this far in 2 months, but have determination, will code!
Vince
Winterleaf Entertainment L.L.C.
OneWorld is a collaborative team based mission editor for T3D. Imagine if you will, being able to connect to a server (Dedicated preferred, but not required) and start editing objects, the terrain, decals, roads, etc. Then, when you`re finished, firing off a remote save which commits all your changes to the mission and data files. When another user connects to your server, the server transfers to the client the mission file, forest file, decal file, terrain files etc. (Currently it does not transfer assets.)
It would have been impressive had this solution been built using primarily TorqueScript. Really, when you think about it, there are a lot of moving parts under the hood inside of T3D. When I started this, my goal was to be able to take any 'Game' folder, replace the T3D exe and dll and have it automagically become OneWorld enabled. I didn`t want people to have to modify their TorqueScript scripts or add in new scripts.
This lead me down one path, all of the functionality had to be written in pure C++. I`ve spent countless hours going over each line of code, checking objects, etc. I`ve touched over 40 files inside the engine and probably added another 30. As I finished up today, I have about 5 mandatory TorqueScript edits each consisting of one line, and I plan to have them go away before launch.
My planned launch date is still at the end of this quarter, and I feel confident that we will finish the documentation and any discovered bugs during the next month and a half.
Sometimes I can`t believe I have gotten this far in 2 months, but have determination, will code!
Vince
Winterleaf Entertainment L.L.C.
About the author
www.winterleafentertainment.com
#2
02/13/2013 (12:14 pm)
Awesome Vince! It is always great to hear what you are up to.
#3
02/14/2013 (12:52 am)
I'm a big fan!
#4
Obviously, no constraints with the MIT version with regard to tools as far as I'm aware, but not really looked into that yet, otherwise I may have to port everything over which may be a task in its own right.
02/14/2013 (9:09 am)
Awesome! Forgive me if you have answered this already... what constraints are there for non MIT licence holders? If I remember correctly, or it may have changed on the non MIT licence is that you can't ship the editors, so are these separate from the editors or do they use the editors with your own modifications?Obviously, no constraints with the MIT version with regard to tools as far as I'm aware, but not really looked into that yet, otherwise I may have to port everything over which may be a task in its own right.
#5
So just take the editors from OneWorld / MIT and mix it with your 1.2 codebase
02/14/2013 (10:32 am)
@Jules I'd imagine, if OneWorld is based on MIT (can't remember if it is, Vince help me on this one) then the editors can be shipped freely. The editors from MIT should plug right into your T3D 1.2 codebase, or atleast with only small adjustments i'd imagine.So just take the editors from OneWorld / MIT and mix it with your 1.2 codebase
#6
So, yes we are using the stock editors, a bit modified, but yes, it is the stock tool's folder.
Vince
02/14/2013 (11:06 am)
It's completely built on MIT, not the 2.0 release but the one after it went initially MIT.So, yes we are using the stock editors, a bit modified, but yes, it is the stock tool's folder.
Vince
#7
Can you please contact me at pyoskowitz@winterleafentertainment.com
thanks!
02/15/2013 (5:05 am)
@Chris:Can you please contact me at pyoskowitz@winterleafentertainment.com
thanks!
#8
02/15/2013 (2:01 pm)
ok, thanks for the clarification guys.
#9
I am not sure if my E-Mail or what isn't working but I sent a msg to ur help desk on ur site a few mon's ago and E-Mail to U also on ur site with still no reply I guess ur Busy just makeing sure my E-Mail is working Ive been haveing other prob with E-Mail as well so just checking in I will like to get some info and prices thanks Guys I'm looking forward to seeing ur stuff out thanks
Terry
02/15/2013 (6:20 pm)
Hi Lukas, Vince, PaulI am not sure if my E-Mail or what isn't working but I sent a msg to ur help desk on ur site a few mon's ago and E-Mail to U also on ur site with still no reply I guess ur Busy just makeing sure my E-Mail is working Ive been haveing other prob with E-Mail as well so just checking in I will like to get some info and prices thanks Guys I'm looking forward to seeing ur stuff out thanks
Terry
#10
dwebb [at] winterleafentertainment [dot] com
Cheers.
02/15/2013 (8:43 pm)
Hey Terry, there may be an issue with your email, though that sounds weird. Can you shoot an email to me please? Then I'll let you know if it works, as well as forward the mail to Paul.dwebb [at] winterleafentertainment [dot] com
Cheers.

Associate Chris Calef
BrokeAss Games