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Plan for Bryce "Cogburn" Weiner

by Bryce "Cogburn" Weiner · 07/21/2004 (4:09 pm) · 7 comments

My last .plan outlined the basics of our project. I've managed to code the map server to accept a connection, ask the master server for info about the avatar the player selected, and then create the player datablocks based on this information. I just have to make sure that the GameConnection ID is passed to and from the master server to ensure the right client gets the right player info. No big. Took 3 days, not 3 weeks. >_<

I basically cut and pasted from Starter.FPS with the addition of our master server communications. This was not my intent, but I wanted to test other features for concept as opposed to learning the client-server communications. Now that the fire is out, I'm taking a look and rewritting it procedure by procedure. I missed something either on the client or server end in my scripting. If I drop our EXE into Starter.FPS, its fine. When I use our scripting, we get this.

www.planetside-devildogs.com/images/fun/oddLights.jpg
Like I said, cut and paste job for the server, so it's just a matter of combing through it.

The next hurdle is to clean up the HUD and begin to implement our own. Then comes the weapons, then vehicles, then equipment and skill stations. Sorted in order of scripting complexity.

The past year of doing nothing but goof off with the Torque engine has paid off in spades. Once I started to gather a few team members, progress has been moving faster than I had anticipated. I'm still a Torque noob, parts of the engine operation are very much still a mystery, but I honestly can't believe how much easier this is now.

Now all I need are more artists...

#1
07/21/2004 (7:03 pm)
I believe that lighting effect is from not having an addMaterialMapping() call for the texture. Since we have not started much in depth work on our maps we use the following function to cheat...

function createMaps()
{
   %search = "common/textures/terrain/*.jpg";
   for(%file = findFirstFile(%search); %file !$= ""; %file = findNextFile(%search))
   {
      %jpg = fileBase(%file);
      addMaterialMapping( %jpg, "detail: common/textures/details/detail1", "environment: common/textures/skies/desolate_07 0.5", "color: 0.46 0.36 0.26 0.4 0.0", "sound: 0" );
   }
}
createMaps();

That one assumes you are using all jpg's, so you will probably need to mofiy it if you desire.

EDIT: We use a different path then base torque, you should adjust it to fit your setup.
#2
07/21/2004 (7:44 pm)
Thanks for the response. I hadn't included the propertyMap.cs, but it did not completely solve the problem since its happening inside and on interiors as well.

Back to digging :)
#3
07/21/2004 (7:47 pm)
remove this:
"environment: common/textures/skies/desolate_07 0.5"

From the codeblock and see what happens
#4
07/21/2004 (8:28 pm)
Hehe when i first saw this pic (without reading) i thought u were doing some debug rendering on terrain to show explosion coverage :p
#5
07/22/2004 (11:50 am)
"environment:" doesn't appear anywhere in the scripting for either the server or the client.

I'm going through all the $pref's now. I'm starting to wonder if I didn't miss something for OpenGL. If that turns up nothing I'm gonna start to look to make sure the datablocks for the crossbow itself are kosher.

Since our EXE works with the Starter.FPS scripts fine it makes it just the more frustrating since I KNOW it's something I can fix easily as soon as I find it. :)
#6
07/22/2004 (8:46 pm)
Sorry Bryce... I thought the comment from Martin was from you about your problem.
#7
07/23/2004 (3:34 pm)
Still.. Nice to know these are being read. :)

In the end, I found a slew of other problems and decided to take the long approach since the short route answered my immediate questions but was unusable long term.

Going through piece by piece got it all working without the graphic oddities. Yet another Torque lesson learned. :)