Game Development Community

Map2dif; Mark, Rick?

by Erik Madison · in Torque Game Engine · 07/14/2003 (4:34 pm) · 11 replies

Is merging the marble changes into HEAD moving any higher on your list? Everything I'm doing lately is knee deep in this clunker, and any fixes/additions you have to offer would really help!

#1
07/15/2003 (7:31 am)
Why not just use the marbleblast map2dif. I do. It works great. Of course if your using radiosity lighting then you would need to have source code but if not...

Marble blast tools

Matt
#2
07/15/2003 (11:08 am)
But wouldn't you still need to update torque to use the pathed interiors in the game??
#3
07/15/2003 (11:35 am)
Indeed.
#4
07/15/2003 (12:47 pm)
Ok, thought I was becoming crazy or something :)
#5
07/15/2003 (5:33 pm)
Bah, I'm not asking for the marble blast specific changes :P A number of other things were fixed in it as well. And a feature I requested months ago, was added as well. Rick said he'd be merging in those changes soon, and I could expand it from there without much difficulty.
So, my question again is, is this planned for sometime soon?
#6
07/17/2003 (10:20 am)
Well, I checked in the changes to map2dif and the interior code yesterday. I haven't done any extensive testing to see if it works, but it should work fine. This fixes the floating point brush coordinates problem and makes exporting .map entities into the .dif much easier.

The basic PathedInterior.cc/.h files are in also, but right now the collision and networking aren't working properly. In Marble Blast, all the platform physics code is actually handled by the marble, so plats to work in Torque, someone will have to do some work to really get them going. I know what needs to be done, but I just don't have the bandwidth for it at the moment.
#7
07/17/2003 (11:32 am)
Floating Points are fixed in map2dif? Cool!

-Eric

Edit: Forgive my ignorance... if I were to use the new map2dif, would that mean collision is broken?

Stoopud artists. ;-) (like me)
#8
07/17/2003 (12:09 pm)
Eric: I did some testing and preliminary results indicate that the current dif objects are not broken with the new torque head. So it is backwards compatable, I don't know if it goes the other way though.
#9
07/17/2003 (1:23 pm)
I haven't looked specifically at Mark's code but if he did what I have done in my code then the floating point change should not effect backwards compatiblity at all.
#10
07/17/2003 (1:58 pm)
The new shapes will only be not compatible if they use the new entity type stuff. Otherwise new shapes should work with the old codebase.
#11
07/17/2003 (3:28 pm)
Great news. Thanks! :-)
I'm hoping this will cure some of my problems.

-Eric

edit: dumb typo :)