Game Development Community

FPS Starter Kit vs Beaver Patrol

by Niko Loeffelholz · in Torque Game Engine · 11/16/2004 (2:36 am) · 5 replies

I'm making a multiplayer FPS with DM, CTF, etc...

Would it be better to modify the FPS starter kit or GameBeaver's Beaver Patrol?

Also, if I'm not a liscensed member of GameBeavers, can I still use the assets in a non-commercial game?

#1
11/16/2004 (3:14 am)
Niko,

Well first off, in case you are not aware, the GameBeavers BeaverPatrol requires a patch to the source code as you may know. That patch does not perfectly apply to Torque 1.3 and practically not at all on 1.2. It will work on 1.3 but manually applying rejected patch segments has to be done.

If you can get the patch in to your source ok, then I would go with BeaverPatrol. However, I would not modify it. Rather, I would retype every file one by one. That method, though time consuming, is the best way to understand what is going on.

I had already started my game before BeaverPatrol had been released. It was taking me a quite a while to get anything going...even with Ken's book. Once BeaverPatrol was released and I saw all the resources they added, I decided to play around in the code. I then retyped every file one by one and by the time I was done, my confidence and knowledge of TorqueScript and the C++ code dramatically increased. I applied what I learned to my game and man has it helped!

Just my opinion!
#2
11/16/2004 (3:24 am)
Thanks Jason,

Do you have any more information on the patch that I need to apply?
#3
11/16/2004 (4:06 am)
The patch is part of the BeaverPatrol download. You will get everything you need. But as Jason said, it takes some work to get everything running. But it works.
All the info you need is in the download. So don't worry.
#4
11/16/2004 (4:13 am)
The patch comes along with BeaverPatrol in the TGEPatch folder.

Here is what I had to do to apply the patch:

I followed all the instructions up until the point where it told me to apply the patch. When I applied the patch I used the "-p0" tag instead of the "-p1" as they say. If a file had a patch failure, a file was created with the failed name and .rej and that end. I then went through the list and opened up each .rej file and proceeded to apply the patch manually. If you never applied a patch manually before there are a couple things you need to know. First, each segment has four things relating to that segment...The line number, surrounding code to look for, what needs to be removed and what needs to be added. The line number will be above the segment like "604, 632". So you would go to around line 604 in your code(the line number is not always correct). Then you would look for the matching code that surrounds the lines preceeded with - signs. If you are in the right spot, then delete the lines of code that have matching lines that have the - sign in the .rej file and replace it with the lines that are preceeded with the + sign. Unfortunantly alot of the failed patches are simply caused by white spaces, especially player.cc. I believe there was about 71 hunks that failed. Probably only 15 or so where actually code changes.
#5
11/17/2004 (3:18 am)
Thanks Jason.
I got the patch installed and I'm retyping everything now.

Niko