"World Domination through Collaboration" RTS mod is available
by Stephen Zepp · in RTS Starter Kit · 11/29/2004 (10:31 am) · 209 replies
The RTS-SK resource/building/villager Community Mod is now available!
To login to the page, use the following:
Login: GGRTS
P/W: ggrocks
PLEASE DO NOT RELEASE THIS LOGIN OUTSIDE THE FORUMS. Until GG is able to provide a more secure site to host large resources, it is our responsibility to maintain security of the kit, and it only hurts us all if non-RTS SK license holders get access to this resource.
Some excerpts from the readme:
This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings
NOTES:
--This resource would not have been possible without the work of many community members. All known contributers are listed in the readme at the web page above--if I missed anyone, PLEASE let me know!
--The resource as a whole does tend to point your game in a certain direction, specifically the genre "standard" resource, actions, and buildings style present in many "standard" RTS games. Please feel free to modify, enhance, or simply select techniques from the resource as is required for your project.
--Liability: All known scripts, artwork, icons, and ideas are in the public domain, and license free. If you are aware of any violations of Intellectual Property within this resource, please notify me immediately and I will remove any violations from the resource.
ADDITIONAL NOTE: Recently, someone asked about how to make peons march to the building location before the building is placed. That implementation is discussed here.
To login to the page, use the following:
Login: GGRTS
P/W: ggrocks
PLEASE DO NOT RELEASE THIS LOGIN OUTSIDE THE FORUMS. Until GG is able to provide a more secure site to host large resources, it is our responsibility to maintain security of the kit, and it only hurts us all if non-RTS SK license holders get access to this resource.
Some excerpts from the readme:
This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings
NOTES:
--This resource would not have been possible without the work of many community members. All known contributers are listed in the readme at the web page above--if I missed anyone, PLEASE let me know!
--The resource as a whole does tend to point your game in a certain direction, specifically the genre "standard" resource, actions, and buildings style present in many "standard" RTS games. Please feel free to modify, enhance, or simply select techniques from the resource as is required for your project.
--Liability: All known scripts, artwork, icons, and ideas are in the public domain, and license free. If you are aware of any violations of Intellectual Property within this resource, please notify me immediately and I will remove any violations from the resource.
ADDITIONAL NOTE: Recently, someone asked about how to make peons march to the building location before the building is placed. That implementation is discussed here.
#202
Great post!
Question:
Which file(s) do i need to access so i can specify the starting locations of a unit?
How, and what do i need to add or modify?
Please provide code examples!! :)
03/27/2007 (2:48 pm)
Hello,Great post!
Question:
Which file(s) do i need to access so i can specify the starting locations of a unit?
How, and what do i need to add or modify?
Please provide code examples!! :)
#203
And it all still works fine unzipped over a fresh 1.5.2 install with working RTS kit.
One suggestion: someone should add a Step 5 in the TDN page (http://tdn.garagegames.com/wiki/RTSStarterKit/WorldDomination) about the deletion of DSO files.
If I hadn't read this post I would have missed it, and the numerous times it has come up for others.
BTW, a tip on deleting DSOs I haven't seen noted, for those trying to manually comb through folders to weed out the DSOs it's simple: just run "DeleteDSOs.bat" in the /Example folder. It cleans them all out for you in a nanosecond.
[EDIT: Getting same console.log errors as "Middle East Technical Uni. (#000" above.
Any ideas anyone? No solution on forums.]
10/23/2007 (10:47 am)
Great resource! Great post. Zepp is (was?) a hero.And it all still works fine unzipped over a fresh 1.5.2 install with working RTS kit.
One suggestion: someone should add a Step 5 in the TDN page (http://tdn.garagegames.com/wiki/RTSStarterKit/WorldDomination) about the deletion of DSO files.
If I hadn't read this post I would have missed it, and the numerous times it has come up for others.
BTW, a tip on deleting DSOs I haven't seen noted, for those trying to manually comb through folders to weed out the DSOs it's simple: just run "DeleteDSOs.bat" in the /Example folder. It cleans them all out for you in a nanosecond.
[EDIT: Getting same console.log errors as "Middle East Technical Uni. (#000" above.
Any ideas anyone? No solution on forums.]
#204
01/27/2008 (6:37 pm)
I just tried this on a fresh install on a working version my merged sdk 1.5.2 + RtsKit. My units will not move. Any ideas? They would move before this resource.
#205
About this matter there is a forum thread: World Domination Mod Update,
and a blog post: World Domination Mod RTS-SK 1.5 compat
Use the search function pal ;) :P
By the way Donovan, are you new to the RTSkit? Would you like to introduce yourself and tell us something about your project? If so, do it here: Who's alive in this part of the world?
@Marcus, somehow I didnt saw your post. Thanks for the tip! I just did the changes to the TDN page. Are you still having problems with the mod?
01/27/2008 (8:03 pm)
@Donovan, yes, actually what you have to do is download the files compatible with RTS-SK 1.5.2. The downloads are at the top of the WDM TDN page.About this matter there is a forum thread: World Domination Mod Update,
and a blog post: World Domination Mod RTS-SK 1.5 compat
Use the search function pal ;) :P
By the way Donovan, are you new to the RTSkit? Would you like to introduce yourself and tell us something about your project? If so, do it here: Who's alive in this part of the world?
@Marcus, somehow I didnt saw your post. Thanks for the tip! I just did the changes to the TDN page. Are you still having problems with the mod?
#206
You right about the search function. I just thought I was doing something wrong. Its working now.
01/28/2008 (3:34 pm)
@NovackYou right about the search function. I just thought I was doing something wrong. Its working now.
#207
08/22/2008 (1:10 pm)
How does resource collection work in this? Villagers collect resources and take them back to a building? or, Building generates resources?
#208
08/22/2008 (10:46 pm)
Both actually. Both systems are implemented, the most used is the villager-harvest-and-carry-to-base, and if I remember well, the building called "Farm" generate one of the 4 resources in a per-time basis.
#209
01/01/2009 (6:44 pm)
Instead of having the resources randomly generated on the map, Would it instead be possible to place them via-the world editor instead?
Torque Owner Gurpreet Nijjar
Great post!
Question:
Which file(s) do i need to access so i can specify the starting locations of a unit?
How, and what do i need to add or modify?
Please provide code examples!! :)