"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.
#142
02/13/2006 (9:08 am)
I feel stupid for asking this but, when I place the client/data/server directories in starter.RTS, I renamed the old ones, why does the game freeze and refuse to start when I run the exe? I have to manually kill the process to get it to stop.
#143
02/13/2006 (1:26 pm)
I think they should overwrite existing files/directories James!
#144
03/01/2006 (5:15 pm)
Just wanted to let you know that I put this in and it worked quite well but for game specific reasons I merged the building and RTSplayer classes so now they can both do everything the other could do. I have the command menu available for all units and I did a bit of organizing to make it easier for me to make units. Great resource!
#145
03/01/2006 (5:20 pm)
Thanks! It was quite a lot of fun when writing it initially, and I'm glad to see that people are continuing to find it useful!
#146
03/03/2006 (8:40 am)
Great resource! I read the post unless I miss it. AI enemy would be nice to. Before you ask I am no programmer.
#147
03/04/2006 (7:46 am)
I have been looking, is there way to keep the mod from reseting you particles which kills all the particles, for example snow and rain.
#148
You may want to focus on how the particles are currently being used, and test to see where they seem to be resetting, but I can't give much guidance on that (not my area of expertise at all, sorry).
03/04/2006 (8:05 am)
@Michael: No work was done at all in this specific mod regarding particles, so all I can say is it's not related to the mod itself.You may want to focus on how the particles are currently being used, and test to see where they seem to be resetting, but I can't give much guidance on that (not my area of expertise at all, sorry).
#149
03/07/2006 (11:06 am)
If you place a particle in the mission for example snow. It work very well. You save the mission. Reload the mission, the mission reset to put the trees and rocks, which I think it is reset the entire mission because when this happen your snow particle go away. What try to track down is where in the mod code does it reset the mission to place the trees and rocks.
#150
03/07/2006 (11:35 am)
I found the problem, I had bad file, Thank you. Do you know where I can get copy the new mission file from Torque 1.3 that was left out of the RTS, I try Torque 1.4 and they dont work. I was very sick at the time it was release.
#151
work. Thanks alot
03/30/2006 (8:37 am)
Great resource! Everthing worked for me saved me alot of work. Now I am going to start replacing the artwork. Thanks alot
#152
-Zeek
04/11/2006 (9:50 am)
Is there any reason why the toons would not animate? I applied the zip file, did the exec updates and deleted the dso files. It seems to run well (have the peons, can make buildings, harvest, etc) but none of the toons will do the walking animation. Loading up the old starter (same executables) seems to have them move properly...-Zeek
#153
05/11/2006 (1:02 am)
The resource site appears to be down again. It said something about "Expired". Could someone post a link to where I can get this? Thanks...
#154
05/11/2006 (4:11 am)
I need to post a copy on the GG forums--I'll try to get to that this week (really busy on a support case at the moment).
#155
05/16/2006 (3:55 pm)
Where can I download this now?
#157
I'll try to get to it by this weekend, sorry for the delay.
05/22/2006 (8:58 pm)
I've been extremely busy unfortunately, and haven't been able to sift through my archives to get at least some version of the mod back up on the web.I'll try to get to it by this weekend, sorry for the delay.
#158
05/25/2006 (6:48 am)
I also need to download this mod, is it still in develpment?
#159
05/25/2006 (6:51 am)
I also need to download this mod, is it still in develpment?
#160
It appears either Stephen is really busy or is having trouble locating the original mod.
If someone else has a copy, could you post it here, or upload it to TDN and post a link here?
Thanks.
05/29/2006 (7:18 am)
Another 7 days have passed since Stephen posted last...It appears either Stephen is really busy or is having trouble locating the original mod.
If someone else has a copy, could you post it here, or upload it to TDN and post a link here?
Thanks.
Torque 3D Owner Matt Huston
Atomic Banzai Games
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6107