Game Development Community

How to add the RTS starter kit to the existing tge code

by Marvin Hawkins · in RTS Starter Kit · 01/22/2005 (11:33 pm) · 7 replies

Hi all, I'm a long time listner, first time caller.

I recently purchased torque and the rts starter kit. I built the Torque engine I also downloaded the RTS starter kit. but i'm not sure how to add the kit to code base. So my question is, is the RTS starter kit good to go. or do you have to have to recompile the torque engine. If so, where are the instruction on this site to do this. sorry if this has been asked before.

thanks in advance

Marvin

#1
01/23/2005 (12:12 am)
It's good to go. Don't even need to compile it I don't think. (Well, unless you change something in the code).
#2
01/23/2005 (10:01 am)
By change something in the code james do you mean the torque source code or are you talking about chaning the script I.e. making my own game. and how would i access the new classes?
#3
01/23/2005 (10:49 am)
Hrm, wish I'd seen that this was in the resources section before I'd replied. This really does belong in the RTS 'General Discussion' forum. Mind posting any further questions there?

But, since we're already here I'll answer as best I can.

Script changes do need to be compiled, but this is done by the engine on startup (.cs files are compiled into .dso and loaded), so you don't really need to do anything here.

Most of the new scripts are in:

example/starter.rts/server/scripts (in the subdirs)
example/starter.rts/client/scripts
and
example/starter.rts/client/ui

..and the new .cc/h files are in /engine/game/RTS

Some changes have been made to the other project files, but it's very minimal. If you're used to working with TGE I'd suggest doing a compare and glancing at the diffs, if only so you see where things have been fiddled a bit.

As far as accessing the new classes, uh it really depends on the type of changes you're planning to make. You can do a lot with just the scripts but of course major changes would entail C++ coding and a recompile of the engine.

Good luck!
#4
01/23/2005 (10:52 am)
@Marvin: Keep in mind that the RTS SK includes the entire TGE 1.3 code--that's why you have to be a licensed owner of TGE before you can purchase the RTS SK.

If you are just starting your project, and haven't made any real changes before you downloaded the RTS SK, you can basically completely ignore TGE 1.3 (except as a reference of course)--and simply work in the directories the RTS SK installer sets up.

Now, I have to caveat this: The RTS SK does change how things are handled in many areas, so if there is a specific capability in TGE 1.3 that was modified/changed within the RTS SK, and you want it in your project, you'll need to bring it over in some form into the RTS SK. A lot of people are thinking/working on some form of "hybrid" RTS/FPS due to the pack coming out after TGE itself--in some cases this is easy, but in some cases it will take some serious design and work.

An example of this might be re-implementing gravity. Currently, the RTS SK "clamps" all units to the level of the terrain automatically, for performance reasons (500+ units all with modelled gravity would really hurt your performance if you used the stock TGE physics for player movement in the Z axis). You wouldn't be able to simply copy over the code from stock TGE 1.3 without some massive re-design--and you probably shouldn't unless you have thought it fully through and have a deep understanding of the engine!

EDIT: Good catch by the way, this question definitely belongs in the RTS General Discussion area, not the resources area. The resources area is here for the community to contribute/discuss RTS SK specific community resources!
#5
01/23/2005 (5:28 pm)
Okay sorry i posted in the wrong place. and i found the manual in the rts file thanks guys. you did answer my questions well though. but Stephen you've given me a new question. If i want to modify torque i can just modify the stock tge and the starter kit or will it be okay to just modifty the stock tge.
#6
01/23/2005 (5:42 pm)
@Marvin

Again, it depends on what you want to do. If you are making an RTS style game then you can ignore stock TGE and just make your game with the RTS kit. But, if you have specific FPS features in mind then you'll need to pull those over - or more correctly - reimplement them into the RTS kit.

The RTS kit started with stock TGE and was modified to remove features that present too much overhead for an RTS game and add features that are useful for an RTS (selection groups, point and click movement and such).
#7
01/24/2005 (7:31 am)
Thanks guys. I got a lot to consider