Game Development Community

About file organization...

by Veynom · in Torque Game Engine · 03/10/2006 (3:17 pm) · 1 replies

Ugh, I can't help but find myself rather confused after having downloaded the SDK. Just wondering a few things. When I went through the tutorial it wanted me to copy the folder tutorial.base and rename it to something else. Now is that what is going to contain my whole source code for that project? I.e. I read these tutorials and they say like "change player.cs in starter.fps/server/scripts" bla bla bla.... but is that going to change it for what is in the folder that I first created?

like for example: is the player.cs thats contained in starter.fps/server/scripts the same as the one copied from tutorial.base/server/scripts or do they inheret from each other or what?

#1
03/13/2006 (6:49 am)
Starter.fps isn't a "project", it's a "mod". A Torque mod is simply a folder in the same place as the executable, that the engine is allowed to see, execute scripts and load art assets. The root main.cs scans the active mods and executes the other main.cs files in each mod root.

So, when a tutorial tells you to copy starter.fps and rename it, it's telling you to create your own mod, taking starter.fps as a "template". Of course, if the tutorial tells you to change any file in starter.fps, you should change the corresponding file in your own mod instead.

Also, starter.fps and tutorial.base are very different. They don't inherit from each other - they don't even know each other exists at all.

Starter.fps is a more complete multiplayer-ready FPS-style demo, with weapons, items, and several kinds of sample datablocks, while tutorial.base contains only a bare minimum scripts to load a map and control a player (with FPS controls) in it.

Usually most people start their Torque'ing through starter.fps, since most script tutorials and script resources are made based on it. Tutorial.base is cleaner, but it is much harder for a newbie to go though on his own without a solid reference or tutoring about what need to be added to the scripts to make certain things work.
(but it can surely be a good tool to teach one Torque - we used tutorial.base as starting point for our new interns' first project).