Rts Port To Tgea
by Johnathan Moore · in RTS Starter Kit · 05/06/2006 (2:45 pm) · 62 replies
Hey, I have tried to port the rts starter kit over to the latest TSE. I have solved nearly all the errors apart from lot of files need a file dgl/dgl.h. It either stands for somthing to do with open gl or dynamic game lighting(could someone clear that up) either way this hasnt been intergrated into TSE yet. So has anyone managed to port the RTS kit to TSE yet?, or all but the selection circles on atlas.
the other errors I get are
but that may be because I am using vc2005
Edit: after installing the directx sdk propally I am left with only the dgl error
the other errors I get are
#include <d3d9.h> & #include <dinput.h>
but that may be because I am using vc2005
Edit: after installing the directx sdk propally I am left with only the dgl error
#42
01/15/2008 (11:19 am)
The RTS kit is not made by GG.
#43
Quoted from the products page:
GarageGames: RTS Starter Kit
Can Torque be used to make a Real Time Strategy game? It sure can! Learn how with the RTS Starter Kit!
Developer: GarageGames
Henry
01/15/2008 (11:27 am)
Sorry to be a pain but, it was.Quoted from the products page:
GarageGames: RTS Starter Kit
Can Torque be used to make a Real Time Strategy game? It sure can! Learn how with the RTS Starter Kit!
Developer: GarageGames
Henry
#44
Henry, I'll be posting comments on the blog as well.
01/15/2008 (12:01 pm)
Yes indeed, AFAIK the RTS Kit is a GG product. Henry, I'll be posting comments on the blog as well.
#45
01/15/2008 (1:38 pm)
I'm sorry I thought it was made by and independent developer. So my only question is if its a GG product Why haven't they updated it since TGE 1.3. Don't they realize they would sell alot more of the RTS kit if they updated and made a TGEA version.
#46
01/15/2008 (1:45 pm)
A lot of people have wondered that over the years, including people working at GG. There is no definitive answer right now, but it is great to see the community rally around it to get it working with 1.5.2.
#47
Henry
01/15/2008 (3:02 pm)
It is great to see the comunity working on it but its just superficial updates to get it to run. No updates to functionality (Excluding the domination mod). Especialy now TGEA is out, i wanted to use it on that. I got it running but with lots of problems and in the end i lost so much functionality in the switch it wasnt worth it any more and it is far easyer to start from scratch. PERSONALLY i just dont think its worth the effort. Atall.Henry
#48
There, is the key to this whole thing, and there is the point and reason of my infernal way of keep bothering people here. And I have to say, I got some response from both sides. After that, the better virtue, is the patience. From all of us. And not to give up. Its important not to give up.
@Henry, I know what you mean.
However, there is still much functionality to do, not tied to the rendering system. An RTS is a complex system that varies from implementation to implementation. 90% of it, is about gameplay, not rendering.
There, is where I am focusing and developing (and others as well) . You mentioned the World Domination Mod, and it is an excelent example of that. The main functionalities of any game are independent of the core engine version (TGE, TGEA). In fact, due to the fact that at the end, TGE and TGEA are the same engine, you will have a minor/trivial work porting the developed functionalities (again, WDM is a perfect example).
Edit: typos
01/15/2008 (4:16 pm)
@Morrie and David: I think is has to be related to the vicious circle where this part of the community was standing: no community movement leads to no advances on GG side, which leads to less community movement...There, is the key to this whole thing, and there is the point and reason of my infernal way of keep bothering people here. And I have to say, I got some response from both sides. After that, the better virtue, is the patience. From all of us. And not to give up. Its important not to give up.
@Henry, I know what you mean.
However, there is still much functionality to do, not tied to the rendering system. An RTS is a complex system that varies from implementation to implementation. 90% of it, is about gameplay, not rendering.
There, is where I am focusing and developing (and others as well) . You mentioned the World Domination Mod, and it is an excelent example of that. The main functionalities of any game are independent of the core engine version (TGE, TGEA). In fact, due to the fact that at the end, TGE and TGEA are the same engine, you will have a minor/trivial work porting the developed functionalities (again, WDM is a perfect example).
Edit: typos
#49
How did you replace the Renderscene section of GuiRTSTSStrl?
void GuiRTSTSCtrl::renderScene(const RectI & updateRect)
{
// Show damage/whiteout
CameraQuery camQ;
if(GameProcessCameraQuery(&camQ))
GameRenderFilters(camQ);
}
Any clue?
Thanks.
03/15/2008 (2:46 am)
Hi guys,How did you replace the Renderscene section of GuiRTSTSStrl?
void GuiRTSTSCtrl::renderScene(const RectI & updateRect)
{
// Show damage/whiteout
CameraQuery camQ;
if(GameProcessCameraQuery(&camQ))
GameRenderFilters(camQ);
}
Any clue?
Thanks.
#50
@M Mahmud Hasan: It's missing an include. In TGEA 1.7 you just add an #include "T3D/gameFunctions.h" to the include section. I'm guessing for 1.5.2 or TGEA 1.03 that you'd just add a #include "game/gameFunctions.h" to that section.
04/13/2008 (9:47 am)
I ported the basics of the kit over to TGEA 1.7 today. Have yet to do the mini map or selection circles, but got a base port up and running in a few hours. Huge frame rate increase, I'm getting 400 fps on my test map. If anyone runs into any problems let me know, I probably already have it done and can post the code you need. Though for the most part it was a pretty easy port.@M Mahmud Hasan: It's missing an include. In TGEA 1.7 you just add an #include "T3D/gameFunctions.h" to the include section. I'm guessing for 1.5.2 or TGEA 1.03 that you'd just add a #include "game/gameFunctions.h" to that section.
#51
04/13/2008 (10:05 am)
Sweet, J.C.! Very cool, let us know about your progress, and at some point we could help by making a how-to on TDN as is done with the kit update to TGE 1.5.2
#52
04/13/2008 (8:23 pm)
I'm not sure how far I actually am going to take it. I've got a non-RTS project that is expected to be done by the end of the year. Had some snags with getting Python to play nice with 1.7 though. The usual integration method for any Python to C app refuses to work with 1.7, it gives memory access violations. Josh released an embedded python which does work, but it has some other issues. So I basically was just needing a break from bashing my head against the wall trying to get my other project ported to 1.7 and decided to do something else for the day before I knocked the wall down.
#53
Anyway, I hope you to retake this at some point.
As you, Im also involved on other projects, no time for mind-dedication, but still, if you make some progress on this, we can arrange something to make that work useful for all the community.
Good luck with your project!
04/13/2008 (8:40 pm)
LOL, thats ok J.C. Anyway, I hope you to retake this at some point.
As you, Im also involved on other projects, no time for mind-dedication, but still, if you make some progress on this, we can arrange something to make that work useful for all the community.
Good luck with your project!
#54
04/15/2008 (3:47 am)
I'm having a bit of trouble with the zaxis in 1.7. Either I'm doing something wrong, or it doesn't work any more. I put some breakpoints around when the zaxis is used in source, and placed echos in script and it never seems to actually happen. Looks like one of the new input changes borked things here.
#55
04/15/2008 (6:37 am)
Mhhh if I remember well the z-axis is "deactivated" in the rts-sk, so depending on how you are porting the code, the kit could be the reason for that.
#56
04/15/2008 (10:18 am)
It could be, it's been a while since I had dusted the kit off. It is in the default.bind though where it binds to it. I set up some debug text and breakpoints just to see if it got hit when I moved the wheel, but it never did. Could be a 1.7 bug, or it could be that I'm just using it wrong, the input code has changed quite a bit.
#57
I'll look into it if I get the chance, but you should be able to find the code relatively easily by searching for some of the standard bind events.
04/15/2008 (10:20 am)
Something that never actually got mentioned in all the release notes, but JC is absolutely right--the input stuff changed pretty dramatically. The good news is built in 360 controller support. The bad news sounds as if the mouse wheel event may have gotten lost in the shuffle, or changed to a different event name. I'll look into it if I get the chance, but you should be able to find the code relatively easily by searching for some of the standard bind events.
#58
Lucky to have Stephen there. But what do you mean by 360 controller support? you mean Xbox? Whats the point of that if the Xbox orinted product is TorqueX?...
04/15/2008 (12:46 pm)
Oh got it, sorry, I misinterpreted the situation, we are talking about the zxis mouse bind, not the World zaxis.Lucky to have Stephen there. But what do you mean by 360 controller support? you mean Xbox? Whats the point of that if the Xbox orinted product is TorqueX?...
#59
You can plug any XB360 controller directly into Vista, and into XP systems with the right drivers (it's a USB device), so you can use them with PC games.
TorqueX is a completely different engine, using C#. TGEA goes to the XB360 (with a separate license) directly, through Microsoft's normal "approved developer, here's a dev kit" process.
04/15/2008 (3:43 pm)
Two reasons Novack:You can plug any XB360 controller directly into Vista, and into XP systems with the right drivers (it's a USB device), so you can use them with PC games.
TorqueX is a completely different engine, using C#. TGEA goes to the XB360 (with a separate license) directly, through Microsoft's normal "approved developer, here's a dev kit" process.
#60
04/15/2008 (7:59 pm)
Two things I didnt know of. Thanks Stephen.
Torque 3D Owner Henry Garle
Go here for the reply.
http://garagegames.com/blogs/102457/14155