Game Development Community

Im new to TGE.. the source code modifications won't work..

by MiNiZeRo · in Technical Issues · 06/04/2006 (1:41 am) · 35 replies

I've tried to add the "Air Control" and the "Air/Double Jump" to the TGE by:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4123
and
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7191
and it dont works.

i've checked it for at least 10 time and it seems that theres no mistake...
and yet.. the game acts like the source have not changed..
theres no compilation error or something like that...

============================
hold on a sec... i know that it isn't the place to ask about it.. i need to ask the modification's author about it.. but... its not it...
i just want to know if my steps was right...

once.. after deleting my *.dso ive changed the engine's source code folder name from engine to _engine...
and yet... the cs files was compiled... i cant figure it out...does it dont need the source files to be compiled?
if it doesn't, why we are changing it?? if he does.. why it was compiled after i was changing the directory's name??
============================

im new to TGE...
check if my actions was right...
i did as follows:
i've changed the player.cs, .cc, .h as they say in the tuts...
i've deleted the *.dso...
i've run the game with the "C:\3DGPAi1\tge.exe" by creating a shorcut "C:\3DGPAi1\tge.exe -game starter.fps"
(im trying to mod' the fps example)
and i've tried it also with the "C:\Torque\SDK\example\torqueDemo.exe -game starter.fps".. same
i've pressed "start mission..." and the other button and started to play...
after that.. it plays normally.. without any change...

did i do something wrong?..
Help

MiNiZeRo

PS
---
Sorry for my bad English... its not my native one....
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#21
06/05/2006 (9:44 am)
Try blitz3d. nice renderer and api. terrain is glitchy though.
#22
06/05/2006 (11:43 am)
Ya sure, inline with what David Blake suggested :) I will add this one,

http://www.projectoffset.com/game.html


Good luck getting that license !

-Surge
#23
06/05/2006 (11:55 am)
Oh.... so... if thats the case..... before that ill try to buy a licence to something... does anyone got a better engine that he could think of?
#24
06/05/2006 (12:18 pm)
Try the link David gave you above otherwise you can buy about 5000 License of Torque , about same price .
But you cant find a better engine or community then this one, so you don't need another engine link :)
#25
06/05/2006 (1:27 pm)
Oh.... so... if thats the case..... before that ill try to buy a licence to something... does anyone got a better engine that he could think of?
#26
06/05/2006 (1:49 pm)
I know I shouldn't be getting as much enjoyment from this thread. Pirating software is a serious matter. However, I really need to know who steals the source then expects support with adding resources from the home website of the software?

MiNiZeRo: If you stop hitting refresh it'll stop posting the same message over and over.
#27
06/06/2006 (1:27 am)
Jon Ferris: Oops... the "refresh thing"... its a firefox extention...
#28
06/06/2006 (1:57 am)
Quote:
However, I really need to know who steals the source then expects support with adding resources from the home website of the software?

You know, I was thinking the same thing last month with those kids from Israel. I was discussing it with a friend of mine who's in film and he thought we reacted harshly. He tried to rationialize it to me that they do it so they can get experience with it. He said he downloaded pirated versions of expensive editing software to get experience with them.

So I replied with "But you didn't get on Adobe's or whoever's forums and start asking for help." To which he responded with "Yes I did." Apparently there were a lot of people doing that on there and he's also been told to do this as advice from people in the biz.

The conversation quickly just went around in circles after that and I just dropped it as I was tired of discussing it.
#29
06/06/2006 (2:12 am)
@ Minizero

The people at GG are pretty close knit family of sorts. the source code is "our" source. So we are pretty defensive about it. My suggestion is to simply purchase a license if you are serious about using a game engine. I looked around for months trying to find the right one for me. I went on looking at stuff like Genesis 3D, crystal space, and some others that were around. Most of the ones i looked at at the time are not really even active projects.

Torque was the base engine used for the Tribes games, so it has the framework to easily make games like this. Also keep in mind that it's a complete game engine, not just rendering engine. I've seen some other $100 "engines" popping up that are simply rendering only.


As an SDK member, you have access to 100's of resources, 1000's of forumn threads where people are very willing to help.
#30
06/06/2006 (2:50 am)
I've done the same as Rama actually... I even took it a step further: I also tried to find a pirate copy of Torque. Of course it was back when Torque was still 1.2, so I couldn't find a copy (either one didn't exist, or i wasn't looking hard enough). Either way, I realized the error of my ways, also realized that at 100 bucks you're never going to get a better deal, so I just took the plunge and bought it. I still have yet to make return on my investment, but that day shall come.
#31
06/06/2006 (4:58 am)
It is the best deal around. Even if you never sell it, you can make a game. Isnt that what you want to do, make a game.

A Shooter,
A Racer
A MMORPG?

Anything with this engine. I got some pretty cray resources going in my version of my game, and if I didnt spend that 100$us it could have never started. From this place alone, I have learned more about 3d game engines and
game dev, than years and years in school. Novice or expert, they are all right here.

Im tired of this, just buy the engine, and stop asking cryptic questions.

-Surge
#32
06/06/2006 (7:13 am)
Quote:Apparently there were a lot of people doing that on there and he's also been told to do this as advice from people in the biz.

Yes, I know a number of people who run those circles, though most of the biz insiders who recommended such things were from the days when trial versions did not exist and academic software was more of a rarity than it is today. Either that or their company was small enough that they could afford one copy of Max as a business expense and proof of licensing should they release something...which they would then crack and put in each of the computers in the office. This advice, while interesting, is self-defeating in the software development market.

I would venture a guess, since most of the arguments I've heard this come up in are within these communities, that such advice is often in art communities rather than closed-source application development communities. I can understand where the attitude comes from in the artistic community in terms of things such as photoshop. The software is expensive and artists want other, younger, struggling versions of themselves to be able to pick themselves up from the bootstraps with a popular industry-standard art package. And using the best tool available is a definite way to do that. Plus, like every community, there are zealots for most art packages who will argue for or against such a mentality--often with a "when I was starting out, I pirated Photoshop CS and now that I've got my chops, I've purchased CS2 (academic). If it worked for me, it will work for you!"

I also see this topic pop up on places like GameDev.net (though not as often anymore) and on the Game Design and Progrmming board on GameFAQs as well as smaller gamedev communities. Often it is the art tools which are validated as "okay" to pirate for "learning purposes" but often compilers, game engines (Source often comes up), etc. Part of it stems from the userbase often already being indebted to the piracy mentality for games and the extension for development is less of an issue. But once they wish to make money off of their hard work, things get a bit sticky when they justify their past actions. Of course, that is assuming they get to a point where they can think of making money off of games.

But most are also aware that it is a slippery slope to recommend piracy since most of the people who pirate it will never purchase the actual program (and many will never even use it for more than a couple of Fark contests). Whether this translates into real lost sales (most likely, though on a minimal scale as opposed to the claimed scale where pirated downloads often equate out to a lost sale) is not the issue. That the company interprets those as lost sales and ramps up security measures for existing, licensed users, is an irritation. My favorite is the key dongle. It is absolutely useless to fight piracy since they get cracked within days of release, but it forces those of us who have legally purcahsed the software to juggle dongle after dongle as the companies attempt to ebb the flow of piracy.

To follow the logic presented in the "do it to learn" mentality, I would say why not pirate everything? Piracy is about taking from everyone and giving to, well, me (or to a lesser extent, my crew). For my benefit, commercial or learning. There are rumors of noble pirates who sail the electronic byways to take down "the man" of Corporate Greed, but they are a rarity that plague many modern Japanese story-oriented RPG's. The most common pirates are those who, in 8bit glory pop up out of nowhere, provoke a battle screen, and then steal your Gil and run away to disappear into the watery depths until another chance random encounter. Their cunning google search abilities and download bandwidth are matched only by their cowardice and incredulity. They run from fights (after a successful steal) and brag drunkenly on forums and irc about their exploits. Ah the life of a pirate!
#33
06/06/2006 (10:28 am)
"My name is Guybrush Threepwood, and I'm a mighty pirate!"
#34
06/06/2006 (11:39 am)
I love Monkey Island!
#35
06/08/2006 (11:43 am)
I apologize for initially hijacking the thread, but that question just nagged to be asked.

Thank you for the responses though, I enjoyed the other points of view.
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