Who's alive in this part of the world?
by Novack · in RTS Starter Kit · 05/05/2007 (8:25 pm) · 190 replies
Well, its not only the fact I feel a little lonely tonight :D ... but is anyone still there?
I have bought the kit about a year ago, and for personal reasons I aproached the community just recently...
and I feel like Justin Mosiman and I are the lastest RTS owners alive in the world!
Is other peole out there?
Tell you what... even when this thread may seem *trivial*, I propose to all of you, to salute, say something about you, about your project or whatever you want. This way, we will know that each other is there, and even we can do some synergy and put some movement to the community... So,
Hi! Im new to the RTS SK, but I feel happy to be finally working with it after some time of reading and research. Well, thats all for now. Your turn :)
I have bought the kit about a year ago, and for personal reasons I aproached the community just recently...
and I feel like Justin Mosiman and I are the lastest RTS owners alive in the world!
Is other peole out there?
Tell you what... even when this thread may seem *trivial*, I propose to all of you, to salute, say something about you, about your project or whatever you want. This way, we will know that each other is there, and even we can do some synergy and put some movement to the community... So,
Hi! Im new to the RTS SK, but I feel happy to be finally working with it after some time of reading and research. Well, thats all for now. Your turn :)
#142
07/09/2008 (10:02 pm)
The magnifying glass is actually in my design doc...its not gonna make it into the final project..i am cutting features to make my deadline. i have actually started another thread in this section cus i need a little help --> "win conditions" is the thread, if someone has time please take a look
#143
08/12/2008 (8:11 pm)
Hi everyone, my name is Krystian, and I bought the RTS pack lastnight. Before buying it, I have been making models for the game I can now begin the work on, The Art of War, a fantasy RTS, where Orcs, Humans, and Elemental Beings all compete for one thing, complete power and domination. There is only one problem, I have no programming experience, so if you are good at programming, and would like to help, email me at klahage@AOL.com. Also check out the Art of War project.
#144
I hope someone can help you on the programming side, keep us informed about progress, we are already following you blogs ;)
08/12/2008 (8:49 pm)
Hi Krystian, interesting project, direct and powerful intro :)I hope someone can help you on the programming side, keep us informed about progress, we are already following you blogs ;)
#145
I am 1 of 3 members of a game dev team. We are university students in California, and we are the pioneers for our school. They bought us a TGEA license and said good luck. Our project "Haeven" is a lot like what Chip had proposed. It's a turn based wargame simulating a tabletop game like Warhammer 40k. Actually we asked Games Workshop for permission to use their Intellectual Property, but they refused. I don't blame them.
We recently downgraded to TGE for the RTS SK and have made some progress. Our game is due in May, so we will probably be pretty active on this board between now and then. Hopefully there are still some community members out there willing to throw us the occasional hint.
Thanks
01/28/2009 (10:17 am)
Looks like the wave of participation has crested in this thread, but I enjoyed reading about everyone's projects. Novack, you have been a great asset to this community.I am 1 of 3 members of a game dev team. We are university students in California, and we are the pioneers for our school. They bought us a TGEA license and said good luck. Our project "Haeven" is a lot like what Chip had proposed. It's a turn based wargame simulating a tabletop game like Warhammer 40k. Actually we asked Games Workshop for permission to use their Intellectual Property, but they refused. I don't blame them.
We recently downgraded to TGE for the RTS SK and have made some progress. Our game is due in May, so we will probably be pretty active on this board between now and then. Hopefully there are still some community members out there willing to throw us the occasional hint.
Thanks
#146
Well if you got some insight on getting it going with TGEA fell free to share.
01/30/2009 (7:11 am)
Hi my name is James Brad Barnette. I have been around Garage Games since before TGE was released. Actually, Back then they were calling it the V12 Engine. But anyway I'm sure I will be asking a lot of questions as I'm a full time artist and no a programmer by trade. Perhaps someone here can trade work with me. art for help with code. So my first priority is to get the RTS kit Demo running under TGEA 1.8.0~1.8.1 depending on how long it takes me. Well if you got some insight on getting it going with TGEA fell free to share.
#147
I've got a lot of experience using Torque Script and I'm just starting to get into C++ now. I'm trying to make some headway and fix things that shouldn't have been left unfixed when the kit was released.
So far I have collision with other objects down but units get stuck in eachother(doesn't happen with buildings. Strange) and attacking a unit out of range seems to neglect the collision all-together. I have fog of war implemented but I'm working on making it work through the unit's vision variable rather than a static value.
Eventually I will have to hack and chop away at the client coding as most of it is fixed (I.E to get the unit's name or picture it uses fixed data stored with the client.) Then I have to deal with getting pathfinding and enemies to work as well as implement some sort of AI so they won't stand around and throw a party with enemies until you tell them to attack. I need to fix building placement so you can't place them over things and I'm going to need a resource system as well as unit creation.
Summary? Lots of coding to do.
Lets see how much I can get away with making in torquescript before I have to mine further into the rocks that are the TGE engine with my pick forged of C++.
01/30/2009 (6:24 pm)
I've been around with TGE for bit and haven't done too much, but I'm trying to get something done at last with the RTS kit.I've got a lot of experience using Torque Script and I'm just starting to get into C++ now. I'm trying to make some headway and fix things that shouldn't have been left unfixed when the kit was released.
So far I have collision with other objects down but units get stuck in eachother(doesn't happen with buildings. Strange) and attacking a unit out of range seems to neglect the collision all-together. I have fog of war implemented but I'm working on making it work through the unit's vision variable rather than a static value.
Eventually I will have to hack and chop away at the client coding as most of it is fixed (I.E to get the unit's name or picture it uses fixed data stored with the client.) Then I have to deal with getting pathfinding and enemies to work as well as implement some sort of AI so they won't stand around and throw a party with enemies until you tell them to attack. I need to fix building placement so you can't place them over things and I'm going to need a resource system as well as unit creation.
Summary? Lots of coding to do.
Lets see how much I can get away with making in torquescript before I have to mine further into the rocks that are the TGE engine with my pick forged of C++.
#148
Haha, welcome James, hope to have news for you soon.
01/30/2009 (6:39 pm)
Shhh lower your voice James... the local belief says there were NOTHING before the RTS Kit. Maybe some sort of primitive life or something, but not such thing as the world, with... you know, all the things in it.Haha, welcome James, hope to have news for you soon.
#149
I may even take the time to attempt to port it to tgea. (have already done another)
01/30/2009 (7:34 pm)
I've owned the kit for a long time. I think I looked at it once.....I dont recall as it's been a while. I'm redownloading it now and will see.I may even take the time to attempt to port it to tgea. (have already done another)
#150
Me too because after reading the forums and seeing the dismal result of the attempts thus far have left nothing short of throughly depressed at the odds of me being able to pull off such a thing when people far more knowledgeable have all failed thus far.
01/30/2009 (9:18 pm)
Quote:
Novack Wrote:
hope to have news for you soon.
Me too because after reading the forums and seeing the dismal result of the attempts thus far have left nothing short of throughly depressed at the odds of me being able to pull off such a thing when people far more knowledgeable have all failed thus far.
#151
01/31/2009 (7:36 am)
But in the meantime, tell something about your project! :)
#152
If anyone has any prototypes or betas of an RTS they are working on I would be glad to give it a play through and offer my comments/criticism.
02/03/2009 (11:45 pm)
I still open up the RTS-SK from time to time and tinker with it. No definitive project with it, right now, but in the future I'd like to create a fun RTS. RTS is one of my favorite genres, and I am greatly looking forward to playing Starcraft2.If anyone has any prototypes or betas of an RTS they are working on I would be glad to give it a play through and offer my comments/criticism.
#153
02/04/2009 (6:23 am)
Ha! very cool fireVein, I bet more than one here will have that in mind, thx :)
#154
Everything has been done in Torque Script, except some very small engine enhancements. This was to save time since I've worked with TorqueScript on other projects and know it better than the engine code. After the class ends, I'll move some of the code into the engine.
Anyway, for more (very little... for now) information check out: annoyedinc.com/blog/
The first post (at the bottom) is the basic premise about the idea. I would be happy to answer any questions about my experiences with the RTS Kit. And I'd love to hear from some art like people... my buildings are gray and boxy... ;-)
02/04/2009 (7:14 am)
I've been inactive in the forums for awhile (told ya' I'd get distracted!). However, I've picked up the RTS again. This time for a class, so I have a hard and fast deadline to get something playable before it ends. I just wanted to share some information about it with everyone. Everything has been done in Torque Script, except some very small engine enhancements. This was to save time since I've worked with TorqueScript on other projects and know it better than the engine code. After the class ends, I'll move some of the code into the engine.
Anyway, for more (very little... for now) information check out: annoyedinc.com/blog/
The first post (at the bottom) is the basic premise about the idea. I would be happy to answer any questions about my experiences with the RTS Kit. And I'd love to hear from some art like people... my buildings are gray and boxy... ;-)
#155
Btw, which version of the kit are you using Dan? There is a detail around the healthBars that makes me suspect you are using an old codebase.
02/04/2009 (9:54 am)
Very cool! I'd like to see another perspective of that bubble effect :)Btw, which version of the kit are you using Dan? There is a detail around the healthBars that makes me suspect you are using an old codebase.
#156
I totally miss your posts! Could it be Im coming to that age...?
Anyway, Awesome news guys, to have you onboard! Lets hope we can keep pushing around the kit's community; the more we need are new projects, so you are most welcome!
The best for your projects, catch you around! ;)
02/04/2009 (10:18 am)
@Steve DeChiara, and @Haeven TeamI totally miss your posts! Could it be Im coming to that age...?
Anyway, Awesome news guys, to have you onboard! Lets hope we can keep pushing around the kit's community; the more we need are new projects, so you are most welcome!
The best for your projects, catch you around! ;)
#157
Good eye, Novack. I am using an old codebase, I don't know the exact age; I'm at work right now. I had started with it a long time ago when I first posted here. This class is only 16 weeks and 5 of those weeks were project planning, so time is of the essence. I just went with whatever I had to start with. That's also the reason I've been "brute forcing" a lot of things using TorqueScript. It's fun doing that sometimes and it definitely is an exercise in creativity.
02/04/2009 (11:09 am)
All the bubble effect is (at the moment) is a sphere I created real quick in Blender. Mounted it to the unit and set cloak on it with a blue cloak texture. So it's nothing fun and exciting. Hoping to make it a bit more elegant when I have the time...Good eye, Novack. I am using an old codebase, I don't know the exact age; I'm at work right now. I had started with it a long time ago when I first posted here. This class is only 16 weeks and 5 of those weeks were project planning, so time is of the essence. I just went with whatever I had to start with. That's also the reason I've been "brute forcing" a lot of things using TorqueScript. It's fun doing that sometimes and it definitely is an exercise in creativity.
#158
I just suscribed to your blog, btw.
Anyway, beeing like that, you stick to what you have. In any other case I would recommend to use the 1.5.2 codebase.
02/04/2009 (11:29 am)
You bet! yes it is, much of the fun is there. In fact, thats why prototyping is such a fun!I just suscribed to your blog, btw.
Anyway, beeing like that, you stick to what you have. In any other case I would recommend to use the 1.5.2 codebase.
#159
I've been playing some Fallout 3 and the Enclave Commander Mod, and I'm trying to recreate something similar in Torque.
Unfortunately some of my pathfinding functions(too stubborn to implement A*) are messing up so I need to... do something. My calculations are off or something.
02/06/2009 (7:05 am)
Been taking a break to work on another project.I've been playing some Fallout 3 and the Enclave Commander Mod, and I'm trying to recreate something similar in Torque.
Unfortunately some of my pathfinding functions(too stubborn to implement A*) are messing up so I need to... do something. My calculations are off or something.
#160
02/06/2009 (3:06 pm)
I have the script code ported to tgea 1.8.0, but don't have the c++ done yet. It's going to be a total pita due to the differences between the code bases. I've done it with other resources, so all I have to do is get some time that I can work on it some more.
Torque 3D Owner Novack
CyberianSoftware
But coming back to the concept, Joshua, the project sounds very cool. You actually have SimAnt to look at for "inspiration" puposes...
The game is interesting and addictive once you understand how the heck to play it (almost like any sim game)... after that, is pretty straightforward; the only bad part is that the game results too easy.
Keep us informed!