Game Development Community

Kaptain Killer Kork and Co - Will they work on Torque demo?

by Happy Gnome · in Technical Issues · 10/19/2007 (6:43 pm) · 6 replies

I've read about Kork and how good it's supposed to be, but the default setting is the fps starter that ships with Torque full version. Will it just plug into the demo or do I need to modify something or just go ahead and buy Torque? I'm trying to test the demo to the maximum possible limit, in case your wondering why I would even bother with AI in the demo.

Cheerio!

#1
10/20/2007 (5:05 am)
It should work just fine in the demo. Anything that you don't need to modify the source for should work in the demo I think.... not sure though.
#2
10/20/2007 (6:08 pm)
...Apparently not. I extracted it into the correct folder and *blam* lots of nothing... Ah well, looks like I'm gonna have to get the full version if I want this to work...
#3
10/21/2007 (5:06 am)
While I don't want to discourage anyone from buying what I consider to be a very good game engine, I also don't want anyone buying Torque for the wrong reasons and bringing unrealistic expectations and inevitable frustrations to it either.

With that said, the Killer Kork script resource should work perfectly in the 'starter.fps' Torque Demo. Make sure you're not using one of the other demo setups like 'starter.racing' or the official 'demo' demo. I've used KK with no problems on the freely downloadable Torque demos, so it may be a step you've left out or a misunderstanding of the Torque startup structure. Of course, things may have changed lately to mess up compatibility, but you should try a few things first.

Make sure that your game is running starter.fps . . .

1) Find main.cs in the root directory
2) Open it in notepad or another plain text editor
3) Near the top of the file, look for something like this . . .
Quote:$defaultGame = "demo";
4) Change it to this if it isn't already . . .
Quote:$defaultGame = "starter.fps";

Assuming that you completed the Killer Kork installation properly, you should now have some fairly intelligent and very hostile AI agents in your game -- all equipped with crossbows. If you have made major changes to the crossbow weapon or its datablocks, then you might have accidentally broken Kork's weapon handling functionality.

This should be a good starting point for you.
#4
10/21/2007 (7:01 am)
Ahh, ok. I need the starter.fps demo. What I have is the official "demo" demo. Thanks!
#5
10/21/2007 (7:26 am)
The TGE 1.4.2 Demo includes an "Example: FPS Multiplayer" selection on the main menu that appears more or less identical to the "starter.fps" demo but doesn't have a separate directory. The Killer Kork resource might work with it, possibly with some minor tweaks.
#6
10/22/2007 (9:43 pm)
@Happy Gnome

Make sure you execute
AIManager::think();

in the console. Killer Kork needs a kick start to generate the bots. David Blake recommended to me creating a physical zone trigger at each spawn point to call this function. Kind of a hack, but it works.