Game Development Community

More newb questions.

by Braveheart · in Torque Game Engine · 10/26/2007 (7:46 am) · 6 replies

1. I'm using the FPS starter kit how can I start a new mission with just FLAT terrain and not the hilly one?

2. What's the best method to make road, model a piece of road and export then build it up? Or just paint textures onto the terrain? I noticed you can only paint 6 textures...

3. When making the client for distribution, I have to compile Torque, right? I'm currently doing things with the "Torque Demo" .exe and the way the manual tells you... Is this how to make a game? What about making the .exe to distribute? How can I stop players from being able to edit the game with F11, F10 etc...

4. How can I use the FPS starter kit to make the client only able to connect to servers and not host them, and then have a separate way of hosting servers... Would I just remove the "start as server" checkbox? How would I start the server otherwise?

5. Using the FPS kit, how can I edit the chat to make a local and global chat? Could I do this without C++? Just Torque Script?

5.1 Also how would I alter how kick and banning works and displays, would I have to edit anything with C++? Could I edit it with Torque Script?

I ask these two because I cannot code in C++...

Sorry for a lot of Q's :p.
Thanks! Hope someone can help.
Robbie.

#1
10/26/2007 (7:51 am)
1. The easiest way is to copy the terrain file from tutorial.base and load it. You can also import a heightmap with a single color.

2. The best way is to create your roadways as DTS or DIF's.

3. Yes. You would need to remove the editors and such. There are numerous topics on this, so a search will bring it out. Lots of topics. Lots.

4. I'm not sure. Are you looking at creating a MMOFPS where they *have* to connect to a different server rather than being able to have fun on a LAN?

5. I don't know if chat on that level could be done with just TorqueScript. Search the resources for chat. There's some great stuff...I don't know if they are only in TorqueScript, though. It's been forever since I've looked at them.

6. You would have to rework the C++ side to how the server-side handles requests, I believe.
#2
10/26/2007 (8:12 am)
1. Alright, thanks.

2. So as I thought, model them and then piece them together inside the engine.

3. So yes I have to compile Torque? Or just remove the editors?

4. Well, yes MMOFPS type where you have to connect to a server.

5. I see, well this is how I was thinking about it:

Global chat with /g message would be the basic chat you have in the kit already. And local chat would just be a normal message it would get the position of the player and then it would check a certain distance from the player to see if anyone is in range, if true the player(s) in the range will also receive the message, the colour will depend on the distance. Is this possible in Torque Script?

6. But it would be as simple as changing the argument and output string, or no? Also how are "admins" determined? Can they be set or what?

7. Another little Q', could I make an account system with Torque Script? Where it would save certain information into a file server-side, for example:

Username:
Password:
Admin: 0/1
Position: 0.0, 0.0, 0.0
Etc.

Possible in Torque Script?

Thank you for your time!
Robbie.
#3
10/26/2007 (8:24 am)
5. I would think that you would have to do quite a bit of custom coding to do the distancing and optimize the chat for however you need it. And it would most likely be C++ code that you would then expose to TorqueScript.

6. To add in an admin system, you would have to modify the C++ extensively to setup the system as you need it.

7. You could make an account system with TS, but you would probably want to work with encryption and such to avoid exploitation of your server, and for that you would need to dip into the source code (c++).
#4
10/26/2007 (1:01 pm)
Why is it when I copy the two mission files from the tutorial.base and load them they work fine, then as the player falls onto the terrain and hits it, Torque closes...
#5
12/05/2007 (3:40 pm)
Bump, I still haven't solved this:

Quote:Why is it when I copy the two mission files from the tutorial.base and load them they work fine, then as the player falls onto the terrain and hits it, Torque closes...

I even tried editing the current mission heights, once I saved it, closed Torque, opened it back up and loaded the mission I just saved working, the player spawns falls to the ground the second he hits the ground Torque just closes. Checked the console log, don't know what I should be looking for, there's nothing that really says why it closed...
#6
12/09/2007 (1:54 pm)
Fixed it, turns out you just have to use F7 & F8 to fly down lower then spawn.