Enhanced Weapons Resource for TGEA 1.81
by Ronald J Nelson · 09/13/2009 (7:14 am) · 20 comments
This is the second version of my original Enhanced Projectiles resource. It has a ton of updates, improvements, and additions. A ton of it is my own work, but just as much is work I updated that was created by others.
I already posted a blog on it with a couple of videos here.
www.garagegames.com/community/blogs/view/18239/
I won't go into all of the details of what it contains here because I am including a very thorough manual with the kit. It covers everything from installation to usage and any known issues.
I do not own T3D so I will not be doing an upgrade. However, I have been in communication with deepscratch and he is already working on a T3D version that he has my permission to post as a resource update to this one.
Before asking me any questions, please read the manual first.
Right now the upload files option is working on this thing so I am hosting it on my personal webspace.
members.cox.net/rjnelson68/Enchanced%20Weapons%20System%20TGEA.zip
UPDATE 21 Sept 09:
I fixed a bug in the animated crosshair code and changed the mode system so it is not limited to vehicle mode only. Look at the weapons.cs file in the client/scripts directory for an example.
I also decided to look into speeding up the performance of using Polysoup on ShapeBase objects. Since the system does not replace the original collision system and is used primarily for access to a Polysoup polygon set for raycasting, I removed the adding of the convex to the working collision set and convex list for ShapeBase objects. It still works as needed, but is a ton faster so more complex objects can be used without a performance loss.
Additionally, Deepscratch pointed out that the TriRayInfo raycasts I was using were causing a bug very noticeable in T3D. I confirmed this in my own tests. The method was not really needed, so it has been removed.
UPDATE 10 Oct 09:
I added a small boost to the particle code Deepscratch pointed out will boost the particle performance with the resource additions.
The new version has been uploaded to my personal server.
I already posted a blog on it with a couple of videos here.
www.garagegames.com/community/blogs/view/18239/
I won't go into all of the details of what it contains here because I am including a very thorough manual with the kit. It covers everything from installation to usage and any known issues.
I do not own T3D so I will not be doing an upgrade. However, I have been in communication with deepscratch and he is already working on a T3D version that he has my permission to post as a resource update to this one.
Before asking me any questions, please read the manual first.
Right now the upload files option is working on this thing so I am hosting it on my personal webspace.
members.cox.net/rjnelson68/Enchanced%20Weapons%20System%20TGEA.zip
UPDATE 21 Sept 09:
I fixed a bug in the animated crosshair code and changed the mode system so it is not limited to vehicle mode only. Look at the weapons.cs file in the client/scripts directory for an example.
I also decided to look into speeding up the performance of using Polysoup on ShapeBase objects. Since the system does not replace the original collision system and is used primarily for access to a Polysoup polygon set for raycasting, I removed the adding of the convex to the working collision set and convex list for ShapeBase objects. It still works as needed, but is a ton faster so more complex objects can be used without a performance loss.
Additionally, Deepscratch pointed out that the TriRayInfo raycasts I was using were causing a bug very noticeable in T3D. I confirmed this in my own tests. The method was not really needed, so it has been removed.
UPDATE 10 Oct 09:
I added a small boost to the particle code Deepscratch pointed out will boost the particle performance with the resource additions.
The new version has been uploaded to my personal server.
#2
09/13/2009 (12:12 pm)
awesome work Ron, i needed something like this. I have 2 projects that can really use this.
#3
hopefully in one or two days I'll have the port posted.
it was a real difficult port, there where so many changes between the base TGEA 181 code and this resource, then the major changes between base TGEA 181 code and base T3D code, the most difficult being the decals bit, the entire decal system was rewritten for T3D. needless to say, it was fun.
09/13/2009 (6:14 pm)
ok, I got the code part into T3D, starting to port over the scripts now,hopefully in one or two days I'll have the port posted.
it was a real difficult port, there where so many changes between the base TGEA 181 code and this resource, then the major changes between base TGEA 181 code and base T3D code, the most difficult being the decals bit, the entire decal system was rewritten for T3D. needless to say, it was fun.
#4
09/13/2009 (8:55 pm)
deepscratch - I hope you downloaded the more recent version from the one I sent you. I had found a couple of mistakes and I made a few more improvements.
#5
09/14/2009 (1:20 am)
torque.abigholeintheweb.com/public_system/useruploads/Enhanced%20Weapons%20Syste...
#6
09/14/2009 (2:25 am)
Thanks again eb.
#7
09/15/2009 (3:19 pm)
np Ron. np at all.
#8
09/16/2009 (11:09 am)
ok, update on the T3D port, got everything to compile and loads the game, but I'm not getting projectiles to launch, gonna have to look at why.
#9
09/18/2009 (3:26 pm)
yay, doing some testing, some small hickups, but everything seems to be working with T3D now...
#10
09/21/2009 (8:58 am)
I updated the resource as I fixed a bug and made two pretty big improvements.
#11
09/21/2009 (1:25 pm)
Which of the links here has your latest update? I see that the torque.abigholeintheweb.com/public_system/useruploads/Enhanced%20Weapons%20Syste link seems to have older files in the (T3D/FPS/) directory comared to the members.cox.net/rjnelson68/Enchanced%20Weapons%20System%20TGEA.zip link at the beginng of the page.
#12
09/21/2009 (6:03 pm)
I do not control the other site, only my own. Please read the UPDATE note at the top, it was there earlier, I just Bolded the UPDATE so people will read it.
#13
..I plan to stop backing up new files since the GG site seems to be stable with uploads at this point.
09/22/2009 (1:00 am)
(updated secondary link to package)..I plan to stop backing up new files since the GG site seems to be stable with uploads at this point.
#14
09/22/2009 (1:46 am)
never mind fixed it, great resource!
#15
10/10/2009 (8:52 pm)
Posted another update. Thanks Deepscratch.
#16
10/12/2009 (7:06 pm)
thanks a lot @Ron for your resources!!! ;D
#17
Sorry, i found in weapons directory.....
10/14/2009 (11:15 am)
it's great works but it seems to miss "setCrosshairTarget" script server side function, i can't found it in zip file, can you help me?Sorry, i found in weapons directory.....
#18
What version of T3D did you use to port over?
I'm trying to port over to 1.0 but there are many different changes. was wondering which beta did you use?
thanks
10/18/2009 (10:14 pm)
@DeepscratchWhat version of T3D did you use to port over?
I'm trying to port over to 1.0 but there are many different changes. was wondering which beta did you use?
thanks
#19
anyway, I have all working except the transforming decals.
I posted a link to the ported code in the T3D private forums some time ago
10/19/2009 (12:19 pm)
do you have a licence there Sam Busby?anyway, I have all working except the transforming decals.
I posted a link to the ported code in the T3D private forums some time ago
#20
Oh right, i never saw it stupid me :/. thanks
10/25/2009 (10:16 pm)
Yeah sorry i do have license. It's an educational one.Oh right, i never saw it stupid me :/. thanks

Torque Owner Sebastian H
Nice one...
Thx a bunch man