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		<title>Blog for Gonzo T. Clown at GarageGames.com</title>
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		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-11-22T04:05:05+00:00</dc:date>
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		<dc:date>2006-01-17T13:33:12+00:00</dc:date>
		<dc:creator>Gonzo T. Clown</dc:creator>
		<title>Been a great year!</title>
		<link>http://www.garagegames.com/blogs/18447/9580</link>
		<description>Just over a year ago I was asked to do a few months worth of work in JUST 10 days(9 since I don't work on Christmas) and I said &amp;quot;This is a joke right?&amp;quot;  I thought this guy was putting me on.   Turns out he was just desperate to meet a deadline that needed a few more months but was 10 days away.   I asked him how many othr people were going to be working it and he says &amp;quot;You are the only guy I asked.  I know that if you cant do this, it cant be done.&amp;quot;   I didn't even know who I was talking to, talk about creepy, lol.  Turns out, he badly needed help once before and after wasting many days with many people I just happened to stumble in and pretty much take care of the problem and moved on without a second thought.   To me it was really no different than seeing someone drop their wallet and picking it up for them.   To him, it was a life saver.  He remembered that event clearly, while I had no idea I had even spoken to this person before in my life, lol.&lt;br&gt;&lt;br&gt;&lt;br&gt;So now the stage is set.  Once I realized that I had once helped him before and realized that he was in need of results and nothing else, I asked him to give me a day to think it over.   To be honest, I thought he was screwed.  I really didn't think I stood a chance in heck of doing what he needed done in the time he needed it.   He was just asking too much.   I couldnt even think of a recommendation of who else to ask, or how many people he might need to have to finish in time.  The only reason I asked for a day to think was to see if I could come up with some other guy who might be able to do this.  But I kept hearing those nagging words he said to me over and over and wondered why he would say &amp;quot;I know that if YOU cant do this, it cant be done.&amp;quot;  so I started thinking of the work and not the problem and some ideas came to mind and all of a sudden things seemed &amp;quot;maybe possible&amp;quot;.   I called him back and said ok, here's the deal, I have some ideas, and I'll give it my best shot, it's all I can do.  I'll work every hour I can stay awake and it will get done, or it wont.&lt;br&gt;&lt;br&gt;&lt;br&gt;It got done.  He said I blew his mind, hell, my mind was still blown trying to figure out how I actually pulled it all off, lol.  I started out thinking &amp;quot;there was no way this can be done, he has the wrong guy&amp;quot;.  Turns out, he was right, he did have the right guy, and I was the one who didn't know it.  One of lifes little lessons, or as the song says, &amp;quot;Things that make you go Hmmmmmmm&amp;quot;.   In addition to paying me for my troubles, he offered me a job.  Silly me, I took it.  I dont know why it never occured to me that he was going to want at least several dozen more miracles worked, but it sure never crossed my mind.  I must have been too tired to think, lol.   But it was a relationship that would become a freindship, an adventure, and one of my most awesome pieces of work bar none.&lt;br&gt;&lt;br&gt;&lt;br&gt;It's been just over a year now.   The product went from non existant, to existing, to totally redesigned, upgraded and rebuilt at least half a dozen times over the year.  I took an estimate based on the files and time and some various other averages and I figure I authored at least 150 thousand lines of code by myself this year.   About 410 lines of code  a day every day for a year straight.   But fantastic products came from that labor and to me it was worth all the hell I went through to make it happen.&lt;br&gt;&lt;br&gt;&lt;br&gt;So what's the plan?   I'm about to go nuts, thats the plan.   I have made so many modifications, additions, enhancements, and improvements, to Torque(all cross platform PC &amp;amp; MAC) that I feel unstoppable.  I have ideas pouring out of my head like a waterfall and my skills are so sharp I can cut through steel with them.  I dont know what to do first, lol.   The product I just finished is my Baby and will be for some number of years to come.  I will continue to support and improve on it as needed or wanted, but I'm also ready to really flex my skills and make some other great products.  I was also considering going back to the teaching idea that I had to let go of a year ago.  I still have all that work saved and have been glancing at it but now that they have their Bootcamps my teaching skills might not be as in demand as before so maybe I'll just finish the SuperStarterPack up and then move on from there.   One things for sure, I am going to be doing something involving Torque, and it's gonna kick butt no matter what it is, lol.&lt;br&gt;&lt;br&gt;&lt;br&gt;I can only hope some old friends are still hanging out here.  If you guys are there, shout out to me sometime via Email if you get a chance.&lt;br&gt;&lt;br&gt;&lt;br&gt;Gonzo</description>
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		<dc:date>2005-06-09T02:58:09+00:00</dc:date>
		<dc:creator>Gonzo T. Clown</dc:creator>
		<title>Thursday Jun 9 2:58</title>
		<link>http://www.garagegames.com/blogs/18447/8012</link>
		<description>How do you drive a Windows expert nuts?  Buy him a Mac.&lt;br /&gt;&lt;br /&gt;That's right folks!  I'm Mac enabled(G5 iMac).  (YUCK!)  Still tastes bad to say that.  Oh well.  In less than one weeks time I have acclimated myself to it fairly well.  I have it hooked into my network, printing through my network printer, accessing network shares, and get this, doing Mac builds on my shared Windows XP Pro NTFS  partition.  This means I'll now be able to support the Mac platform with my School Interface and Super Starter Pack.   If you have not yet seen the school demo I put up a few weeks back, you can find more information about it here...&lt;br&gt;&lt;br&gt;&lt;a href='http://www.garagegames.com/index.php?sec=mg&amp;amp;mod=resource&amp;amp;page=view&amp;amp;qid=7909'&gt;www.garagegames.com/index.php?sec=mg&amp;amp;mod=resource&amp;amp;page=view&amp;amp;qid=7909&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Be forewarned though, I haven't had time to make any adjstments to it yet and some people had complaints.  I would suggest reading the posts before downloading.  This plan is going to be short because I have contract work to commit to at this time, but I will be getting  some updates done soon and will post the details in my next Plan.&lt;br&gt;&lt;br&gt;&lt;br&gt;Please, take the time to read this thread.  &lt;br&gt;&lt;br&gt;&lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=30850'&gt;www.garagegames.com/mg/forums/result.thread.php?qt=30850&lt;/a&gt;&lt;br&gt;&lt;br&gt;This is a VERY big deal and people around the world are trying to fight this.  It's our one chance to do something big for ourselves so STAND UP and be counted.  The clown thanks you all.</description>
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		<dc:date>2005-05-24T06:01:43+00:00</dc:date>
		<dc:creator>Gonzo T. Clown</dc:creator>
		<title>Tuesday May 24 6:01</title>
		<link>http://www.garagegames.com/blogs/18447/7909</link>
		<description>Can you learn more by 'attending' a school, or by 'building' a school?  I'm still pondering that one.  The SSP School interface is nearing it's own graduation.  Bah to pictures in my plan, you just gotta see it for yourself.&lt;br /&gt;&lt;br /&gt;Getting Close!!!&lt;br&gt;&lt;br&gt;Some of you may remember from various threads floating about that I was in the process of designing a live, online, school for teaching TorqueScript, and Torque Systems to users...&lt;br&gt;&lt;br&gt;&lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=27132'&gt;www.garagegames.com/mg/forums/result.thread.php?qt=27132&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=25666'&gt;www.garagegames.com/mg/forums/result.thread.php?qt=25666&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Well, I finally got the TorqueSchool Demo ready.  Due to contract work and feature additions, I'm about a month and a half late, but it will be worth the wait.  The school interface has evolved much further than I had intended, but the results are very pleasing.  Although it's not completely done yet it's getting very close and classes should be starting shortly after the interface is completed and tested.  So to keep things simple, my &amp;quot;plan&amp;quot; is to keep working while those who care review the demo and speak their 2 cents about it.&lt;br&gt;&lt;br&gt;Thanks to everyone for being paitient.&lt;br&gt;&lt;br&gt;Gonzo&lt;br&gt;&lt;br&gt;&lt;br&gt;NOTES!!!  This Demo is automated and 30 minutes long.  You do not need to do anything but pay attention and follow along.  I suggest you follow the Tutor first and then come back to see the SSP hints afterwards if you just have to know, lol.  If you try to read both at the same time you will likely miss much of both.  Be aware your ScreenSaver may try to kick in during this demo if it's set to do so in less than 30 minutes of inactivity.  &lt;br&gt;&lt;br&gt;&lt;br&gt;It would take at least 3 of these demos to demonstrate everything the interface already does and and there is still more to come for it.  Dont be fooled by the length of the demo, it's not everything in one shot and there was plenty that wasn't even touched on or mentioned.  Also note that nothing you see is a parlor trick or wishful boast.  Everything in the demo works exactly as claimed.&lt;br&gt;&lt;br&gt;&lt;br&gt;Also note that the timing on certain events is not perfect due to various calculations that are currently being corrected and perfected.  This issue only affects a few key events and you may not even notice it.  As for reading time, it was tested on users that know nothing about what they were reading and they were able to read it all while having to deal with not understanding it.  This should allow anyone currently working with torque plenty of time to read the dialog.  I'm also aware that there are certain buttons missing(the demo refers to them), the artwork was not completed at the time I packed this up.  All known glitches are on the repair list already and will be repaired in time for the second demo that demonstrates the additional capabilities not covered in this demo.  For the most part however, everything you will see demonstrated is either completed, or noted in the demo as soon to be completed, not finished, or some other indication of status will be given.  If no status is mentioned specifically for a feature it can be considered finished and ready for mass testing.&lt;br&gt;&lt;br&gt;&lt;br&gt;Because the demo is automated it runs in 800x600x32  OpenGL for maximum compatibility.  If this causes you any problems, let me know and I'll arrange for different window sizes to be made available.  At this time the demo is not available on Mac.  However, thanks to a very generous donation from a great company run by some very good people(They know who they are and why they are not named at this time) I'll soon be able to support the Mac platform as well.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;a href='http://home.comcast.net/~kharvey86/tge/TS_SSP_DEMO.zip' target=_blank&gt;Get The Demo Here!&lt;/a&gt;</description>
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		<dc:date>2004-11-18T16:56:20+00:00</dc:date>
		<dc:creator>Gonzo T. Clown</dc:creator>
		<title>Thursday Nov 18 16:56</title>
		<link>http://www.garagegames.com/blogs/18447/6738</link>
		<description>Leading the pack....&lt;br /&gt;&lt;br /&gt;Ok, things are close enough now that I can finally start talking about this to the GG community to make sure my direction is sound and all considerations are being covered.  &lt;br&gt;&lt;br&gt;For quite a while now I have been developing what is at this time titled the &amp;quot;Super Starter Pack&amp;quot; os SSP for short.  This &amp;quot;Pack&amp;quot; however is much different than the others in lots of ways and similar in some.  The best way to describe it is to say that it is a complete replacement for the Example scripts that you get with the SDK and the Demo scripts that are publicly available.  In other words, if you wanted to make a game you could either start with the example scripts and go from there, or you could use this pack to get you started.   So what are the differences?  Well, honestly, it would take me quite a few plans to fully explain in detail, so I'm going to try and give a feel for what it is and what it's value to you will be.&lt;br&gt;&lt;br&gt;&lt;br&gt;With all respects to GG and the fantastic products they supply IMO the example scripting more resembles a flea market packed with a bunch of neat stuff than it does a full fledged gaming starter.  So I decided it was time to bring the scripts into the modern day with a complete overhaul and redesign that will do more justice to what TGE really is and what it can do for you.  With that said, lets examine some of what it will feature.&lt;br&gt;&lt;br&gt;&lt;br&gt;First off, EVERY .cs file has been formatted neatly to make it uniform and easy to read.  They are commented line by line to make them easy to follow and manipulate.   An example of what I'm talking about can be seen in the files I supplied for the  &lt;a href='http://www.garagegames.com/index.php?sec=mg&amp;amp;mod=resource&amp;amp;page=view&amp;amp;qid=6624'&gt; Complete Voting System &lt;/a&gt;.  IMO this will help tremendously with new people who are trying to learn how to script, and even experienced coders can use the examples from areas they are not so experienced with.  It will also help you to understand what effects your code changes will have on other parts of the function or even other functions that are involved with that particular process.&lt;br&gt;&lt;br&gt;&lt;br&gt;Next we have cleanup.  Every file from the Common, Demo,  Starter Racing, Starter FPS, has been combined into a simplified directory structure that allows all of them to exist at once in the same place.  No more duplicated scripts and pathway problems to deal with, nor -mod parameters to pass to the executable.  The server determines which  game you are playing based on the map you load and adjusts itself accordingly.  More about this feature will be discussed later.  Suffice it to say the uniform directory structure will make it much easier to navigate your way around the files and make changes.&lt;br&gt;&lt;br&gt;&lt;br&gt;NO MORE EXEC!!!   how many of you are familiar with this?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;   exec(&amp;quot;./scripts/audioProfiles.cs&amp;quot;);&lt;br&gt;&lt;br&gt;   // Load up the Game GUIs&lt;br&gt;   exec(&amp;quot;./ui/defaultGameProfiles.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/PlayGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/ChatHud.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/playerList.gui&amp;quot;);&lt;br&gt;&lt;br&gt;   // Load up the shell GUIs&lt;br&gt;   exec(&amp;quot;./ui/mainMenuGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/QuitGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/aboutDlg.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/startMissionGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/joinServerGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/loadingGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/endGameGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/optionsDlg.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/remapDlg.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/StartupGui.gui&amp;quot;);&lt;br&gt;   exec(&amp;quot;./ui/ClientVote.cs&amp;quot;);&lt;br&gt;   &lt;br&gt;   exec(&amp;quot;./DemoLoadTwo.cs&amp;quot;);&lt;br&gt;   // Client scripts&lt;br&gt;   exec(&amp;quot;./scripts/client.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/game.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/missionDownload.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/serverConnection.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/playerList.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/loadingGui.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/optionsDlg.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/chatHud.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/messageHud.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/playGui.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./scripts/centerPrint.cs&amp;quot;);&lt;br&gt;&lt;br&gt;   // Default player key bindings&lt;br&gt;   exec(&amp;quot;./scripts/default.bind.cs&amp;quot;);&lt;br&gt;   exec(&amp;quot;./config.cs&amp;quot;);&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Well in the SSP it looks like this....&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt; &lt;/pre&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No, that's not a typo, it's the truth.  The server and client system execs have been precisely redesigned so that ONLY the exact scripts you need will be exec'ed at startup and then depending on if you are a Client, Client-Server, or dedicated server it will then load the appropriate scripts needed to perform those duties.  Any new files you add will also be loaded without you having to add any &amp;quot;exec(&amp;quot;./pathTo/myScript.cs&amp;quot;);&amp;quot; lines to your game to get it into the game.  It is completely plug and play now so you can drop a gui into the guis folder or a new script into the proper server or client script folder and it will be exec'ed when needed.  It just cant get any easier than that.  This also cures the problems with scripts being exec'ed out of order and causing datablock definition errors.&lt;br&gt;&lt;br&gt;&lt;br&gt;More Cleanup:  While formatting and commenting the code it was also greatly debugged, simplified, and vastly improved for efficiency and operational features.   Each feature makes maximum use of it's capabilities instead of just getting them into the game for you.  And anywhere there was waste, bad logic, or code that just didn't make sense it was rewritten to maximize it's potential and minimize it's use of CPU cycles.  This feature alone will save you an incredible amount of development time in making things work or researching how to make them work.  Combined with the code commenting you should have no troubles making things work or even modifying them to work differently.  And for TorqueScript newbies (and even experienced coders) it will be a great  learning tool for proper TS syntax and usage as well as smooth code flow design.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Modular expansion(plugins):  Thanks to the new design, extra features like the &lt;a href='http://www.garagegames.com/index.php?sec=mg&amp;amp;mod=resource&amp;amp;page=view&amp;amp;qid=6624'&gt; Complete Voting System &lt;/a&gt; can be dropped into the proper folders and they will work automatically.  Likewise, if you decided you didn't want to allow votes you would simply remove those scripts and it would be gone.  You won't have to worry about what you just broke or what you need to change to make it work right.   Also,  A lot of the new features that will come with the SSP can just as easily be removed if they are not needed without worrying about breaking stuff.&lt;br&gt;&lt;br&gt;&lt;br&gt;Self Management:  Parts of the game may or may not be needed depending on your game or situation, so most of them self manage to make life easy for you.  The AiManager for example.  Not only has the AiManager recieved a whole new lease on life, it completely takes care of itself and your AI.  Whenever a map is loaded, a new AiManager is created, the AiManager then checks to see if it is even needed.  If not it will delete itself, and if needed it will begin it's duty of initializing and managing your AI.  Since the AiManager is completely enabled to care for itself and your AI all you will need to do is add your AI choices to your maps and the AiManager will take it from there.  At this time there are 4 bot types that are supported, and more in planning that can be &amp;quot;plugged in&amp;quot; when they are done.  The &amp;quot;Director&amp;quot;(new feature)  manages camera systems in much the same fashion.  If you intend on using pathed cameras, or the included &amp;quot;SequenceCams&amp;quot;(new feature), that are included with the SSP, you will only need to place them in your mission and the &amp;quot;Director&amp;quot; will initialize and manage those cameras.  The director will also&lt;br&gt;be responsible for controlling the camera views for an upcoming addition that will enable matches(multi-player games)  to be viewed without being entered (Spectators).&lt;br&gt;&lt;br&gt;&lt;br&gt;Better content control:  An incredible amount of effort has been and is being put into making it easier to manage and develop your content.  A special content editor has been built in to allow you to create Lights, Particles, emitters, explosions, and audio datablocks.  You can then  alter those datablocks directly in real time to get them to look or do exactly what you want, and then finally you will simply click on the save button to have the content editor export the datablock to the proper server directory for usage in your game.  Unlike the stock TGE which currently only saves in this format....&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;new fxLightData(&amp;quot;PurpleHalo&amp;quot;)&lt;br&gt;{&lt;br&gt;};&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;which would then require you to manually change the &amp;quot;new&amp;quot; to &amp;quot;datablock&amp;quot; the SSP has been upgraded to allow the content editor(or yourself) the option to save into this format...&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div class='codeblock'&gt;&lt;pre&gt;datablock  fxLightData(&amp;quot;PurpleHalo&amp;quot;)&lt;br&gt;{&lt;br&gt;};&lt;/pre&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;which will work automatically for you with no intervention at all.  Also TGE was upgraded to automatically save the object name in quotes(not currently done) so that you can use spaces in names without syntax errors.  Just another in a HUGE list of time saving improvements and features.  The content editor can save you a tremendous amount of time developing or tweaking your content because it eliminates a lot of waste while enabling a ton of new abilities to the end user.&lt;br&gt;&lt;br&gt;&lt;br&gt;I could go on for days about what all you will get with the pack, but you can rest assured that the value of it in  time saved, content provided, new features enabled,  and even it's learning value will be second to none.&lt;br&gt;&lt;br&gt;&lt;br&gt;Short FAQ:&lt;br&gt;&lt;br&gt;&lt;br&gt;Does it have AI that works?&lt;br&gt;&lt;br&gt;Yes:  Although it's not a full blown AI system using the latest A* algorithms and pathfinding techniques like you would find in a AI pack that was being designed solely for AI, it does have a very comprehensive AI system that allows you to simply drop AiSpawners into your maps with a few parameters filled in and the AiManager will take it from there.  The included AI are ready to perfrom their tasks and to defend themselves by kicking your butt should you decide to assault one of them.  They fight intelligently and deceptively as well as defensively when need be. &lt;br&gt;&lt;br&gt;&lt;br&gt;Who can use this pack?&lt;br&gt;&lt;br&gt;Anyone.  There will be both a public and  licensed versions available.  The public version will be a tremendous learning tool for people that are not TorqueScript familiar as well as a great help in prototyping a game because it will make development faster and easier in every way that really matters.  The public version WILL be under the same publishing restrictions and  limitations as the GG demo is but the licensed version will allow TGE owners to produce their game and content with full rights and no further obligations.  If you are new to TGE then it would be a great way to get yourself started in a game, and even if your in full blown development already  it can be a fantastic reference for example code to show you how to do something, or even to borrow from parts of the code to expand your own systems.  The provided content can be used in your game as well so prototyping for TGE owners will be accelerated just as if you had purchased any of the other currently available content packs.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;What kind of content are you talking about?&lt;br&gt;&lt;br&gt;In addition to the new editors, new guis, new systems, pre-formed datablocks, and new features, you'll also get (among other things)boxes, barrels, guns, chairs, desks, flags, vehicles(flying and wheeled), player models, more artwork and textures, and more code base to start with.  You'll also get several pre-coded game types such as Capture The flag, racing, Hunters, Objective, and DeathMatch, which will all manage themselves in a similar fashion to how the AiManager self manages.    Overall you'll have a more complete package to start with than has ever been available before.  TGE owners will also recieve a patch file and documentation for the engine upgrades neccesary to run the SSP.  (Note:  Most of the engine mods are simple drop in additions or small minor changes to accomidate extra functionality)&lt;br&gt;&lt;br&gt;&lt;br&gt;What about documentation?&lt;br&gt;&lt;br&gt;As stated before, there is line by line documentation to help you follow the flow and functionality and there will be adaquate documentation to demonstrate how to use any of the systems and their parameters properly.&lt;br&gt;&lt;br&gt;&lt;br&gt;Will it be TSE compatible?&lt;br&gt;&lt;br&gt;Yes, eventually.  When the development is finished and finalized on TGE it will be ported to TSE.   The SSP is currently being developed on version 1.3 and will be supported as well as recoded to incude any changes in future TGE releases that break the functionality.  The greater portion of the SSP is script based and will not likely be severly impacted by general engine changes.  However it will be maintained, upgraded, and fixed if need be to keep it up to date with any future TGE development.&lt;br&gt;&lt;br&gt;&lt;br&gt;Will I have to buy a TSE license also?&lt;br&gt;&lt;br&gt;No, one purchase will cover both engines but there is NO GUARANTEE on a release date for a TSE version at this time.&lt;br&gt;&lt;br&gt;&lt;br&gt;What kind of pricing are we talking here?&lt;br&gt;&lt;br&gt;At this time the planned release pricing will be $40 for the public version, and $50 for the Licensed version.   The Licensed version includes the additional engine upgrades and the right to sell your game using any of the provided content.  You will not be able to purchase a licensed version without a TGE license, and you will not be able to run  the public version on the current TGE, so don't get any bright ideas, lol.  Considering that almost a years worth of cleaning, rewritting and development have been involved in this, it is a tremendous value in respect to time versus dollars. &lt;br&gt;&lt;br&gt;&lt;br&gt;When is the release?&lt;br&gt;&lt;br&gt;Unfortunately, all I can say definatively at this time is &amp;quot;Soon&amp;quot;.  It's under nearly 24/7 development at this time and will be ready when it's ready.  It will not be forced out the door to make a deadline. &lt;br&gt;&lt;br&gt;&lt;br&gt;What about the future?&lt;br&gt;&lt;br&gt;The SSP is about to complete it's first stage of development.  It will be released for sale at that time.   The second stage is still in development and at this time is slated to offer full support to a third party 3D moddeling  program(currently being written) similar to Quark or Hammer.   The goal is to allow you to develop your 3D content using SSP support to assist in script generation and then export it directly into your server directories with scripts intact.  In simple terms, the plan is for you to be able to completely generate a game from start to finish in the SSP environment.   More about this will be talked about when the details are final and the 3D editor is further along.&lt;br&gt;&lt;br&gt;&lt;br&gt;More details about the SSP will be released in the future, and all non-sensitive details can be discussed.&lt;br&gt;&lt;br&gt;Gonzo</description>
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		<dc:date>2004-10-19T08:37:46+00:00</dc:date>
		<dc:creator>Gonzo T. Clown</dc:creator>
		<title>Tuesday Oct 19 8:37</title>
		<link>http://www.garagegames.com/blogs/18447/6591</link>
		<description>&lt;b&gt; &lt;/b&gt;  &lt;b&gt;   Taking a bite and chewing it by god!   &lt;/b&gt;     &lt;b&gt; &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What in the hell is your Synopsis about?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Well, I've been &amp;quot;thinking&amp;quot; about filing a plan for months and months, so now I'm just gonna do it.  Been so busy with the kids and all, I just put myself in superman mode and started whipping the house, yard, PC's, and scripts into shape.  Now I'm starting to do all those thing I said I was gonna do, lol.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;b&gt;What's the plan then?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Well, with all the buzz about AI going on in the forums I've decided to whip up my own AI code just to see how well I could do it.  I thought AI was out of my league until such time as I could put some serious study into it, but it turns out it's really no different than any other coding in most respects.  It's all about logic and a little luck.  It's just a matter of artistic touch and attention to detail to get things flowing smoothly and make some bots that are not only multi-faceted, but almost completely unpredictable in combat.  Now that I have the basic bot control functions in place with fighting bots that kick butt, I'm going to start making them appear smarter by utilizing environment for cover and responding to dangerous objects or materials such as gas barrels near itself or it's targeted enemy. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;How much engine coding has this taken so far?&lt;/b&gt;&lt;br&gt;&lt;br&gt;None, it's all scripted.  In fact, as it stands now it's pretty much drop in compatible with the HEAD and it greatly improves the stock AI.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;After all that what are you doing?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Going to install the &lt;a href='http://www.garagegames.com/pg/product/view.php?id=36'&gt; Lighting Pack for TGE&lt;/a&gt; and screw around with that for a bit to get used to it and then start working into my new Top Secret mondo supra hyperfied kick ass new game I'm working on.&lt;br&gt;&lt;br&gt;&lt;br&gt;And I guess I could throw another plan out here again soon, lol.</description>
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