GMK for T3D 1.1 Beta 2?
by Kerry Enfinger · in Game Mechanics Kit · 08/10/2010 (11:02 pm) · 30 replies
Yuri,
Are you going to release a GMK for T3D 1.1 Beta 2? If so, do you know when? I have the code portion of the GMK implemented in 1.1 Beta 2 but the scripting is giving me nightmares.
Are you going to release a GMK for T3D 1.1 Beta 2? If so, do you know when? I have the code portion of the GMK implemented in 1.1 Beta 2 but the scripting is giving me nightmares.
About the author
Owner of Altered Reality Software -- Bachelors Degree in Game and Simulation Programming -- Masters Degree in Database Management -- Currently working on Ph.D. in Computer Science
#2
08/11/2010 (11:58 am)
I don't have any players in the scene at this time. I still have a lot of scripting mods to do.
#3
you wanna share your code build?
I'm curious what you did about the isEnabled/setEnabled, and how you did the consoleMethods.
I've done a 1.1 B2 code build, be nice to compare.
08/15/2010 (10:37 am)
hey Kerry,you wanna share your code build?
I'm curious what you did about the isEnabled/setEnabled, and how you did the consoleMethods.
I've done a 1.1 B2 code build, be nice to compare.
#4
I added the "old style" ConsoleMethods setEnabled and isEnabled in the simObject.cpp and made sure that the setEnabledValue function was in the protected area of the simObject.h. I originally had it as private and it was causing me problems with the script calls.
In the script, I had to add activatePackage(logickingMechanicsFunctions) right after Game.activatePackages() in the gameCore.cs and comment that line out in the logickingMechanics/packages.cs file. I'm still not sure what is causing a problem with the parent call onClientEnterGame() function as the original script stands.
I'm having problems now with the EventTriggers giving me "Unknown command onEnterTrigger", etc. Have any ideas?
08/15/2010 (2:23 pm)
@deepscratchI added the "old style" ConsoleMethods setEnabled and isEnabled in the simObject.cpp and made sure that the setEnabledValue function was in the protected area of the simObject.h. I originally had it as private and it was causing me problems with the script calls.
In the script, I had to add activatePackage(logickingMechanicsFunctions) right after Game.activatePackages() in the gameCore.cs and comment that line out in the logickingMechanics/packages.cs file. I'm still not sure what is causing a problem with the parent call onClientEnterGame() function as the original script stands.
I'm having problems now with the EventTriggers giving me "Unknown command onEnterTrigger", etc. Have any ideas?
#5
got the GMK level to load up, the physics work, but everything (including player) falls through the floor!!!
@Kerry,
I'm not getting "Unknown command onEnterTrigger", I must have built differently to you,
that "parent::onClientEnterGame()" stumps me too, but the game loads at least.
you getting any further?
08/16/2010 (4:37 pm)
ok,got the GMK level to load up, the physics work, but everything (including player) falls through the floor!!!
@Kerry,
I'm not getting "Unknown command onEnterTrigger", I must have built differently to you,
that "parent::onClientEnterGame()" stumps me too, but the game loads at least.
you getting any further?
#6
Aleksander, kerry, anyone really, if you still dont get it, reply here, I'll help where I can.
I SUGGEST THOUGH, THAT WE ALL WAIT FOR YURI TO RELEASE FOR BETA2!!
but if you cant wait, lets do it.
08/16/2010 (6:06 pm)
cool, got GMK working in B2, had to add a terrain block under the garage, now things don't fall through.Aleksander, kerry, anyone really, if you still dont get it, reply here, I'll help where I can.
I SUGGEST THOUGH, THAT WE ALL WAIT FOR YURI TO RELEASE FOR BETA2!!
but if you cant wait, lets do it.
#7
Did your pathed camera work okay in the GMK demo? It looks as if the Z rotation is 180 degrees out. I looked at the code but don't see any problems.
08/16/2010 (6:26 pm)
@deepscratchDid your pathed camera work okay in the GMK demo? It looks as if the Z rotation is 180 degrees out. I looked at the code but don't see any problems.
#8
and no collision with the interior instance.
maybe I'll scratch deeper, or I may just wait for Yuri,
important for me was getting the code in.
08/16/2010 (8:58 pm)
yeah, the cam is off, and a bit jumpy, also, the orcs dont come out, and die in the locker.and no collision with the interior instance.
maybe I'll scratch deeper, or I may just wait for Yuri,
important for me was getting the code in.
#9
08/17/2010 (1:56 am)
Yea, I have the same problem with the orcs in the garage. I'm still not sure of the problem. I think there are definitely some parenting issues with the GMK script and the Beta 2 code changes. I'm still working on it. I'll let you know if I find any more. Keep me posted if you find any solutions.
#10
08/17/2010 (10:55 am)
awesome
#11
BUT...
Haven't been able to ge GiBot to compile yet (on top of GMK) in B2. Problem with registerObject ambiguity in EnhancedPlayer, and VC++ error is itself not very helpful in telling us where it is having the problem...
08/20/2010 (4:26 am)
I've got GMK working fine in B2 wrt functionality, for everything except the editors (never used the kit in B1, so I don't know whether the editor might have been buggy or not, but we can get by without the editor, so that's not a big issue atm). We're not having any of the problems reported here. But you *really* do need to stay on top of the merge (I did it manually using BeyondCompare). I've tested triggers, & the AI, and a few other things with no problem. The simple mission seems to work properly (same as the demo).BUT...
Haven't been able to ge GiBot to compile yet (on top of GMK) in B2. Problem with registerObject ambiguity in EnhancedPlayer, and VC++ error is itself not very helpful in telling us where it is having the problem...
#12
how did you get collisions on the interiorObject to work? thats been bugging me,
havent messed with T3D since 1.01, need to brush up a bit :(
08/20/2010 (1:01 pm)
@ Ken,how did you get collisions on the interiorObject to work? thats been bugging me,
havent messed with T3D since 1.01, need to brush up a bit :(
#13
Sorry for silence.
I'm working on both GMK and Guide Bot for Beta 2.
Hopefully it won't take very long.
08/30/2010 (7:48 pm)
Hi guys,Sorry for silence.
I'm working on both GMK and Guide Bot for Beta 2.
Hopefully it won't take very long.
#14
08/30/2010 (9:23 pm)
Thanks for the post, Yuri. Please keep us informed when you can. I know it is a lot of work.
#15
I guess you'll be skipping this version and moving straight onto Beta 3 ? (I've been holding off porting my projects over until I get the latest GMK version).
09/21/2010 (5:53 pm)
Hey Yuri,I guess you'll be skipping this version and moving straight onto Beta 3 ? (I've been holding off porting my projects over until I get the latest GMK version).
#16
Keeping up with beta after beta is time consuming.
09/21/2010 (8:28 pm)
Yuri, if I were you, I would only support Final Releases. Keeping up with beta after beta is time consuming.
#17
The process is going slowly but steadily, apparently GMK 1.2.9 will be for Beta 3. If there will be no Beta 4 release in a following couple of weeks.
09/21/2010 (9:17 pm)
I will check Beta 3 soon. I hope difference between Beta 2 and 3 if far less than between Beta 1 and 2.The process is going slowly but steadily, apparently GMK 1.2.9 will be for Beta 3. If there will be no Beta 4 release in a following couple of weeks.
#18
www.torquepowered.com/community/blogs/view/20311/1#comment-162983
www.torquepowered.com/community/blogs/view/20311/1#comment-162987
09/21/2010 (11:54 pm)
The T3D 1.1 final is going to be months away and Beta 3 is supposed to be the last beta before the final. I could definitely use the GMK for Beta 3.www.torquepowered.com/community/blogs/view/20311/1#comment-162983
www.torquepowered.com/community/blogs/view/20311/1#comment-162987
#19
the changes between B2 and B3 did not affect my port over of GMK 1.2.8 very much,
the main things are no more "signal"
the setEnabled/isEnabled/mEnabled, which was same as B2 problem.
easy port over.
09/22/2010 (11:39 pm)
@Yuri,the changes between B2 and B3 did not affect my port over of GMK 1.2.8 very much,
the main things are no more "signal"
the setEnabled/isEnabled/mEnabled, which was same as B2 problem.
easy port over.
#20
10/05/2010 (12:02 pm)
What is the status of the update to beta3?
Torque 3D Owner Aleksander Elvemo
I couldn´t get it to work in beta1!