Game Development Community

--Torque Collaborative World Design Tool for Torque3D v1.1 ??

by Rich H · in Torque 3D Beginner · 09/06/2011 (4:48 pm) · 21 replies

Torque Collaborative World Design Tool for Torque3D v1.1 please :-)

+1

Hey guys, does anyone know if this is being developed for Torque3D v1.1 final ? ( or maybe v1.2 ? )

I have had a couple friends interested in using this system but thisis the last post i've found on it:

http://www.garagegames.com/community/blogs/view/17531/1#comment_form
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#1
09/11/2011 (6:14 pm)
*bump*
#2
02/03/2012 (6:14 pm)
God I wish they would updated it I would buy it in a sec...

Maybe if every one posted here that would buy it, if it was updated they would do it. We could all ways hope... :D
#3
03/02/2012 (11:20 am)
I have come very close to actually porting this completely. The majority of this can be ported without issue, there are only a few sections that need TLC.
#4
03/09/2012 (8:05 am)
I buy T3D version :)
#5
09/16/2012 (4:22 pm)
@Sean, have you done any more on this port? I'd be interested in working something out with you.
#6
09/21/2012 (7:32 am)
@Scot, I cannot say too much on this at this point other then, there will be a posting on this very shortly.
#7
09/27/2012 (12:25 pm)
c'mon Sean, spill the beans! lol
Do I need to go out and buy the TCWDT or are you working on something similar? Can you tell me that much?
#8
09/27/2012 (3:27 pm)
@Scot, I would not buy TCWDT, I am actually not working with that code base and am working on a product that will work with T3D 1.X with Winterleaf.



#9
10/08/2012 (5:48 am)
@Scot, I am now able to speak a little more on this subject. Winterleaf ( whom I am now working with ) just signed an agreement with Arrowmaker productions to take over the IP rights for TCWDT. We are in the process of finalizing the tool for both .Net and Torque Script versions. This will be a version specifically modified for T3D 1.2+, which is the reason I indicated to not purchase the TGEA version. We are ironing out some bugs in the system right now, but the kit is working at the moment.
#10
10/08/2012 (5:56 am)
That is music to my ears! Let me know when it's available, I've waited for it since I bought T3D so many moons ago.
#11
10/08/2012 (5:58 am)
Keep an eye on our website www.winterleafentertainment.com/ where we will be posting news on it. I will be posting a blog on it shortly as well.
#12
10/17/2012 (4:48 pm)
Any luck yet Sean?
#13
10/18/2012 (8:39 am)
Hey all!

I saw this post pop up again and I wanted to post a quick blurb as to whats going on.

At this point Winterleaf Entertainment L.L.C. and HNGamers have decided to abort porting TCWDT TGEA to T3D and we have scrapped the codebase.
The scrapping of the project was due to issues with Contract negotiation with the original publisher as well as poor application performance, buggy C++ code and really not a lot of functionality. It just wasnt something that we felt good putting our name on.

The Idea of multiple people collaborating on the same mission is not dead though. Winterleaf Entertainment L.L.C. and HNGamers have decided to take a fresh approach and start from scratch to achieve better results. The current debug build allows all functions of the WorldEditor for placing objects as well as inspector value changes from the client. Since this build is being built on-top of DNT, we are now working on removing the CommandToServer communication model with a Window Communication Foundation (WCF) model (or custom) for communications between the Client and Server for world changing events, thus reducing and taking the communication load on the T3D engine out of process.

We also plan to enable all of the rest of the editor tools in the other editors, i.e. river, terrain, etc. It is very aggressive but since we started from scratch it has been a lot easier to make this work then trying to retro fit the old TCWDT.

Dont ask me for a timeline for release, the last timeline we posted was..... Well 6 months off. Our best guess would be end of Q2 of next year for a complete client/server solution. This is because we will need to coordinate a DNT release with this product release because we want to simplify and make the WCF communication system part of DNT Core and through abstraction allow people to use a simplified class structure to set up WCF in their DNT games.

Also, if WCF does not achieve the results that we are looking for then we might need to change our approach. Thus the reason for no firm timeline. As things change and timelines firm up, we will put up a blog as to whats going on.
#14
10/22/2012 (7:58 pm)
Just an update, while I cannot provide a firm date as of yet, I wanted to share a picture of something I have been working on with the new tool. This image shows the server and client loading the Scripted Library. This allows the client to have access to all of the same objects that the server does and add them into the game properly. Right now the objects do not appear in the same groups as on the server; however, you will notice that the proper datablock types are being sent to the client and that all objects are properly named.

abighole.hngamers.com/1Gcxr?do=download

abighole.hngamers.com/1Gcxr.png
#15
12/16/2012 (3:59 pm)
Just a quick update, we are getting very close to releasing a movie based on this tool. This movie will encompass everything that the tool will do at this point. We currently have a far superior set of tools then the old TCWDT could ever provide. Alpha 1 should be hitting the shelves in Q1 2013.

Some of the new features include:
Client placement/editting of all Mission/Level Objects
Scripted Objects Placement
Forest Editor Functionality (Yes networked forests!)
Terrain Editor Functionality (Yes networked terrain!!)
#16
12/17/2012 (6:58 am)
You know, I was wondering when Winterleaf would make something like this (never thought you would try to port TCWDT) because you've been talking about your MMO kit - this is the only way I can see working on that sort of thing with a distributed team. Awesome work, guys!
#17
12/17/2012 (7:03 am)
@Richard - just an FYI, while we originally talked about porting TCWDT, this current build is not TCWDT in any way. We were unable come to an acceptable agreement regarding the IP of that product and have therefore decided to write our own code base. OneWorld is a completely fresh build with tons of new feature that will provide collaboration as needed by today's designers and developers.
#18
12/17/2012 (9:20 pm)
This is an early Alpha build, still some bugs to work out in the system and we are finalizing a lot of code right now. I thought I would give you guys a sneak peak into the software and how its coming along.

#19
12/18/2012 (7:53 am)
Looking awesome guys. Will this be compatible with the standard MIT port of T3D or will we need the DotNet version or both at the same time?

How would persistence work? I'm picturing a game level hosted on a server and multiple clients connecting to it and editing live and maybe other clients who don't have permissions or tools not editing. Is it designed like that at all or is it strictly for dev collaboration?
#20
12/18/2012 (8:00 am)
Too early to answer
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