Game Development Community

Space Content Pack

by Jacob Williams · in Torque Game Engine · 09/20/2006 (8:27 pm) · 11 replies

Hey Guys,
I have been thinking over the last few days about what i want to do with my collected TGE knowledge. Then, while browsing through the forums, it hit me. Where are all the space games? Would you, as the trusty community, purchase a Space Content Pack for your game? I am talking environment, ships, different weapons to mount on said ships, Space Debris to make it more real, a working starfield, a space station or two... Anyway, just let me know what you think.

-Jacob

#1
09/21/2006 (7:46 am)
Great one!
Most definately I would purchase a space content pack, I have just about all the other ones. Please make it compatible with max 4.2 though.
Cheers
Mal
#2
09/21/2006 (7:52 am)
Definetely a good idea, one of the areas im evaluating for my next project. Definely some awesome space skyboxsm, some cool ship designs e.t.c
#3
09/21/2006 (12:56 pm)
Hell, yeah!
#4
09/22/2006 (1:20 am)
Ya sounds great.
#5
09/22/2006 (1:24 am)
I'm working on a space (themed) game right now. Would be a good pack to have, if ou could get it out soon!
#6
09/22/2006 (5:26 am)
Anyone have any luck fixing that flyingvehicle collision bug for good? It seems that when using flyingvehicles, there is a good chance that collisions with interiors and other vehicles will cause a freeze somewhere in the collision routines. I'm using interiors for space stations in a partially space-themed game, so it happens way too often.

I've tried all the fixes that searching turned up (raising the integration value, etc), and I still have a lot of trouble with it. In fact, it's why I tend to test my project in windowed mode -- easier to deal with a freeze. I'm using 1.4 on a Mac, but it has sounded like the bug is cross platform. I just grabbed the 1.4.2 code out of CVS last night, but haven't checked to see if this is a problem yet.

Anyone else still having trouble with this, or have I somehow kept this bug in my own code (I've made several C++ modifications) when it's been fixed in the release version? Thought I'd ask this here in this thread, since there are likely to be others using flying vehicles the same way I am.
#7
09/22/2006 (5:40 am)
@Brian, I found (from a post on the forum) a simple fix that seems to be working, although I believe it's a hack.

In vehicle.cc:

VehicleData::VehicleData()

change integration = 1 to something greater like 4 or more. What I read this is doing is making the engine check for collision 4 times per tick instead of just the default 1.

This stops the collision problems I was having but if this is a good change and works well with the rest of your game is still yet to be determined.

Steve
#8
09/22/2006 (5:50 am)
@M-Theory: I tried that one. In fact, at the advice of another thread, I set mine to 6. Still having the same problems.

It seems to be a little bit of a Heisenbug -- ie., it doesn't happen (or not much) when running under a debugger. That has made it kind of hard for me to isolate. It seems like it's going into an infinite loop somewhere, as 'onImpact' gets called a few times right before it goes into the deep freeze.

I'm going to take the fresh 1.4.2 code I downloaded, and see if I can trigger the same problem in the stock engine (with nothing but a flyingvehicle script added).

I don't mean to hijack this thread, but it's been the biggest problem I've been having getting a space-type game stable. It happens as much when one of my AI pilots smacks hard into a corner of a space station landing pad as when the player does it themselves.
#9
09/22/2006 (5:54 am)
@Jacob, I would be interested in a space content pack also, Sci-fi all the way for me :)

@Brian, that's strange, that little change fixed my issue with collision. I got tired of the Warsparrow getting stuck into the terrain. I'm using the latest head so maybe that's why it's working for me.

Steve
#10
09/22/2006 (4:19 pm)
Defanatly!! this is My main project now
#11
09/22/2006 (4:57 pm)
I believe that I had brought this up once before....