Melee port
by Skylar Kelty · in Torque Game Engine Advanced · 06/15/2008 (11:11 am) · 101 replies
About the author
#82
has anyone managed to get this to work on 1.8.1 ???
I appreciate any help
11/03/2009 (1:42 pm)
I've been trying to run this on TGEA 1.8.1 & I get the access violation error after the datablocks are loaded ...has anyone managed to get this to work on 1.8.1 ???
I appreciate any help
#83
PS: Thanks for this great resource and porting job ;) saved me hours and many cups of coffee!
11/05/2009 (12:10 am)
It looks like this will port over fairly nicely with 1.8.2 I'm working on it now, compiles without errors. I had to crawl through with winMerge(GREAT tool if you've never used it). I'll have to do some testing tomorrow, but I should be able to zip up the files and post em.PS: Thanks for this great resource and porting job ;) saved me hours and many cups of coffee!
#85
Any ideas?
11/05/2009 (10:52 am)
Well, it compiles fine and I don't get any console errors, but it's swinging very poorly, the animation stutters and hangs.Any ideas?
#86
11/05/2009 (5:29 pm)
either corrupted animations or a system hardware problem, are all your drivers up to date? The animations are a bit on the slow side, but are pretty fluid for me.
#87
11/05/2009 (10:45 pm)
Interesting, the animations play ok in show tools, I'll double check drivers and things. Thanks for the response
#88
11/06/2009 (6:22 pm)
I've found out the hard way that just cause something works in showtool doesn't mean it's going to work in game. I think showtool was made with TGE, which means a lot of things are going to be different between it and TGEA. Showtool would be great if you were actually making your game a mod of showtool.
#89
/Users/GilMorales/Desktop/Torque/TGEA-Mac-1-8-2/GameExamples/Stronghold Dev/buildFiles/Xcode/../../../../engine/source/T3D/shapeBase.cpp:948: error: no matching function for call to 'TSShapeInstance::reSkin(NetStringHandle&)'
note: candidates are: void TSShapeInstance::reSkin(String, String)
/Users/GilMorales/Desktop/Torque/TGEA-Mac-1-8-2/GameExamples/Stronghold Dev/buildFiles/Xcode/../../../../engine/source/T3D/shapeBase.cpp:3160: error: no matching function for call to 'TSShapeInstance::reSkin(NetStringHandle&)'
../../../../engine/source/ts/tsShapeInstance.h:315: note: candidates are: void TSShapeInstance::reSkin(String, String)
Gracias
EDIT: Doh! I missed a couple things in my merge, all works great now in 1.8.2!
12/15/2009 (10:00 pm)
Pistoles, could you post your Shapebase.cpp? I have have two errors compiling for 1.8.2:/Users/GilMorales/Desktop/Torque/TGEA-Mac-1-8-2/GameExamples/Stronghold Dev/buildFiles/Xcode/../../../../engine/source/T3D/shapeBase.cpp:948: error: no matching function for call to 'TSShapeInstance::reSkin(NetStringHandle&)'
note: candidates are: void TSShapeInstance::reSkin(String, String)
/Users/GilMorales/Desktop/Torque/TGEA-Mac-1-8-2/GameExamples/Stronghold Dev/buildFiles/Xcode/../../../../engine/source/T3D/shapeBase.cpp:3160: error: no matching function for call to 'TSShapeInstance::reSkin(NetStringHandle&)'
../../../../engine/source/ts/tsShapeInstance.h:315: note: candidates are: void TSShapeInstance::reSkin(String, String)
Gracias
EDIT: Doh! I missed a couple things in my merge, all works great now in 1.8.2!
#90
I was previously getting a compile error.
This is the line of code causing the problem
I eventually figured this out.
according to the Quick Guide porting Tips
the link -> www.torquepowered.com/community/forums/viewthread/74079
In it the last thing it points out is:
So I did exactly that, changing the code from this.
to this
after removing the 5 the error was gone.
hope this helps.
01/17/2010 (11:16 pm)
hey everyone, in case anyone is running into this problem this may proved useful..I was previously getting a compile error.
error C2665: 'Con::executef' : none of the 20 overloads could convert all the argument types c:TorqueTGEA_1_8_1enginesourceT3DshapeImage.cpp 1986
This is the line of code causing the problem
Con::executef(image.dataBlock, "onImageIntersect",5 ,scriptThis(),buff1,buff2,buff3);
I eventually figured this out.
according to the Quick Guide porting Tips
the link -> www.torquepowered.com/community/forums/viewthread/74079
In it the last thing it points out is:
Quote:13) Con::executef() only takes char variables now.
eg. Con::executef( getDataBlock(), 2, name, scriptThis()); changes to Con::executef( getDataBlock(), name, scriptThis());
So I did exactly that, changing the code from this.
Con::executef(image.dataBlock, "onImageIntersect",5 ,scriptThis(),buff1,buff2,buff3);
to this
Con::executef(image.dataBlock, "onImageIntersect",scriptThis(),buff1,buff2,buff3);
after removing the 5 the error was gone.
hope this helps.
#91
01/18/2010 (11:36 am)
Is there a melee port for T3D yet?
#92
here's the error:
Is it because this function is conflicting with another function like it?
not sure how to fix this yet, any suggestions would be great :)
01/18/2010 (3:06 pm)
I'm getting no compile errors in source code, however in the torsion output once I equip the sword that Thompson provided & press fire it mounts fine but it dosen't swing.here's the error:
scriptsAndAssets/server/scripts/sword.cs (112): Unable to find function WeaponImage::onFireHandToHand
Is it because this function is conflicting with another function like it?
not sure how to fix this yet, any suggestions would be great :)
#93
edit: im using TGEA 1.8.2
03/07/2010 (4:08 am)
hey. im not getting any compile errors nor errors in game however for some reason when i load the game my character is looking up and is continually spinning. any pointers? thanks in advanceedit: im using TGEA 1.8.2
#94
03/09/2010 (3:30 am)
well i got it all working now along with AIGuard. It does crash from time to time but i'm sure i just missed something as i did with this.
#95
03/22/2010 (9:02 am)
Used this and some other resources to get this working in T3D 1.0 without issue.
#97
http://www.filedropper.com/tgeamelee812
-Cheers
Okay I fixed the issue in the Player.cpp change
This
S32 seq = mDataBlock->mShape->findSequence("h1stun"); // MRR Changed
To this
S32 seq = mShapeInstance->getShape()->findSequence("h1stun");
(Line 1505)
and This
F32 y;
if (mArmThreadPlayOnce)
To this
F32 y = move->yaw;
if (mArmThreadPlayOnce)
Files are working after changes above, here is Video as proof.
http://www.filedropper.com/tgea182inaction
10/16/2010 (5:41 am)
TGEA 1.8.2 Thanks for this cool resource I was given the TGEA 1.8.1 version by a member of the community and I took the liberty of updating it for TGEA 1.8.2 - (it compiles but I haven't tested because of time constraints.http://www.filedropper.com/tgeamelee812
-Cheers
Okay I fixed the issue in the Player.cpp change
This
S32 seq = mDataBlock->mShape->findSequence("h1stun"); // MRR Changed
To this
S32 seq = mShapeInstance->getShape()->findSequence("h1stun");
(Line 1505)
and This
F32 y;
if (mArmThreadPlayOnce)
To this
F32 y = move->yaw;
if (mArmThreadPlayOnce)
Files are working after changes above, here is Video as proof.
http://www.filedropper.com/tgea182inaction
#98
Your code crashes on "*** Phase 2: Download Ghost Objects", which is the exact same place my port crashes in 1.8.2. I've yet to figure this out myself, just thought I would let you know.
10/17/2010 (1:00 am)
@DennisYour code crashes on "*** Phase 2: Download Ghost Objects", which is the exact same place my port crashes in 1.8.2. I've yet to figure this out myself, just thought I would let you know.
#99
10/17/2010 (5:28 pm)
I am not sure what you mean as it compiles successfully on this side. Does the compile complete on your machine?
#100
10/17/2010 (7:32 pm)
yeah it compiles fine, no warnings or errors, however as it is loading mission, it crashes on the phase 2: download ghost objects, however does not give an error to a specific reason for crashing.
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