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Posts posted by rlranft
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That's a good idea - another fellow was having a problem loading large numbers of objects in a single mission. He wasn't having memory or performance problems, his problem was that the simdictionary has (had?) a hard-coded limit to how many objects could have unique identifiers and it would reuse ids instead of refusing to load a new object. It was playing havoc with his scripts.
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No idea why, but here's an additional test case: Set up a dedicated server and connect your two clients to it - see what hilarity ensues!
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Error log? Anything? Is your path to the dll correct?
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Just to point it out, this is what happens between missions already - the players leave the mission, the mission group is deleted, then the next mission is loaded.
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GameSnap - Dave says in the Readme.md that it's based on Scratch, so I don't know how (or even if) it can be used with Torque....
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"Premature optimization is the root of all evil."
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For an example of "many or few" look at scripts/server/game.cs and scripts/server/gameDM.cs - gameDM.cs overrides game.cs for DeathmatchGame, and it only overrides part of the base set of scripts.
As far as memory consumption - I can't imagine scripts using more than a few megabytes of RAM. To my knowledge this has never been an issue. Remember - when the game is executing, the scripts are all compiled to byte-code - much smaller than even the text script files.
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Yeah, packages are the best thing you can do - perhaps use them on a per-mission basis or something - but you can't actually unload a script.
The real question is, why? What are you trying to accomplish?
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The progress bar moves - but the window says it's unresponsive and Windows will be convinced it has crashed....
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If this is the first time you've loaded up it will take a LONG time. Go get some coffee and let it finish.
After the first run it will load much faster.
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Here you go - from http://www.garagegames.com/products/torque-3d/documentation > Scripting > Advanced > Adventure Prototype, about 2/3 of the way down....
http://docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Advanced/images/advSetDropOptions.png
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Have you tried recreating those portals? Perhaps something was just munged in one of them somewhere...
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I like the idea, but I think you will always get better control through directly writing scripts. Not to say that using a node-based editor isn't a terrific way to build a working script that you can tweak manually if you want to - that would be very sweet.
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Are you really going to get people using Lua instead of TorqueScript?
Well, I would, but it's not worth the effort to me to put it in there. TorqueScript works fine, warts and all, so why spend any time at all pulling it out just to plug something else in?
Oh, I'd probably enjoy working in Lua considerably more and there would overall probably be fewer WTFs per second. But personally I'm fine with using what's there.
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Lukas is absolutely right - even if you're running a single instance and you focus Notepad (or whatever) T3D will render one frame each 100ms or so (10fps) so that you can actually do what you swapped away from the game to do. I'm sure that was added to help developers while debugging to allow Visual Studio to be more responsive.
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Try it with UE4. Or Unity. Should give some idea.
The engine used to refuse to start a second instance, but that check was removed. I've run a dedicated server and two instances of the game on the same computer before without too much trouble, but the mission was mostly empty except for about 150 AI units.
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Can everyone who is seeing this post their system specs and console.log file contents? It might help to pin this down.
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If the profile is deleted it reverts to default because it would crash if it didn't have a profile.
Also, after quickly skimming that code what I discovered was that we had a set of pre-named profiles that we altered at run-time for editing purposes. We then saved changes to the profiles so that the exported game could use them. The code I was thinking about was actually to get a list of available fonts from the OS and to determine a point size conversion to fit within gui controls - if the font is too tall to fit in the pixel height of the control the text will not render.
I'll see what I can come up with....
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Well, you don't really have to go that far.
I'll send myself an email to remind myself to grab that script - basically, you can create a GUI Profile on the fly and just assign it to a control. It's pretty simple, except that font sizes are weird and touchy - not simple to just convert point to pixel sizes, I used a "fudge factor" when doing this myself.
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"Out of the box?" Not really. You'll have to get the screen size yourself. The good news is that you can set the GUI profile of any control at runtime - allowing you to swap them on the fly as needed. So, make a collection of preset profiles sized as you wish and then swap them based on the scene dimensions or what not....
Actually, if I remember when I get home I have some script that will generate a profile with a font point size (it's a little hokey, the conversion is weird) and assign it to a GUI object on the fly - it was for the Three Step Studio editors, for customizing your game template fonts. It can also set font colors....
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Yeah, forced scoping...
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https://github.com/RichardRanft/AITutorial
Script-only (one optimization I want to make in source, but I didn't) and works pretty well with the RTS Prototype (which needs updating because of a few broken spots). And I've almost got this dusted off so it only uses MIT resources (or you can just replace boombot with soldier and orc hovel with station).
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http://www.roostertailgames.com/TorqueRef/content/documentation/Scripting/Advanced/RTSPrototype.html
Using "vectors" to move AI units is in there, but it's buried in getting mouse click coordinates and AI moveTo() methods....
And your mileage may vary - I've had a few go-'rounds with breakage because of updates to the Full Template.
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The Reference section of the official docs used to have some individual class inheritance diagrams but the best thing to do is just get Doxygen to make it for you.

Client-side animation issues
in General
Posted
Well, have you looked in the pack/unpack update sections of the player class? Does the MACK/FACK change any of that? Might be sending the anim sequence backwards or something.....