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Johxz

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  1. Hey GAN, As marauder2k9 said, you can use the pre-compiled version. Actually you don't build the game, it's already build (pre-compiled) unless you compile from source, that you only need to do once, again, unless you modify the source. What do you mean "publish the game"? There are several methods you can use for publish the game. But actually is pretty easy, basically you can compress your project game folder with zip, 7zip or rar. That's it. Then you can share the game in any method that you like, the other person only need to decompress and then run the game.
  2. Hey GAN, Actually you don't build the game, it's already build unless you compile from source, that you only need to do once, again, unless you modify the source. What do you mean "publish the game"? There are several methods you can use for publish the game. But actually is pretty easy, basically you can compress your project game folder with zip, 7zip or rar. That's it. Then you can share the game in any method that you like, the other person only need to decompress and then run the game.
  3. Hi Guys Actually you can find all the T3D demos here: https://forums.torque3d.org/viewtopic.php?f=8&t=1153#p9326 https://github.com/Torque3D-GameEngine/T3D-Demos If you want more T3D demos you can check this link: https://github.com/Torque3D-Games-Demos you can download for example T3D_Ron_Demos and Torque3D_Terrains. BTW I have some video tutorials if you wanna see it... is not very good quality so I apology for that, and as always you can check this list for a lot of more information https://github.com/John3/awesome-torque3d
  4. Hi, Here is the last devhead (up to date) build include Linux. This help me to close my builds workflow to release more quickly :D https://github.com/John3/Torque3D_Unofficial/releases/tag/v1.24 Thx for your help.
  5. Oh great that the workaround I told works for you, thank you for share the steps :) Is true what tim said, but if you are referring to have always here the last build, yes of course I will have the last build ready, and with your help the linux version too. Something I wan to mention about the dev builds, maybe sometimes it will have a few commits behind, for two reason 1) maybe don't have the time :D 2) And very important, is tested by me in my game prototype. that's mean if something is broken in my level I will not upload the new build until we have a fix. Maybe is broken func
  6. Thank you guys for you feedback. @damik It seems for jessie use a old library, con you update to stretch? As workaround maybe you can do this, download this https://packages.debian.org/stretch/libstdc++6 , paste into your t3d folder. Configure your env like this: LD_LIBRARY_PATH=/home/damik/t3d_folder/ and see if this works for you. In the future I will try to fix the compatibility issue across distros. @Mitovo .sh? You mean t3d_linux_x64? Can you run from a terminal? like this: ./t3d_linux_x64 And share the output from the console and attach the console.log.
  7. Hey guys, From now on I will add Linux executables. Anyone that use Linux can give me a hand and test this release? https://github.com/John3/Torque3D_Unofficial/releases/tag/v1.23 Thank you!
  8. Johxz

    help

    to my knowledge torsion can't be compile on linux, pls check this first, it have editor, ides & debuggers: https://github.com/John3/awesome-torque3d#ides
  9. Hi Bloodkinght, Maybe my answer not help in anything, from a few months ago I use less the editor and more the pure script. but yeap I remember something similar when I was updating the pacific level (some december commits) some weird positions like you encountered. I ran short on time lately but i will try to give a test on the prefab.
  10. thanks for the comments, this kind of fix does not break torque3D, I think is desperately need it, I know at some point in the past this was a topic and never landed, we can managed this kind of PR differently, I'm not going to do one PR with everything, I'm thinking of use smaller PR, this will help identify a problem If it's exist. As some of you know t3d passed through by different collaborators, since many many years. I think we need to do it right now without waiting more. A lot of new people are waiting v4 to be released to start his project. other of the benefit we can clearly see
  11. Hi Well... the formatting of the source code is need it. The point of the post is: - Can we start formatting the source code to be release to T3D v4? - Will it interfere with your work? do not care? - You want to propose other code style? Torque3D seems to use Allman with 3 spaces - https://en.wikipedia.org/wiki/Indent_style#Allman_style more info here: http://wiki.torque3d.org/coder:code-style-guidelines http://tdn.garagegames.com/wiki/CodeStyleGuide You can see some differences in here: - https://gist.github.com/jesseschalken/0f47a2b5a738ced9c845 - https://en.wikipedia.
  12. Released recently on steam store using Torque3D game engine. A steampunk Hardcore Sandbox RPG!!! :shock: STEAM HAMMER !!! Watch the game! (gameplay) pg8v3eVDa4U Trailer 1 -lhP156YYug Trailer 2 zED9LJxAHwA
  13. yes, at first may be weird. Here just need to select the folder. The heightmap will have the name of the terrain "theTerrain_heightmap.png" and "theTerrain_layerMap_0_sand.png" Yes The true I almost no use terrain, so not sure the cons. I remember @Duion did some terrains with it.
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