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LukasPJ's Achievements

  1. Sorry missed that, then I’m guessing that, that PR would fix it. But you probably have to backport it to your version.
  2. Could it be related to this? Linux : loading `libopenal.so` without having to install `libopenal-dev` · Issue #505 · TorqueGameEngines/Torque3D (github.com) (This PR: Linux BugFix: OpenAL Loading by Ragora · Pull Request #532 · TorqueGameEngines/Torque3D (github.com)) Could you try installing libopenal-dev and see if that fixes it? If it does, then you probably want to backport that PR in your version of the engine. Edit: Also, as I understand the issue on GitHub, it's supposed to use the OpenAL that's bundled with Torque3D (libopenal.so.1) but it didn't. So that's why it shouldn't be a requirement per se. Also I don't think it technically "requires" OpenAL because you can run it with null devices, but you know.. You're gonna have a bad time without it.
  3. Yes, 4.0 is on its way! It’s scheduled to release in *checks notes* 2018.. well it will release soon(tm) you can join the Discord if you want to get a quick introduction, but 4.0 is fairly stable it just suffered from a bit of scope creep. 4.0 is the branch you hit when you go to the main GitHub: https://github.com/torquegameengines/torque3d there’s a binary somewhere if you need it prebuilt Edit: marked this as best answer, it seems like it answered the question.
  4. I've done a thing! I created a plug-in for IntelliJ (Open Source version is supported) that adds TorqueScript support. Behold: TorqueScript Language Support - Plugins | JetBrains It can be found from inside the IntelliJ plug-in menu as well. Feature highlights: Highlighting and code-completion Support for builtin functions and classes Debugger support It's still rough around the edges, but I'd love to hear if you use it and if you have any feedback as it is currently under active development. GitHub - lukaspj/IDEA-TorqueScriptLanguage
  5. If only I had time
  6. Ah yes, the great conspiracy of the evil shadow organization running Torque3D, also known as the few meaningfully contributing developers. @SteeleDriver it’s mainly about not messing up syntax editors. It’s annoying having to deal with syntax highlighting for TorqueScript in visual studio code. There were also a great deal of confusion in regards to marketing, since it would show in GitHub as a C# project. Other options that were aired at the time was “.ts” and “.tcs”. ts is typescript it had similar issues to “.cs” You can change it back though! There’s a CMake option called TORQUE_SCRIPT_EXTENSION there might still be a few quirks that are still getting worked on, in regards to renaming the files though
  7. I think people are still learning how to navigate the new site and how to discover new posts I would have signed up as well, but not sure I'm deserving of such power. Also i live in Denmark so I reckon logistics would be difficult!
  8. Hi @lucazani, What Duion means is that you have to clarify what you expect from a "Drag and Drop" game engine. Most Game Engines are very far from "Drag and Drop" and the Torque engines are as far away from Drag and Drop as you can get. If you seek a simple game engine, perhaps Game Maker is your best bet? In any case, Torque3D is definitely not the engine you are seeking.
  9. Hey, @shadowMaker3697 and welcome! If possible, you can join the Discord if you need some more direct and quick response to some of your questions here! Regarding the vs2015 offline installer, you don’t need visual studio per se, but it’s certainly the easiest way to compile the engine. You can use a newer version if you get your hands on it, doesn’t have to be 2015 version. However if you don’t need to modify the source code, you can go pre-built binaries and scripting instead as well! It’s a much quicker way to get started with T3D.
  10. Hi guys, Just a quick update. My PR has recently been merged with 4.0 so it now supports C# interop! I'm still working on a separate branch for the C# projects, mostly because I'm looking at CMake integration. I have a new working example: https://github.com/lukaspj/T3DSharp-CoinCollection It now closely resembles working with stock T3D modules like the FPSGameplay, there is a how-to in the README. It runs off of this special branch: https://github.com/lukaspj/Torque3D/tree/feature/csharp-cmake-csproj-style Which does two things: Renames TorqueScript file extension from .cs to .ts Adds a C# Module to CMake With these two changes, it should be fairly more stream-lined to get up-and-running with C# in Torque3D
  11. Well if you are looking to do stuff like that, you can check out: https://github.com/jamesu/korkscript :D
  12. Hey guys, Just a quick for-fun project I did, a website where you can evaluate TorqueScript snippets: https://t3deval.lukasj.org/ The motivation was to have a quick way of checking "Is this valid TorqueScript?". It has a 10 seconds timeout and you can't access the internet from within the script. I know it looks like crap, but it was just a quickie. It does not hold up against malicious attacks, you can DOS it pretty easily, but it should hold up against PEBCAK errors.
  13. Btw, if anyone want to improve the design of the forums, they can send me html and/or CSS files anytime. I can send the current files if anyone wants to look into that.
  14. I’m only in charge of the forums, not the landing page. The forums use phpBB and should be generally SEO optimized, but the design could use a helping hand. @JeffR talked about organizing a “webgru” group to spearhead website efforts and general marketing I believe. Don’t know what the status on that is.
  15. Status Update All the marked issues have been migrated: https://github.com/Torque3D/Torque3D/issues In case anyone is interested, I used the following piece of Go to migrate: https://gist.github.com/lukaspj/4f3fed8afa16f2f8e7c85aa9605b1fa3 So the next steps are: Review the last 1 issue: https://docs.google.com/spreadsheets/d/12EB_3cYsy6aCveiyGV6JfAkWdQuWhR4oUkycYjxk3CY/edit#gid=0&fvid=1086311177 Archive the old repository (with a notice in the README) Go through all the PR's and point them to the 4.0 branch on Torque3D/Torque3D
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