Jump to content

LukasPJ

WEBGRU
  • Posts

    462
  • Joined

  • Last visited

Everything posted by LukasPJ

  1. Yeah it was, but there is still a few changes here and there that needs to be made. And I've also created a parser that outputs an XML file with information about script-exports, which I use for generating a C#-bridge (but could be used to generate other bridges as well).
  2. Ooh, we are? Interesting :P Although, I'd like to point out that my work on the C# stuff is split into: "supporting any desired scripting language" and "generate C# libs for scripting Torque". So it might pave the way for other languages too.
  3. There has been some work on this issue. This is the last PR that I could find on it: https://github.com/GarageGames/Torque3D/pull/1542 This is the original PR: https://github.com/GarageGames/Torque3D/pull/566 Dunno what happened to it though.
  4. Ohhh right, some templates don't have that datablock, because it is sort of redundant. You can either leave out the ": DefaultParticleEmitterNodeData" part, or define it somewhere, it shouldn't change the outcome! I have to clear that up in the tutorial.
  5. So at the top there, I found: ParticleEmitterData - CoinEmitter(10) - invalid value for thetaMax: Must be between 0 and 180 core/art/datablocks/CoinDatablock.cs (0): Unable to find parent object DefaultEmitterNodeData for ParticleEmitterNodeData. Which means that, since you set thetaMax to "360" and that failed, the creation of the whole datablock failed, try setting it to "180". :D Edit: I can see it is a big in the tutorial, my bad!
  6. So, if you are running on Linux or Mac, make sure to check for case sensitivity. Hmm, otherwise, try and paste the console.log file to hastebin.com and share it here.
  7. Hello, I hope you're enjoying the tutorial! Did you remember to "exec" the script file that contains the coin datablock?
  8. I'm just gonna stand down here, and I will ask that all of you do the same. It seems that the discussion has descended to a point where it doesn't contribute anything, and I'd like us to heed the OP's early call for ceasefire: So, if the war continues then I will lock the topic. Let's just move on and leave the negativity behind us.
  9. I wonder why they have not released it already. It would certainly give them a lot more advertising if they did. Could it be perhaps that not all is as it seems? :? I guess we will have to wait for that release and see lol Maybe they didn't design it to run on every machine out there, but just for a single machine. And maybe it isn't accessible to users (UI etc.). It's much like releasing a game, you can show off the game much sooner than you can release it to the public. Even though it may seem like the game is complete from an external point of view.
  10. From the video description:
  11. Here is the known list of editors and plugins in case you were wondering: http://wiki.torque3d.org/introduction:scripting-ides
  12. Looks like z-fighting to me, but I've only looked at it in my phone
  13. As well as: How'd you generate the project? Sounds like it didn't filter the files correctly, there. As usual, copy template to projects folder and run the generateProjects.bat I'll try and see if I can track it down later today
  14. When I pull, generate new projects and compile the development branch in VS2015, I get: As well as:
  15. Actually it seems like what @flysouth is discussing, is exactly what @andrewmac implemented in Torque6! Since the code-bases are sort-of-similar, it might be possible to use some of the same code for plugins in Torque3D.
  16. Who has set up that doc? In other words can be make sure it is not taken down? :mrgreen: I dunno, just found by a quick Google Search.. This is the Github Repo: https://github.com/dahnielson/T3D-Doc
  17. Console Reference: http://torque-3d.readthedocs.io/en/latest/script/consoleref.html Overview of GUI Editor: http://torque-3d.readthedocs.io/en/latest/gui/overview.html
  18. In general, everything on the wiki should be up-to-date. If you find that this isn't the case, the everyone can update it or if you do not feel qualified to do so, feel free to tell me or somebody else that it needs updating :) You should be able to find all issues using the GitHub issue-tracker (you can find it here: https://github.com/GarageGames/Torque3D/issues) In general, examples has been written into the code-documentation in the past, you can find a bunch of them in there. Personally I think they should be on the Wiki, there has already been some work on adding examples to the Wiki (look at: http://wiki.torque3d.org/wiki:_scripter-start). I think that when the examples are on the wiki, it makes it more accessible for people to edit, what do you think? In regards to the common base-classes, I think, and hope, that the component-system will help alleviate this, at it makes it easy to create and share component which could be a "mountedTower" component or "vehicle" component ;)
  19. It wont, unfortunately. It has to be updated, when either DX11 goes in or PBS. Actually, it might be enough with the deferred shading feature that went in a while a go, but I haven't checked up on that. Edit: A little background, the issue was that too much information was lost between texture passes, since the passes used RGB for color and A for blending info, there wasn't a channel free for the heightmap info.
  20. @irei1as I believe he means automated tests. @maxzhou0 I don't believe there are any such tests for GFX
  21. Sounds good! Heh, the irony of a scholar hating school, what did you hate about it? (I have an interest to all education-related things, since I work for LEGO Education :P )
  22. Hello @Lethedethius sounds exciting, I really hope you get that doctorate! I don't know how it is over there, but here in Denmark, getting a doctorate is near impossible. :D I wish you the best of luck with all of that, and I will keep you in mind if I ever do anything which has a historic background! I could definetly take over the Facebook page, I'm already a moderator but haven't been too active, but I can step up to the task if needed! Thanks for stopping by, and thanks for all of your hard work! Sounds like you have an exciting future in front of you! ;)
  23. I did this simple script-only Spell-Casting system.. It was geared for 3rd person, but might give you an idea for RTS games: http://www.garagegames.com/community/resources/view/21636 (Updated code here: https://github.com/lukaspj/Spellcasting-system-T3D) I also had a code-version but I don't remember where I put it.. Edit: Here is a code-version of my spellsystem: https://onedrive.live.com/redir?resid=22CCBF302883D3DA!11806&authkey=!AGKx_Jm5NFsTsFk&ithint=file%2czip Also, some documentation for the code-version: https://onedrive.live.com/redir?resid=22CCBF302883D3DA!212726&authkey=!AHvvk8iWumEg5og&ithint=folder%2c You'll probably want to just go with the something like the path that @rlranft suggested for a RTS, but my code might be useful if you want a more generic solution.
  24. Thanks for the initiative Johxz and I think it's a great initiative, did you consider asking for specific documentation though? So you can set up a "do this, get this" system. You could use the bounty system (look at the bottom of the page)! Also, it'd be great if any new tutorials were added to the wiki!
  25. Just wanted to chime in and note that the empty is just as multiplayer enabled as the full template is. Perhaps you should look at the t3d-bones tutorial or the coin pick-up tutorial to get a better understanding of torque 3d and its multiplayer capabilities. Edit: Bones: https://github.com/eightyeight/t3d-bones Coin: http://wiki.torque3d.org/scripter:coincollection
×
×
  • Create New...