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LukasPJ

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Posts posted by LukasPJ

  1. @LukasPJ: That was kinda the main point behind the mass-convert https://github.com/GarageGames/Torque3D/pull/887. To give a more straightforward set of hooks to play off of, wasn't it?

    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. We're also looking at possible C# support, based on Lukas's fine work.

    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. 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!

  4. 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:

     

    This is becoming a war. I posted the video just to show the advances in real time graphics. I didn't want to start a feud. Is just a video, please calm down.

     

    So, if the war continues then I will lock the topic. Let's just move on and leave the negativity behind us.


    tumblr_m76ulw9cHg1rqfhi2o1_250.gif

  5. @andrewmac
    They're releasing it soon so everyone can run it on their own machine.

     

    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.

  6. The thing about a movie is that it is rendered on somebody elses machine. A game runs on your own machine. Do they say what the spec was of the computer used? It could be something that most people could not justify for game play - but can be justified for advertising your game engine :?:

    From the video description:

     

    The Adam demo is a real-time-rendered short film created with the Unity engine by our demo team. It runs at 1440p on a GeForce GTX980 and was shown on the booths at our Unite Europe conference.
  7. I'm pretty much on the fence with this.


    Identifiable pros

    The .cs is handy as it does trigger rudimentary (but incorrect) highlighting in most common editors, this highlighting is enough to aid navigation and readability for the most part.


    identifiable cons.

    If you've installed visual studio *after* your common editors, it hijacks the launch via extension. On my system at least this lumbering beats takes a while to start up before it can be shut down.


    Identifiable work regardless of pro/con.

    Extension needs to be assigned to the correct editor.

    Editor needs to have the correct highlighting. you can add .ts .tsc to the C/C++/C# highlighting lists of most editors anyway

    (side note, notepad++ gets quite pissy when trying to reassign .cs files to C or C++ highlighting.)


    Seems to me that there are several issues here regardless of the actual extension.

    The main one being lack of 'correct' syntax highlighting in many editors. So, regardless of extension changing perhaps the people who are good at editing such things could make functioning syntax highlighters for their favourite editors. I have seen a notepad++ one in the past, cant find it now, i also seem to think it wasnt quite right.


    So to all you atom/sublime/notepad/VScode users out there, would you consider making a highlighter plugin for torque, we can always make minor changes if the extension changes.

     

    Here is the known list of editors and plugins in case you were wondering: http://wiki.torque3d.org/introduction:scripting-ides

  8. When I pull, generate new projects and compile the development branch in VS2015, I get:

    Severity Code Description Project File Line Suppression State

    Error C1083 Cannot open include file: 'nfd.h': No such file or directory Full DLL d:\gamedev\torque3d-hobby\torque3d - 2\engine\source\platform\nativedialogs\filedialog.cpp 32

     


    As well as:

    15>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppBuild.targets(936,5): warning MSB8027: Two or more files with the name of fileDialog.cpp will produce outputs to the same location. This can lead to an incorrect build result. The files involved are ..\..\..\..\..\Engine\source\platform\nativeDialogs\fileDialog.cpp, ..\..\..\..\..\Engine\source\platformWin32\nativeDialogs\fileDialog.cpp.

     

    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

  9. When I pull, generate new projects and compile the development branch in VS2015, I get:

    Severity Code Description Project File Line Suppression State

    Error C1083 Cannot open include file: 'nfd.h': No such file or directory Full DLL d:\gamedev\torque3d-hobby\torque3d - 2\engine\source\platform\nativedialogs\filedialog.cpp 32

     


    As well as:

    15>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppBuild.targets(936,5): warning MSB8027: Two or more files with the name of fileDialog.cpp will produce outputs to the same location. This can lead to an incorrect build result. The files involved are ..\..\..\..\..\Engine\source\platform\nativeDialogs\fileDialog.cpp, ..\..\..\..\..\Engine\source\platformWin32\nativeDialogs\fileDialog.cpp.

  10. My skills are mostly in embedded systems using C and IS project management.

    Due to the various versions of Torque it is very difficult when searching for help, to know what has been fixed in the current version, what tutorials will work

    and what features exist and can be expected to work correctly.

    As new user of T3D I would like to make the following comments that might be of some help going forward. Some of this might be 'common' knowledge to the

    experienced Torque users, if so please just accept it, as mentioned already I am a T3D noob.


    In no particular order...

     

    • A line should be drawn at some version, for example 3.8. Then the wiki, resources and forum should have that as a separate starting point where only stuff that applies will be found.

    • A list of known issues ie. things that dont work correctly should be made and put on a page where it can be checked. (maybe not every small bug). This will stop multiple bug reports and also help noobs to figure out if something should work or not.

    • There should be some common base class that all objects / shapes use which has stuff like mounting in it. It should allow anything to mount to anything and all in the same way.

      Many FPS games have tanks / robots / vehicles with working gun turrets... Surely this should be one of the standard operations that a new user can achiever fairly simply?

      These are games not the real world. We want people mounted on rocks mounted on robots each with a gun turret.... lol ... anything to anything. (I can suggest how to do it but I am sure the C++ guys here already know)

    • There should be a place where simple examples can be found. Templates are okay but they will always be very specific.

    • If editors / script functions dont work 100% then perhaps they can have some sort of pop up comment in them that alerts users

     

    Okay this is my 2 cents worth at the moment ... hey I am new .. only tried making a tank so far. Feel free to add to this list.


    I am willing to assist with getting some of this stuff sorted out

     

    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 ;)

  11. 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.

  12. Lukas, hello my old friend! I was hoping I would catch your attention!


    I'll do what I need to do so as to put you as page admin. A Doctorate degree will take time, actually a quite deal of time. But I started this journey hating the very institution of school (I saw it as a scheme for institutions to make a great deal of money). I still dislike the institution of school but I've learned to appreciate, even like aspects of it. That said if I'm going to go to school at all, why not seek the highest reward. At least if I fail I'm still considered a scholar! :)

     

    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 )

  13. 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! ;)

  14. 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.

  15. 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!

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