Faustlogic
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@NekoDemon117 - If you're looking for feedback, you are going to have to provide a little more context regarding the steps that lead you to a failure state. An infinite number of possible scenarios might produce the exact same outcome you describe. You need to narrow down the problem space a bit. All I can say is that at least six of the most generic paths I can think of for testing the projects available with the Torque3D-plus-AFX repo, all produce the intended outcome, and none get stuck at "Loading Datablocks".
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Actually, I'm not really sure... feel free to make suggestions. On a related note, I'm trying to figure out the best strategy for branches. Currently the AFX-fork's master branch just modifies the T3D master which seems straight-forward and obvious. I'm not really sure what to do with the AFX-fork's development branch in its current form, but would like to have a branch which effectively starts with the AFX-fork's master and folds in changes from T3D development and then continues to track the T3D development branch at some reasonable frequency.
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Public repo for T3D v3.6.3 combined with AFX is available here: https://github.com/faustlogic/Torque3D-plus-AFX Basically what you have here is a fork of the Torque3D repo where the v3.6.3 master branch has had AFX merged in. Includes all the engine mods plus two templates.
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So what you're suggesting here is, rather than dumping all the AFX mods into the fork as one huge commit, I should do a series of small commits that will be friendlier for use with the cherry-pick command. Right? Sounds like a reasonable idea, although it might be difficult to avoid interdependencies when it comes to some of the more complex changes.
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What makes most sense to me, so far, is to create a Fork of Torque3D (Torque3D-plus-AFX) on GitHub and merge all AFX changes into the fork. There are a number of separable pieces of AFX that might make sense to push up into core Torque3D, but I expect this would be a gradual process, and in the meantime, end users wanting to use an AFX-enhanced-T3D will develop off of the Torque3D-plus-AFX fork of Torque3D. The implication here is that somehow the Torque3D-plus-AFX needs to track Torque3D development fairly closely. Hopefully, the benefits of GitHub can keep this reasonable.
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@Azaezel - I'm not a total newcomer to GitHub and I use SourceTree, though I've worked more with BitBucket than GitHub (for the free private repos). Mainly I'm looking for input on how best to setup linkages with the Torque3D repo. It looks to me like the easiest thing to do right off the bat would be to fork the T3D master branch and merge in AFX to create a T3D+AFX repo. That would be a fairly stable but static version. Then, would it make sense to also fork the T3D development branch for a more dynamic and evolving version of T3D+AFX? EDIT: Ok, It looks like making an AFX fork of Torque3D repo, sets up linkage to all branches.
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@buckmaster - I've considered doing AFX as a module. It's a great idea in the abstract, but in reality, it's not practical. @Azaezel describes it well as "a mix of spiderwebed embedded augmentations". I just don't think the module mechanism can fully represent all the ways in which AFX modifies Torque 3D.
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A new version of AFX is complete and ready to be released under an MIT license, just like Torque 3D. Status: currently works with T3D 3.6.3 includes almost everything from the commercial version primary AFXDemo heavily adapted to current scripting practices secondary project added featuring minimal AFX variant of Full (adds spellcasting turret and flying damage text) Additionally, GarageGames is delisting the commercial AFX product and has given me permission to release a number of assets, including Orc and Space Orc models as part of an MIT licensed version of AFX. The only real subtraction in functionality from the commercial version is that I removed the scripted pieces of UAISK+AFX. This was done because I didn't know the status of UAISK in regards to MIT licensing, and it also simplified the task of refactoring the scripts. I don't think it will be difficult to add back in if users are interested. Moving forward, I'd like to know from the community: What is the best way to integrate ArcaneFX into GitHub so that it works well with the Torque 3D release? My experience with GitHub is limited and I'm not sure what the best practices are in this situation. Keep in mind that AFX, in its entirety, consists of: modifications and additions to T3D source code in ~/Engine/source two custom project templates in ~/Templates modifications to T3D.inc in ~/Tools/projectGenerator/modules some PDF docs in ~/AFX_Docs Left to do: finalize release notes create proper MIT licensing documents integrate into GitHub - Jeff Faust
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Hi All, Apparently. Lukas is right, I'm mostly working with Unity these days, however, an MIT Licensed version of AFX is about 95% done. I'll admit that work on this had been excruciatingly slow, but it's almost ready. Status: currently works with T3D 3.6.2 includes almost everything from the commercial version primary AFXDemo heavily adapted to current scripting practices secondary project added featuring minimal AFX variant of Full (adds spellcasting turret and flying damage text)
