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TRON

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Everything posted by TRON

  1. Very well done. Thanks for sharing and nice demo video to go along with it.
  2. Since every so often somebody stops by either discord or GarageGames forums wanting to talk about Torque Game Engine I figured it was about time to create a subforum dedicated to it. I'll start off with some nostalgia, a CD containing Torque v1.1.1 that I ordered from GG when it was an option at the same time I bought a license back in 2002: And screenshots back when I was working on my first Torque project, toyed with PaulDana's turret code, and experience modifying engine code for the first time:
  3. I apologize for taking so long getting forum emails restored. The email hosting provider that the forum uses changed from a paid for SSL certificate to let's encrypt and the PHP version that the forum host uses doesn't recognize lets encrypt (apparently the CA certificates are compiled in?), even after I installed the root certificates for that new CA and updated at the host Ubuntu Linux environment. Anyway, came up with a workaround and forum email has been restored and is working again.
  4. Update completed on 2018-04-18 (late Sunday evening for me): Forums and backend updates have been completed without problems. Please let @TRON and/or @LukasPJ know if any forum issues show up by posting a report as a topic with the description of the problem within the Torque 3D website feedback subforum. Thanks. Maintenance scheduled / Down time this upcoming weekend: Forum maintenance scheduled for March Saturday 17th / Sunday 18th of this upcoming weekend. Forums will not be accessible as both forum and backend software will be undergoing upgrades. The exact time is not known as my personal schedule varies, but when I get the free time to do it this weekend is when I'll be performing the maintenance and software upgrades. So it could either be Saturday or Sunday. Once down it shouldn't take no more than three hours to upgrade all the backend stuff and gracefully merge in phpBB updates as to avoid breaking our current/default theme. So this is a heads up to be aware of that when making rather large forum posts this weekend and try to submit when just as the system is switched to maintenance mode and it doesn't go through. ;) I'll replace this global announcement with a new one indicating exactly when the maintenance will occur with at least two hours notice before hand.
  5. Sure I would like to keep .cs but Microsoft pretty much railroaded it where everybody assumes it's a C# file. So we have to change it to something else. .tsc (TorqueScript Code) gets my vote. And could change .dso.cs to .tso for TorqueScript Object file. ;) As for .ts is MPEG-2 transport stream for those of you who don't work with video or multimedia data on a daily basis. So it wouldn't work out trying to use that file extension.
  6. That shouldn't happen. T3D MIT never had demo builds and the remaining code for it was stripped out several versions ago. We definitely would like to know where you are getting the binary files from that have demo mode on so we can investigate as to what's going on there.
  7. TRON

    Introduction

    sumitsharma was banned for SEO spam links in signature to attempt to gain a higher search engine index ranking.
  8. According to the Leap Motion SDK project setup documentation page's comments LeapD library is no longer provided and it's just leap.dll/.lib now. So projectGenerator needs to be updated to not try to copy those files anymore.
  9. The text box is probably receiving focus is because it is the first focus-able control. So you'll have to give focus to something else in the WindowName::onWake(%this) function.
  10. I plan on putting it on the wiki, once I figure out how, but I first wanted to get it up quickly as somebody else on GG forums was asking how to do use Torque 2D with Android Studio cause Eclipse with ADT wasn't being updated anymore.
  11. Post reserved for document growth / notes.
  12. Post reserved for document growth / notes.
  13. This guide is a work in progress and was quickly wrote in order to get something documented on how to use Android Studio to compile and run Torque 2D for Android platform. Clarifications on 'click the link' statements in this document, the link being the blue underlined part of aforementioned text or message in some parts of the Android Studio IDE. I've updated this post to colorize and underline the talked about links, but leaving the former statement in case I missed one or two. 1) Requirements: 1.1) You'll need Java Development Kit (JDK) in order to use Android Studio. As for which one to download, choose the x86 if you have a 32bit operating system, or x64 if you have a 64bit operating system. Note: The Java Runtime Environment (JRE) already comes with the JDK and even though you might already have latest JRE installed let it install it anyway, via Public JRE option, else it will uninstall the existing JRE and therefore Java programs won't run on your system until you install the JRE again. I've made this mistake before by unchecking JRE during JDK install. 1.2) Next thing to download and install is Android Studio. Also, you must have JDK installed first before you can install Android Studio. 1.3) And finally you'll of course need the most recent Torque 2D source code. v3.3 was just released of which has the necessary Android Studio fixes to successfully build under it. 2) Android Studio Setup: 2.1) Now you may run Android Studio and on first run it'll display a "Complete Installation" dialog prompt asking you if you want to import a previous Android Studio version's configuration. If you haven't used it before or don't care to import old settings then you can just press OK with the default option to .. "I do not want to import my settings" to move on to starting the Integrated Development Environment (IDE). 2.1.1) Note that Android Studio does take some time to start initially, and you might get a prompt asking whether or not to allow it to access the private network on Windows. I generally Allow it due the IDE having the Android Debug Bridge (ADB) integrated into it of which has networking capabilities such as debugging over LAN and Wifi to target Android devices. It'll also initially have the Android SDK Manager perform updates of which is what the "Downloading Components" dialog is about. 2.1.2) Also during this procedure on Windows you'll run into the dreaded "The following SDK component was not installed" and in the log window it'll say something about "A folder failed to be moved". No need to worry, just click on Cancel in the prompt and then click on Finish in the Android Studio Setup Wizard. Then to resolve the problem while in the "Welcome to Android Studio" landing dialog click on Configure option then SDK Manager. Then you'll see "Android SDK Location:" label in Red color. Press the Edit link on the opposite side of the textbox of which will bring up a "SDK Components Setup" wizard. Let it install the already chosen components and later you can install the older Android SDK platform versions if necessary for your target device. It should then complete successfully this time and you'll be back at the Android SDK page of Default Settings. From here you can choose older Android SDK platforms to install in case you need to target much older devices of which generally you do. Such as in my case I use "Android 5.1.1" API 22 to support my Amazon Fire tablet platform. After you've selected the Android SDK platforms you're wanting to work with click on Apply to download and install them. 3) Load Torque 2D Android Project 3.1) In the "Welcome to Android Studio" landing dialog click on Open an existing Android Studio project, and navigate to and select the /engine/compilers/android-studio directory, and click OK to open the project. The IDE will take a while to load the first time so give it a minute. Close the tip of the day dialog tool window. You'll notice that it'll fail to build with various errors. First of which might be lack of build tools, click the red link message to install the SDK build tools in the message window and let it install it. If not then that's alright. Now follow the next section: 3.2) Install NDK: You'll need the Native Development Kit (NDK) for Android in order to build Torque 2D as it is a C/C++ engine. We'll just let Android Studio take care of that for us considering it's troublesome to get it right when installing the NDK manually. Click on File menu then Project Structure... and in SDK Location page you'll see an empty textbox field for "Android NDK Location:" simply click on Download link in "Download Android NDK" label. Will take a while for "Installing Requested Components" to complete. Once done click on Finish. 3.3) Check Android platform settings: While still in the Project Structure dialog click on app page under Modules category and make sure that the appropriate "Compile Sdk Version" is selected for your target Android device that you're wanting to support. Now you may close the dialog by pressing OK. 4) Compile Torque 2D project: 4.1) Click on Build menu then Make Project. In the Gradle Console, located in bottom right as a tab in the IDE window, you should see a bunch of "[armeabi-v7a] Compile++ arm : torque2d <= filename" messages indicating that it is compiling the project. It is normal to see the occasional compiler warning as some code still in need of fixing to avoid those warning messages. It should compile completely with "BUILD SUCCESSFUL" indicating that it did so without error. 5) Run Torque 2D on an Android device: 5.1) Press the Green Play button, or press Shift + F10, or Run menu then Run 'app', in order to initiate the procedures to select a target device to run on, or emulator if you wish to, of which then it'll upload the program to, and then run T2D on the target device. 5.2) Alternatively press the Green bug button, or press Shift + F9, or Run menu then Debug 'app', in order to run a debug session instead of just doing a normal program run on Android. 5.3) Anyway when attempting to run or debug T2D you'll be presented with a Device Chooser and here you either select your already connected target Android device, or you may select/launch an available emulator image. Once you've done so by pressing OK there will be some Gradle operations performed just before uploading Torque 2D to the device/emulator and then eventually you'll see a Torque logo and then the monster truck toy will play. Have fun. 6) ToDo: 6.1) Various things aren't documented at all in this guide such as how to configure the IDE to use Torque 2D's include paths to resolve all the warnings and errors that only the code editor is reporting when viewing engine source files. I've yet to figure that out myself as I haven't had time to investigate.
  14. Looks at C++ code OMG, my Eyes! My eyes!!
  15. Using CMake will generate the project files for the appreciate Visual Studio version you have available. As for projectGenerator created projects I've personally been using the solution file in buildFiles\Visual Studio 2012\ directory since it's always just worked for VS2013. But I did have to make sure that all projects' Platform Toolset property is correctly set to Visual Studio 2013 (v120), or want to support Windows XP too: Visual Studio 2013 - Windows XP (v120_xp). Cause as far as I know of Visual Studio 2012 through 2015 all use identical project (XML-based) file structure, but the compiler is different for each of those versions, of which is configured as to which one to use via previously mentioned Platform Toolset project property.
  16. Sounds like the precompiled binaries are using PhysX instead of Rigid(Torque) for physics calculations. And also we recommend Visual Studio 2013 or Visual Studio 2015 (Retail/Commercial and Community editions work) for Windows platform programming as the older Visual Studio versions aren't actively supported anymore.
  17. I found two possible double jumping solutions: Script based and Engine modification based. The script example provided by Amrius looks like it'll work in theory, but doesn't take into effect the player model's mass and so you would have to try various jumpForce z values to get the right amount of force that's right for your player model. Kevin Mitchell's engine modification adds jump double support, but also adds quake-style in-air player movement which is already in T3D controlled via PlayerData.airControl datablock field member.
  18. Edit script file game/scripts/server/inventory.cs and find function serverCmdUse(%client, %data) { %client.getControlObject().use(%data); }add this function below it function serverCmdPickupFacing(%client) { // get player object %player = %client.getControlObject(); // verify it is a player object if (%player.getClassName() !$= "Player") return; // abort, it is not // raycast for an item that the player is facing, and also look for types // that could be between the player and the item they're facing. %typeMask = $TypeMasks::ItemObjectType | $TypeMasks::StaticObjectType; %result = %player.doRaycast(4 /*range*/, %typeMask); // only care about object id part of the result %result = getWord(%result, 0); // pickup only if it's an item if ((%result != 0) && (%result.getClassName() $= "Item")) { echo("Picking up"); %player.pickup(%result); } } Next edit file game/scripts/client/default.bind.cs and find moveMap.bindCmd(keyboard, "r", "commandToServer('reloadWeapon');", "");add this line below it moveMap.bindCmd(keyboard, "e", "commandToServer('PickupFacing');", "");Do the same above procedure for preferences file game/scripts/client/config.cs Now when you press E key and are within 4 units of an item that you are facing it'll be picked up. Note: There is an issue with stock Lurker and Ryder ammo clip items where they aren't seen via containerRayCast() for some odd reason. Because of this the provided script will not work with those items and there isn't a known workaround for it at this time. Have fun.
  19. Here's my general rule when working with those variables: $Pref::Net::PacketSize Units are in Bytes, for per maximum packet payload size. Not MTU as it doesn't take into account for IP and UDP headers size. Should be fine up to 1200 for today's commonly used internet services: ADSL, Cable, Fiber, Satellite, and Cellular connectivity. However over 200 or 240 makes the game unusable for Dial-up 28.8K/56.6K modem users. While I do recommend at least 400 due to various classes in T3D that do rather large packUpdates $Pref::Net::PacketRateToClient Units are in how many times per second to send update packets to each client. Can't realistically be above 32 (31.25 updates/sec). Ideally this shouldn't be set above 10 unless on a very low latency connection and have plenty of bandwidth, such as LAN or just a local/single player game, to send at worst case ($Pref::Net::PacketRateToClient * $Pref::Net::PacketSize * $Pref::Server::MaxPlayers * AverageGhostedObjectsCount) bytes per second. However for racing and other fast paced games ten times per second might not be fast enough update rate. $Pref::Net::PacketRateToServer Units are in how many times per second to send control object move update packets to server. This directly controls how often a client sends it's player controls state to the server and more often it sends it the less likely the server gets out of sync with the client player actions. For any live action games this should never be below $Pref::Net::PacketRateToClient value and realistically can't be above 32 (really 31.25/sec) due to network updates also being driven by the same 32ms tick timing the rest of the game is driven by. Anyway: As for what to do to provide the user with the ability to configure those settings you can use sliders for each variable and a dropdown to provide configuration presets for whatever internet connection the user has. Tribes 2 did it a similar way: Tribes 2 network settings
  20. Forums(Board Index) > General(Category) > General(Forum) Can't be changed. And I personally don't want the breadcrumbs to be fooled with since they're very useful to figuring out where you are in the forum in case you need to know since the URL doesn't present you the actual positional hierarchy where you're currently viewing so the breadcrumbs are the only way to know that.
  21. I propose we keep posting resources on the forums and when they're mature enough resources where all the kinks are worked out, as in thoroughly tested and discussed in the resources post thread, then such a resource should be posted to the wiki by whomever is more willing to do so. And still keep the original post in the forums as a reference for more discussion in the future for cases when the resource fails to work properly on newer engine versions and needs to be fixed.
  22. It's mentioned on Where to get help wiki page and then there's the Chat section under Community wiki category which is an embedded Kiwi chat client that's preconfigured to http://irc://irc.maxgaming.net/garagegames.
  23. TRON

    Arcane FX

    No way, the real Jeff Faust was taken hostage by a Unity cult and forced to do the most horrible things like use Unity engine. All kidding aside, welcome to the new forums and glade to hear you're close to getting AFX MIT'd. Now on to the real topic of this discussion, it is true you're really Stanley Tucci in disguise? It would explain your frequent inactivity being busy doing acting work and all. ;-)
  24. Yep I think the current Resources setup is perfect. Marking this as completed. ;)
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