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Everything posted by Bloodknight

  1. I guess we could ignore the fact that the level of manpower is low. I guess we could ignore the fact that the past 2 years have been biblical end times level BS. once we have done that we can rag on the people who sacrifice time and energy and even money to work on the engine. yeah, that seems the modern way to do things
  2. while i'm not a fan of game jams for some of the same reasons, but i am one of those people who wished i could do game jamsI I am also one of those people who believes that failure teaches more than success, and the act of doing something is not entirely time wasted, especially combined with the above point and world view, it may feel like it at the time but if we all got depressed about our mini failures... Game jams, in some respects is very much like game development, its not for everyone. I am very much disappointed in the modern worlds view that if everyone cannot do it then nobody can do it, it validates my reluctant misanthropic outlook that humanity is irredeemable
  3. no, just from winning
  4. I think codeless features, on the whole, are useful for rapid prototyping, but genuinely hurt new developers/aspiring game devs in the long run as it often hides the true mechanics behind the system, at the same time they introduce often very badly optimised methods for doing things. That said, the guys have made some good strides into making the engine more accessible and friendly over the past couple of years, with suggestions that more is to come for various parts, node graphs etc, and when these are in place I suspect more developers will enhance features by creating node graph systems for all manner of in-engine features. So I guess really the answer right now is no, and some more assistive features are coming, but I honestly believe your best bet is to grab the engine and see what you can do, there are many things you can do with some pretty simple scripting, data and code can be written in pretty small and concise parts, not all code is long and complicated :)
  5. There is/was somebody working on a new consistent theme for the new site as well as reworking content to reduce the 'distribution' of stuff, but i'm not sure of its current status. In theory the timing for all of it would be done best at 4.0 launch, where this stuff can be pushed along with official news of the migration to the new organisaton and repository. As far as the download now button... Pre-NeuProjectManager, short of creating a giant installer containing a bunch of modules and examples, with specific instructions on where/how to get more/new modules i'm not really sure the best wat to appraoch this, but i agree a relatively quick and easy way to get stuck in should be a definite priority.
  6. As far as I understand there is some plan to reconnect an external editor to editing actions inside torque editor itself, I'm hoping that this comes as a setting for other editors for those who use notepadd++ or VSCode etc. I'm not sure when it was 'broken', possibly back when it became made Open source. But until then, as duion suggests most of us run a code editing system alongside the running game when working on torque anyway, which is probably why the external editor functionality isn't higher on the todo list
  7. That is how I do it, usually some dirt texture, which adds additional detail and realism to the level, since roads are not build on grass, in reality they clear the area before they build roads on it. If you really want to keep it grass you can make a second terrain material with the same texture, but remove the ground cover from it, so you can control where the ground cover is. Ohterwise I would advise not to use my assets from my old packs, but use them from the actual Uebergame repo, since they are often the improved versions and bad ones sorted out. The grass you are using is one of my first attempts, which I was not satisfied with. Using a duplicated layer with the same terrain material is probably the most common way I know of, it is, however, a 'hacky' and sub-optimal method perhaps this should be flagged as an issue and something that actively needs to be added as a feature, not only for roads but for other decals too, there already exists a methodology for it in the form of the allow on statics option that used to be a thing
  8. There have been issues with some older and some newer cmake versions, why this happens I'm not entirely sure but newer versions are rare. also I belive the master branch itself is in conflict with cmake, also in case you are using the new archived repo https://github.com/TorqueGameEngines/Torque3D you should probably be using the Preview4.0 branch which is default, or the development branch, master branch is dated and needs some of the development branch fixes pushing to it.
  9. theres a glass object and sample in the FPS tutorial download, which I would post but the forum is scrooge with bandwidth aven 460k is too big
  10. if the game is from 2006 it will be TGE and not T3D, chances are you need different options
  11. necro thread: bad derail this particular thread: acceptable i'll make this even worse... having accepted all of that criticism a while ago, everything on that list that already exists (do not get me freaking started on joining every fecking social media platform under the sun) is literally now a work in progress trying to improve the situation. ironic twist most of its being done in the background and unless you are part of the real time chat (discord) you can be forgiven for not knowing. begging forgiveness assumptions were made this would be a semi-speedy happening thing the reality is this has been accelerated very much but only quite recently, perhaps it's worth the powers than be having a moment to quickly note where we are found and discovered and a brief paragraph explaining which changes and why are happening, because it is seemingly touching every aspect of torque. please excuse the use of *we* its a terrible habit, I don't actually speak for torque or the community or the powers that be, but I do my best to operate in good faith. We have moved to an entirely new github organisation away from garage games We have some very capable people now working on the new websites People have been found/volunteered for various specific roles as noted with websites above bad faith section It is a little tiring having to point out constantly that the sheer lack of people the community has does not help, there is an automatic assumption that every game engine has dozens or even more developers, or income streams for developer wages like Godot. given the limitations I still think the guys here do a fantastic job on the engine. I think its a shame that most people on the internet are little more than shallow PR sponges who do nothing but judge books by their covers.
  12. sorry I think I misunderstood the question originally. There used to be a torque_shipping flag which set the build processes needed for actually shipping the game, don't know the details tbh but it was in part a more streamlined release build from what I recall. the original toolbox had helpers and such likes for making installers and prepping the game for release, it might be worth looking at those in more detail, steam obviously has its own methods, but I suspect the streamlining of the project for release before installers works generically. So really steps (some optional depending what you want to do) are :- 1) Check the shipping flag in the engine and recompile 2) remove cached files that you don't need to ship 3) remove the tools folder 4) set the compile to dso flag and remove the extra .cs files (iirc the main.cs still needs to be a .cs better check other opinions on that one) 5) Create a zip/installer (nsis or inno are still commonly used and updated) 6) profit!
  13. itch.io, as far as I know, is nothing more than a download, create your account make a page for your product and you are good to go. @practicing01 has published on itch maybe he can help. Steam is much more involved @Steve_Yorkshire and @greenfire27 have both published steam projects So we do have users who have the knowledge, and I've pinged them so they will be annoyed with me now :p
  14. The terrain is fully client based and is fully contained in memory which would be the only point of concern, I'm not sure which parts of the environment still use the square size as the basis for cells. Somebody was looking at some form of paging for multiple terrain blocks which might suit better if the aim is both better looking AND bigger. In past experiments I've tried 4K height maps with some success, tho again with the caveat of memory usage, tho I will say this was done before the engine became 64bit engine. I also tried with 8k heightmaps, I don't recommend this unless you have an infinite amount of patience
  15. This seems like it might be a job for MS forums. If the tool you used was this https://github.com/Microsoft/VisualStudioUninstaller then I'm close to the end of my knowledge of VS install/uninstall errors apart from asking about windows versions? are you still on win 7 or did you get win 10? might be an issue in there if still on win 7.
  16. There were some issues with certain CMake versions and certain torque versions, new CMake not liking older torque, and the inverse at times. Assuming you are running the preview4.0 branch then CMake 3.17.0 works, VS 2019 and 2017 also work. VS 2015 may well no longer support parts of C++ 11 that the engine uses, might need another dev to step in here, but those seem like very weird errors, and usually, if you get a lot then there's usually a fundamental issue of understanding between one part or another. Quick google tells me this may be an enum related thing, which might help the versioning guys add better detail.
  17. usually, its Americans who are misguided about communism and believe the freedom of speech is god-given and absolute, such erroneous thinking rarely extends to EU zone nations which have certain levels of hate speech laws (like or not) and public order laws (again, like or not) that force people to not be rude without consequence. So that's how it works, freedom, of speech or otherwise is not absolute, not even in the USA, certainly not on the internet, you do not have to like it, but that is reality and that's the reality you have to deal with, I mean it's not like you have no options either, you can just a) let it slide b) escalate (seems to be the favourite of the entitled twerps of the internet) c) Improvise, Adapt, Overcome
  18. That's a leap of faith that would bring a tear to the eye of even the most devout believer...
  19. Probably wouldn't take legal advice from duion, he tends to have his own twisted definition of words that fit his anti-establishment views better. personally I would generally argue that personal use only is an anti-commercial option, otherwise, there's a huge set of 'personal use only' software I can personally use to make money I suspect is a poor defence in court, and i wouldn't rely very much on a 'but duion said' defence either. https://www.quora.com/If-a-copyrighted-work-is-for-personal-use-only-could-it-be-used-for-business-purposes-as-long-as-the-work-is-not-distributed-to-others?share=1 linked this, but a simple scanning of any other page with a stipulation of 'personal use only' and not even the higher bar of 'strictly personal use only'... If you are really concerned, and potentially you should be because legal terms are legal terms, a simple email to the developer might just solve the problem since much of his stuff is freely available and some of it explicitly allows commercial use iirc
  20. Maybe this should be made false, maybe anybody who is part of the 'steering committee' (in quotes because I don't believe a steering committee is needed period) should be a 'contributor' (also in quotes because GitHub is not the only indicator of contribution). Maybe the steering committee fell apart because those not 'active' just faded away and were removed or just removed themselves because of apathy I literally don't know the ins and out and politics, and I'm sure many people will drop torque like the proverbial hot turd if we get a steering committee back and it has politics again. WE, being the torque community as a whole have a general direction, a marshalling god-emperor whos only goal is improving the engine, we have active game developers feeding back their changes into the engine, in what is frankly a very noble thing and may even contribute to the engine at least as much what jeff is doing; I should mention that while jeff is doing a lot of solo work, he is constantly getting feedback from people which drives much of his work, some times he asks for feedback which he receives, sometimes he posts something and gets feedback whether wanted or not :P tl;dr God-Emperor isn't a dictator, he is quietly upgrading this engine virtually every day, along with a small handful of others, all unpaid, mostly unthanked, and honestly, if you don't like the engine being developed this way, fork it and fork off. Your suggestions are no more valid than anyone else's suggestions; should they have merit, then somebody will do the work; when they find time to do it. But if all you want is a list of red names to make it look like thats something important then by all means, ask those who do a lot of work to put their names on the list of 'important' people. There is more than a few people who contribute, even by my standards to make up a ruling council :p Az, Lukas, Tron, Steve, all legends of the community, all have done a great deal in one way or another to contribute and improve the engine and the community
  21. And yet you seem to break all of them all of the time, and yes I have committed these sins in the past and yes I have 'met' with moderation, so please, while you do happen to be the most deserving, you are by no means alone, you arent special, you are just louder about it :)
  22. I think some of it is boasting, the whole billion polys being crunched to 20 million is really just a decimation algorithm at this point probably being run on some custom and special processing units, in the long run, it will be interesting to see how this translates to the PC sphere and whether or not we are starting to move into the world of even more GPU threads or processor units for high-specification games. It's certainly interesting to watch, especially given the uptake of photogrammetry within gaming. 8K textures are pure boasting, apart from rare and specialist areas, utterly useless at the moment, water physics on a small sample, and tbh it didn't look awesome, so more word-salad and buzzword hyping here. Rumour has it that the PS5 specific SSD/Memory interoperability stuff is what makes loading etc less of a problem for this stuff, again, will be interesting to see how this starts to translate to the PC sphere. It's nice to see the software world driving the hardware world phase again, I think we've been away from this for too long in some ways. It's easy to miss some of the points of discussion when everyone is engaging in 'game engine jingoism' Duion is correct in the assertion that developer usage of new technology does lag somewhat, we do have several examples of this over the years. He is also correct that in some ways this does raise the bar for artists, sadly at the same time, it lowers the bar knowing that the algorithms can clean up the 'mess' to a degree. It would be much more interesting to see how this stuff actually works in practice. It's easy to get a good tech demo when you have the game developers the engine developers and the hardware developers all working together on a single project, but this is a million miles away from 99% and probably a few decimals thrown in for good measure of games being developed right now, I mean that specific demon has probably more man-hours in that 3-minute section than most indie games ever get in total.
  23. The resistance is whether the output of the particular software allows you to freely distribute the models, this is less about the proprietary nature of the software (thou duion has a hate boner for anything not open source) as much as the usability of the output and licencing, which I've not actually looked into because.... well... I don't really care much, I already have a replacement for the solder default (search blue guy if you are interested). I would note that duions premise is slightly off base, just because its proprietary software doesn't mean you cannot distribute the model, if that were true the use of blender and its assets would be a mainstream staple of the game industry and its not, the standard is still FBX and mostly from 3ds max
  24. In default.bind.cs you have this bunch of functions and settings. You could add a check in the camera toggle function which I don't think I've posted, or you could check the camera mode inside of the FoV function, i'd probably do the former, but each game is different. //------------------------------------------------------------------------------ // Zoom and FOV functions //------------------------------------------------------------------------------ if($Player::CurrentFOV $= "") $Player::CurrentFOV = $pref::Player::DefaultFOV / 2; // toggleZoomFOV() works by dividing the CurrentFOV by 2. Each time that this // toggle is hit it simply divides the CurrentFOV by 2 once again. If the // FOV is reduced below a certain threshold then it resets to equal half of the // DefaultFOV value. This gives us 4 zoom levels to cycle through. function toggleZoomFOV() { $Player::CurrentFOV = $Player::CurrentFOV / 2; if($Player::CurrentFOV < 5) resetCurrentFOV(); if(ServerConnection.zoomed) setFOV($Player::CurrentFOV); else { setFov(ServerConnection.getControlCameraDefaultFov()); } } function resetCurrentFOV() { $Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2; } function turnOffZoom() { ServerConnection.zoomed = false; setFov(ServerConnection.getControlCameraDefaultFov()); Reticle.setVisible(true); zoomReticle.setVisible(false); // Rather than just disable the DOF effect, we want to set it to the level's // preset values. //DOFPostEffect.disable(); ppOptionsUpdateDOFSettings(); } function setZoomFOV(%val) { if(%val) toggleZoomFOV(); } function toggleZoom(%val) { if (%val) { ServerConnection.zoomed = true; setFov($Player::CurrentFOV); Reticle.setVisible(false); zoomReticle.setVisible(true); DOFPostEffect.setAutoFocus( true ); DOFPostEffect.setFocusParams( 0.5, 0.5, 50, 500, -5, 5 ); DOFPostEffect.enable(); } else { turnOffZoom(); } } function mouseButtonZoom(%val) { toggleZoom(%val); } moveMap.bind(keyboard, f, setZoomFOV); // f for field of view moveMap.bind(keyboard, z, toggleZoom); // z for zoom moveMap.bind( mouse, button1, mouseButtonZoom );
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