Jump to content

Zarosath

Members
  • Posts

    12
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Zarosath's Achievements

  1. i want to create a rpg kingdom s game with melee combat, ranged combat etc. do i need to be a c++ programmer?
  2. Look I think what is failed to realize that Torque is a showcase is as complete game is reflection of itself and i think this needs to be realized.
  3. I think that will be sufficient, Excellent information dandyman, It requires a certain understanding level of c++ but otherwise quite straightforward..
  4. well i think i understand what may have been lacking is catering torque3d for its intended audience may be measured. I see and think about torque has been great especially considering the leap in whats expected to be 4.0. I only mean to say that there is much consideration in terms of what may be seen from where code meets the market and to be easily included into the game script and templating elsewhere, for instance what i liked about torque when i'd first purchased it was that it were 'good networking, complete game modding engine' with torquescript. I think you need to drive enthusiasm as for the community in showcasing its ability for content in said manors.
  5. Can you tell me Whether the library may be accessible via function pointers in TorqueScript?
  6. Hi, i would like to utilize OpenNN into my torque3d project but i'm a newb on c++.. is it easy at all to include the lib into script?
  7. Well no wonder torque works with scripting, I knew it was based off tribes but i did not realize it has remained quite the same in a sense, According to wikipedia, https://en.wikipedia.org/wiki/Tribes_2#Community Anyway i'll stop bringing this thread up, I just find it fascinating in knowing more about the engine by knowing its history, its no coincidence torque seems so ideal for my goals now with knowing this, It carries many of the same game philosophies i have in mind. XD
  8. Oh yeah i remember hearing about that zip archive fix! I assume that is still on the GG site? I'll have to take a look at that, I wonder if it will be compatible with GNU/Linux and Mac being in zip format.. :) Thanks. Another way going about this could be client-side script checksums from within the c++ part of the engine. I can definitely see how this open script issue can be a big turnoff to some but with the server/client architecture it does at least offer some level of security benefits combating that which brings up another small issue about the way T3D is presented, It would seem to me that the stereotype of T3D being geared towards making multiplayer first/3rd person type shooters does have some merit in my opinion despite its multi-genre capabilities, I think that was a bit debated in the past by potential torque users? Its just something I've noted. I suppose the greatest appeal of torque for me is that these things fit my goals almost perfectly except i have a client/server openworld sandbox rpg in mind like a few already here.
  9. Back in the day i used to be a sort of beginner in java with Runescape private servers haha. Over the years i've also been able to have fair success with minor edits in html/css/php and the blitz basic engine, It is the c++ that seems a bit daunting to me but i am looking forward to seeing how far i can go with a project. I suppose i was a little vague. Regarding the TorqueScript sandbox that is in a sense what i was aiming for but the package idea does sound viable, Thanks for the tip. So to clarify, TorqueScripts cannot be 'decompiled' easily? I actually would prefer it not for my purposes, despite my goal of user modifications. i was also wondering what the possibility of running lua scripts as well along with TorqueScript would be?
  10. much appreciated for a response so soon. java source code gets compiled into bytecode for the java virtual machine to run and although this bytecode is not human-readable, there exists decompilers to construct a variation of the code function i was just wondering if the torquescript portion of the game could be read and altered to the end user as easily as looking in the torque game's install folder and finding the torquescript files the engine reads from.
  11. Edit: i suppose this could have been put into the torquescript section, sorry :) perhaps somebody can move the thread. Hi! I'm somewhat new to the community, i bought torque3d years back around 2011 when it went on sale for $100 (Excellent value) and have been lurking around since really, I've dreamed of one day making 'that dream game' like many but through age and life problems I've held off on it for all this time. i don't exactly know why i've been loyal to torque over other engines but i do feel it is a very ideal setup in terms of quick development and of course the scalability involved with the source/licensing, it would also seem to be well suited for beginners who are working on first/third person worlds on the server/client model, unity and other alternatives leave a sour taste in my mouth for some reason.. whether its scalability, licensing or suitability for beginners and indies looking for expandability, I've just avoided them in preference for torque. the question see, I'm perfectly content to try torquescript, however, i would like to make my game very extensible/interchangeable by perhaps allowing access to certain parts of the pre-made gameplay scripting but not entire access if possible, not only that, users would probably be far more familiar with a general language like c# than they would torquescript. DotNetTorque and the 'Omni' engine seem to be decent possibilities at first glance but my dilemma on that is that the main userbase and support seems to be with torquescript. do you have any tips on how i can go about this and is the torquescript in a released project open like java? to some that would seem to be undesirable.
×
×
  • Create New...