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jamesonj

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  1. I just started this small project: replacing ugly TS with a more versatile and easy to use script language. I have started with Lua, because i have experience with it, but i plan to implement AngelScript in the future. Is this something that i should work on the side, or prepare a PR?
  2. I don't want a full blown GUI, though. Just something like this: https://udn.epicgames.com/Three/RenderToTexture.html
  3. I wanted modders to be able to open the game scripts during runtime, seeing the changes happen as they go. Like TAML works in T2D. However, since it seems slow, and based on your help, i'm planning to create an in-game IDE: load a script, change and re-exec it.
  4. I'm sure you guys have played Quake 3 or worked with the id Tech 3 engine. Some of the engine features is realtime level/PK3 downloading, from game servers. Is there a similar feature in T3D or another way of sharing content between players?
  5. Basically, what i'm looking for is a "foreach (all scripts) run(script)". Would that be very slow? Or, maybe, add a button that does this, like a big refresh button for the entire game.
  6. Does anyone know if it's possible to do something like this in T3D? Rendering fonts and icons to a material of a model?
  7. jamesonj

    Bot AI?

    Thanks a lot! Do you guys recommend BadBehavior or GuideBot?
  8. I mean an already loaded script. If i already ran exec(blah), what if i make changes to blah?
  9. Is there a way to disable the caching of scripts and allow the engine to run them during gameplay, allowing me to alter the scripts during runtime? :geek:
  10. Is there any example of t3d-bones with multiplayer support? Like, basic PvP, shooting raycasts on each other and detecting those.
  11. jamesonj

    Airplanes?

    I'm looking for something simpler, more arcade-ish, like the included Cheetah. Just an example with proper physics.
  12. jamesonj

    Bot AI?

    Is the Universal AI Kit part of the MIT release? Is there a way to create multiplayer deathmatch bots in the MIT release?
  13. jamesonj

    Airplanes?

    Does anyone know where i can find an example implementation of an airplane?
  14. I've been taking a look at the TorqueScript code and it's been difficult to understand the differences between the "in-game" code and the "editor" code. Is there a clear separation between them, or they are all the same? The editors work on multiplayer, for example? But, what i'm trying to do is quite simple because it's already done: i want the player to be able to modify the terrain and place meshes, just like someone using the world editor is. I'm doing a SimCity-esque game.
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