Building Actions resource--looking for install testers
by Stephen Zepp · in RTS Starter Kit · 11/24/2004 (3:35 pm) · 33 replies
I'm looking for some installation process testers for the Building Actions resource. I would prefer that the initial testers be confident in general Torque scripting, and hand editing files/troubleshooting issues.
If you have a public email in your profile and reply to this post, I'll send you off the package when it's ready for testing.
NOTE: this resource builds on the previously released Resource manager one, and that resource just about required . I'd prefer that you already have the first resource installed and working if at all possible.
If you have a public email in your profile and reply to this post, I'll send you off the package when it's ready for testing.
NOTE: this resource builds on the previously released Resource manager one, and that resource just about required . I'd prefer that you already have the first resource installed and working if at all possible.
#2
I had to take out the "Z-Axis Tweak" to adjust building heights to get it to work properly when applied against the latest version of the RTS-SK in single player mode, which makes the included "shop" model sink below the terrain height.
I also have to play a bit yet with building selection, when nothing is currently selected it seems -very- difficult to select actively select a building.
Other than that, all the fuctionality made it to release!
Looking for more testers--the patch against a fresh install of the SK was actually very easy, so if anyone has some time, please let me know here or via email.
Happy Thanksgiving everyone!
11/25/2004 (2:02 am)
A slightly function trimmed down version of the BA resource is now available for testing.I had to take out the "Z-Axis Tweak" to adjust building heights to get it to work properly when applied against the latest version of the RTS-SK in single player mode, which makes the included "shop" model sink below the terrain height.
I also have to play a bit yet with building selection, when nothing is currently selected it seems -very- difficult to select actively select a building.
Other than that, all the fuctionality made it to release!
Looking for more testers--the patch against a fresh install of the SK was actually very easy, so if anyone has some time, please let me know here or via email.
Happy Thanksgiving everyone!
#3
Happy Thanksgiving!
11/25/2004 (4:13 am)
Hey Stephen I'll help ya out man. You can email me at chiplambert@lambertsoft.com.Happy Thanksgiving!
#4
11/25/2004 (4:15 am)
Sure, send it over.
#5
11/25/2004 (4:36 am)
Sent to both of you, thanks a lot!
#6
works like a charm.
Its darn cool to see little minions being built.
To battle !
11/25/2004 (6:12 am)
No probs here fresh install of the new kit, plopped files over the top of the others, added the exec's and the cancel(%obj.supplyAddEventId);works like a charm.
Its darn cool to see little minions being built.
To battle !
#7
I'll do some more refactoring (3 different methods to map data that is in an array is terrible!), and then post it up.
Trying right now to let you rotate the building as part of placement, but I'm by no means an expert at transform stuff ;)
11/25/2004 (6:49 am)
Sweet to hear!I'll do some more refactoring (3 different methods to map data that is in an array is terrible!), and then post it up.
Trying right now to let you rotate the building as part of placement, but I'm by no means an expert at transform stuff ;)
#8
Got your email, celebrating with family right now. I'll try to implement it tonight when I get home and let you know if I have any problems.
Chip
11/25/2004 (4:55 pm)
Hey Stephen,Got your email, celebrating with family right now. I'll try to implement it tonight when I get home and let you know if I have any problems.
Chip
#9
I'm shooting for posting the combined resource publically Sunday night or Monday, and of course anyone that wants to finish up and donate some building model artwork for the resource, I'll update as necessary!
11/25/2004 (5:16 pm)
@Chip: sounds good, thanks! I expected as much with the holiday, so no pressure at all. It sounds like things are going pretty well with it overall, but if you have any specific feedback to make the instructions, or the process, more clear, I'd love to hear it.I'm shooting for posting the combined resource publically Sunday night or Monday, and of course anyone that wants to finish up and donate some building model artwork for the resource, I'll update as necessary!
#10
I had to make a trip on short notice or I would have volunteered to test it. Thanksgiving dinner, ya know. I can try testing it tonight when I return home, though.
11/25/2004 (5:23 pm)
Stephen:I had to make a trip on short notice or I would have volunteered to test it. Thanksgiving dinner, ya know. I can try testing it tonight when I return home, though.
#11
11/25/2004 (5:25 pm)
@John: Not a problem at all man! Have a great dinner (heading over to family's house shortly myself)!
#12
send it over, I got plenty of time over the next few days
"I'd prefer that you already have the first resource installed and working if at all possible." - doing it tomorrow morning been busey killing tge on mandrake10.1, and testing differnet linux os with RTS and TGE1.3, so I havn't had time to catch up with the resources and implementation of some of my ideas
11/25/2004 (8:12 pm)
Hi Stephen,send it over, I got plenty of time over the next few days
"I'd prefer that you already have the first resource installed and working if at all possible." - doing it tomorrow morning been busey killing tge on mandrake10.1, and testing differnet linux os with RTS and TGE1.3, so I havn't had time to catch up with the resources and implementation of some of my ideas
#13
11/25/2004 (11:01 pm)
I'd like to take try it out for ya too!
#14
Last night I merged my version of RTS with the latest installer version of GG. The new version of RTS changed some files in the code and scripts concerning the camera, environmental effects and some other minor fixes.
The problem is that in the upgrade process of the new release, some of the names and functions changed.
That means, that when I installed the resource as it is, I can see the menus and am able of selecting any of the different building types. Also, I can see the ghost image when I try to place them. But when I place them, the buildings apparently goes below the terrain level (and decreases the inventory resources).Also, I have an error when the system is trying to add gold to the inventory.
Once I have some free time, I am going to try to update and make the resource work to the latest version of the RTS and if possible, send it back to you as soon as I can.
Edit: I tested it in a clean RTS install and it works fine
11/26/2004 (12:57 am)
Hello Stephen:Last night I merged my version of RTS with the latest installer version of GG. The new version of RTS changed some files in the code and scripts concerning the camera, environmental effects and some other minor fixes.
The problem is that in the upgrade process of the new release, some of the names and functions changed.
That means, that when I installed the resource as it is, I can see the menus and am able of selecting any of the different building types. Also, I can see the ghost image when I try to place them. But when I place them, the buildings apparently goes below the terrain level (and decreases the inventory resources).Also, I have an error when the system is trying to add gold to the inventory.
Once I have some free time, I am going to try to update and make the resource work to the latest version of the RTS and if possible, send it back to you as soon as I can.
Edit: I tested it in a clean RTS install and it works fine
#15
I had the same problem you did regarding buildings dropping below terrain half-way: it has to do with a combination of how the modeller created the models, and how GG simulates gravity for the RTS SK. I was able to correct this in my dedicated server environment via some code changes and a manual tweak Z-Axis parameter, but was unable to get it working in the RTS-SK installed environment for some reason. I did not provide the fix as part of the resource, so the "shop" .dts, and possibly any others you may try will not work properly.
The foundry.dts and factory.dts (the building GG provided originally) should be working normally if you have the latest combined resource properly installed. It works as advertised in my "installation-test" environment.
Do get back to me if you are unable to correct the problem please--you may also want to try to install the combined RM-BA resource into a completely fresh installation from the RTS-SK installer (latest version). If you are still having problems, we can take a closer look.
EDIT: I specifically tested the resource against a newly downloaded version of the installer, and had no issues, so I'm guessing it's an installation process problem--most likely a missed file.
11/26/2004 (2:42 am)
@William: Check to make sure that you are using the /server/scripts/items/building.cs I sent in the .zip via email. Also, check the dataBlock entries in that same script (around line 100) to make sure they are correct for your environment.I had the same problem you did regarding buildings dropping below terrain half-way: it has to do with a combination of how the modeller created the models, and how GG simulates gravity for the RTS SK. I was able to correct this in my dedicated server environment via some code changes and a manual tweak Z-Axis parameter, but was unable to get it working in the RTS-SK installed environment for some reason. I did not provide the fix as part of the resource, so the "shop" .dts, and possibly any others you may try will not work properly.
The foundry.dts and factory.dts (the building GG provided originally) should be working normally if you have the latest combined resource properly installed. It works as advertised in my "installation-test" environment.
Do get back to me if you are unable to correct the problem please--you may also want to try to install the combined RM-BA resource into a completely fresh installation from the RTS-SK installer (latest version). If you are still having problems, we can take a closer look.
EDIT: I specifically tested the resource against a newly downloaded version of the installer, and had no issues, so I'm guessing it's an installation process problem--most likely a missed file.
#16
11/26/2004 (2:59 am)
@Brian: You don't have an email set in your profile.
#17
I just installed the source on a completely clean copy of the kit from the installer and having a couple problems. Here is a screenshot:

Also seems I can only place like 4 buildings and then when I try to place more, it does nothing. Images aren't showing up, but I think thats because I may have them in the wrong directory. Also if you notice the way the map looks, this was the default example mission included with the pack.
One question, did I have to implement the other resouce management resource first? I got confused because you said you wanted a installation on a clean build.
Let me know if I did something wrong but I do have to say I'm impressed with it so far. Might want to tweak the instructions for people that maybe newbies though.
Take it easy and great job!
EDIT: Typo
11/26/2004 (3:41 am)
Stephen:I just installed the source on a completely clean copy of the kit from the installer and having a couple problems. Here is a screenshot:

Also seems I can only place like 4 buildings and then when I try to place more, it does nothing. Images aren't showing up, but I think thats because I may have them in the wrong directory. Also if you notice the way the map looks, this was the default example mission included with the pack.
One question, did I have to implement the other resouce management resource first? I got confused because you said you wanted a installation on a clean build.
Let me know if I did something wrong but I do have to say I'm impressed with it so far. Might want to tweak the instructions for people that maybe newbies though.
Take it easy and great job!
EDIT: Typo
#18
Try placing buildings in this order: 2 shops, 1 foundry, wait a few. Place a factory. After that, the resource gen rates should be able to keep up with you.
Regarding the big green block in your all white terrain, I have no clue. Nothing in rendering or terrain management was touched.
You are missing some icons it appears as well, check your /client/scripts/building.cs file, at the top: I have a couple of variables that allow you to define your various image paths.
No, you don't need to apply the first resource any longer...it's included now in the readme.txt.
11/26/2004 (4:11 am)
Well, if you look at your resources, you can't place any buildings because you are out of stone!Try placing buildings in this order: 2 shops, 1 foundry, wait a few. Place a factory. After that, the resource gen rates should be able to keep up with you.
Regarding the big green block in your all white terrain, I have no clue. Nothing in rendering or terrain management was touched.
You are missing some icons it appears as well, check your /client/scripts/building.cs file, at the top: I have a couple of variables that allow you to define your various image paths.
No, you don't need to apply the first resource any longer...it's included now in the readme.txt.
#19
11/26/2004 (4:53 am)
Ok got the icons showing up. That was my bad ;) The green highlight is showing up anytime I mouse over the buildings or select a unit... This came from a clean install of the new installer they released. Anyone else having this problem?
#20
Based on the image, you have units selected. I'm thinking that you are missing the (hardcoded in script) path to the ring_white.png file used for the unit selection circle, so it's dumping the selection color to the entire texture block, but that's a guess.
11/26/2004 (5:01 am)
@Chip: can you email me your current console.log?Based on the image, you have units selected. I'm thinking that you are missing the (hardcoded in script) path to the ring_white.png file used for the unit selection circle, so it's dumping the selection color to the entire texture block, but that's a guess.
Torque 3D Owner William Gooding