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hgt_terry
RF Dev Team
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Re: RealityEditor

Post by hgt_terry »

The Editor will support RF2lib we only had a version of it that built yesterday and did not have a version that built just before Christmas of your RF2Lib also the seems to be some confusion about the .scene thing it will be our own xml not the ogre .scene the xml file will be as you want it and as requested by you Paradoxnj.

Also the Editor will be open meaning it will support RF2lib 1.6.4 and 1.7 and will alter as we ALL go along with the development of this so me and Bernie are making an editor the will be very flexible.

What Bernie was saying is anything made i.e. actors can be converted to .mesh and any scenes made with the editor we will provide a way to make then RF2 compatible whatever that is.

You Paradoxnj set a date for the RF2 release we don’t know what format you are going to take you said you wanted the scenes to be in an xml format and we will do that and that the whole game will end up in a package.

The editor will evolve and do any format that is needed if you tell us what you want we will do it we can’t write an editor in the last minute just before your release so if you tell us we will do it so keep us posted we wanted to involve the community and show them something tangible not just a theory idea and lib that won’t build and that s what we have done.

So Paradoxnj tell us what you want and we will do it format wise the editor is in its infancy and can be adapted to do anything.

PS
RF2 is at the moment and your lib Ogre based whichever way we use it direct to ogre or via your lib to Ogre it ends up Ogre it’s the output files from the editor that can change to suit the needs of the game.

So tell us what you want Paradoxnj we can’t just sit here waiting for an RF2lib to build one day.

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bernie
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Re: RealityEditor

Post by bernie »

@paradoxnj First let me just say that I do not do any coding. I don't know enough about it.
The terrain design is Ogre that's the way it does it in Ogre v1.6. They do it different and much better in ogre 1.7, which we intend to integrate as the earliest possible moment.
You want an editor. We are trying to provide it. Terry is doing the programming I am doing the testing and helping with layout design and tool design.
We cant build an editor around libs that don't work. So far nothing you have put up works as far as we can see.
The libs don't build in release mode. Terry is doing all the programming in release mode so we cant even try the libs properly.
As far as I can see if we work the way you are suggesting we cant even start to design and build an editor until you have completed your work. That means it is unrealistic to suggest RF2 being available much before 2011 or even later.
Terry assures me that the way we are going about it we will be able to integrate your libs when they are ready and I have no reason to doubt him.
Terry has a good track record, Equity is the proof of that.
All we have done so far does work and we are releasing it to involve the whole community and try to show that some progress is being made.
RF2 has been on the go and promises being made for 6 years now and still no demos or any proof that anything works.
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paradoxnj
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Re: RealityEditor

Post by paradoxnj »

We cant build an editor around libs that don't work. So far nothing you have put up works as far as we can see.
The libs don't build in release mode. Terry is doing all the programming in release mode so we cant even try the libs properly.
This is obviously inexperience as the libs work fine. Because it is in development, there will be times where something doesn't work as some things take more than 1 day to do. You guys have obviously never worked with a team before and that can be worked on.
As far as I can see if we work the way you are suggesting we cant even start to design and build an editor until you have completed your work. That means it is unrealistic to suggest RF2 being available much before 2011 or even later.
Bernie, I agree that you should start the editor now, but it should be following the RF2 design and not your own.
All we have done so far does work and we are releasing it to involve the whole community and try to show that some progress is being made.
RF2 has been on the go and promises being made for 6 years now and still no demos or any proof that anything works.
I don't know about 6 years ago. I know about the last year or so. That is when I started work. You see check ins 3 or more times a week from me since I started.
Terry assures me that the way we are going about it we will be able to integrate your libs when they are ready and I have no reason to doubt him.
Terry has a good track record, Equity is the proof of that.
Equity is good. That is why I asked for his help. The design you are doing right now is made for Ogre and not RF2. RF2 contains logic. That logic must be able to be run in the editor as well. I don't want you going down the wrong road and when release time comes, we don't have a product that works with the game shell.
Also the Editor will be open meaning it will support RF2lib 1.6.4 and 1.7 and will alter as we ALL go along with the development of this so me and Bernie are making an editor the will be very flexible.
It should be at the same rev that the lib is at. There is no 1.7 lib.

You Paradoxnj set a date for the RF2 release we don’t know what format you are going to take you said you wanted the scenes to be in an xml format and we will do that and that the whole game will end up in a package.
True...but you should not just implement what you think should be there.
The editor will evolve and do any format that is needed if you tell us what you want we will do it we can’t write an editor in the last minute just before your release so if you tell us we will do it so keep us posted we wanted to involve the community and show them something tangible not just a theory idea and lib that won’t build and that s what we have done.
It's not about the format. It's other stuff too. The users should be able to play the game inside the editor when they make changes. This will allow them to see there changes in real time and test them.
So Paradoxnj tell us what you want and we will do it format wise the editor is in its infancy and can be adapted to do anything.
I've told you what I wanted. It was just ignored.
RF2 is at the moment and your lib Ogre based whichever way we use it direct to ogre or via your lib to Ogre it ends up Ogre it’s the output files from the editor that can change to suit the needs of the game.
I thought I explained this to you already. It does not just use Ogre meshes. It uses component objects. A game object may be as simple as a 3D sound and as complex as an NPC with a fully functional brain.
So tell us what you want Paradoxnj we can’t just sit here waiting for an RF2lib to build one day.
libRF2 builds fine. You just haven't built it in so long that you've missed the additions and new dependencies. If you were part of the main branch, this wouldn't happen.
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