View unanswered posts | View active topics


Post a new topicPost a reply
Previous topic | Next topic 

User avatar   Hardcore Modder Hardcore ModderMember since: 11.11.2011, 07:36Posts: 811Location: Asia Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 14.06.2012, 16:45 
why don't you just change the game folder path by editing system.cfg file with note pad :meh:
like this:
Code:
-- Sets Current Game Folder
sys_game_folder=demo
Attachments:



Image
Role :Texture artist
My skills : Level Designer|Game Designer|Sound Designer|3D Artist|2D Artist|

User avatar   Trained Modder Trained ModderMember since: 01.07.2012, 05:48Posts: 232Location: Logan, UtahStatus: Online Likes: 2
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 19.07.2012, 08:52 
Well, I think if people don't already understand the basics of C++, they need to look elsewhere first. I think the primary goal of any tutorial should be familiarizing people with API specifics. Coming from UDK, I learned how their weapon system, vehicle system, item system, etc all worked, then as I got better, I scrapped that and build my own system from the ground up. I would like to see tutorials for removing the base functionality and implementing your own weapons, inventory, camera, and other key concepts for any game. Once I really understood the basics of how UDK worked, I could just crank code out like crazy.

So I would just say just cover some tutorials on how to get people to build their own frameworks for different styles of games, and people will take it and run with it.
  Beginner BeginnerMember since: 07.11.2011, 16:45Posts: 7 Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 22.07.2012, 22:40 
@cozzbp
totally signed!

I am working in the games industry as a programmer for 3 years now and worked with Gamebryo and the Unreal Engine so far. Now I like to dive into the CryEngine in my spare time. But this task is almost impossible cause the CrySDK is lacking of any information on how to start coding. By "start coding" I mean how the CryEngine´s systems are build and how they work together. (Or as stated in the post above: API example tutorials) Its really frustrating looking at all the lines of code and trying to figure everything out by his own.

Please don´t take this post as a harsh bashing. I think I speak for almost every programmer out there who tries to get inside coding for the CryEngine. There wouldn´t be so many complains about this if the CryEngine wouldn´t be worth all the work and hours reading, learning and figuring out how the Engine works. So why not doing a series of tutorials for us coders like you did for the content pipeline and for the Sandbox Editor?

The only thing whats left is an easy to understand documentation/tutorial series about the Engine itself. Please let us coders know how to start, where to extend from, how to setup things, configure the engine and how all the subsystems work together so that we can show off what we are able to do whith this awesome engine!

Nevertheless I will not give up to figure out how to work with this Engine cause I really really want to do my project with this Engine and I believe its worth all the hard work!
  Uber Modder Uber ModderMember since: 19.09.2009, 09:30Posts: 1821Location: FinlandStatus: Online Likes: 4
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 23.07.2012, 13:20 
I think they should rather (In addition to the normal game Dll, of course!) include a "empty" game dll project (Even though you can make one quite easily, yourself.), which only includes the required stuff (Such as GameRules, etc.)- and basic functionality, like a player that can just move around.
  Beginner BeginnerMember since: 09.06.2012, 10:32Posts: 18 Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 25.07.2012, 09:00 
Quote by cozzbp:
Well, I think if people don't already understand the basics of C++, they need to look elsewhere first. I think the primary goal of any tutorial should be familiarizing people with API specifics. Coming from UDK, I learned how their weapon system, vehicle system, item system, etc all worked, then as I got better, I scrapped that and build my own system from the ground up. I would like to see tutorials for removing the base functionality and implementing your own weapons, inventory, camera, and other key concepts for any game. Once I really understood the basics of how UDK worked, I could just crank code out like crazy.

So I would just say just cover some tutorials on how to get people to build their own frameworks for different styles of games, and people will take it and run with it.

I agree 1000% on this, I'm also coming from UDK and well it's a real pleasure to learn stuff with that engine. With Cryengine, not so much :(

We NEED to understand how all this works if we are to modify it, and since Crytek devs love to throw the "you have to implement it yourself" sentence, we need documentation to do this.

here is what explanations are needed
  • General Engine explanation (How does C++, LUA and Flowgraph really work together)
  • General character (movement, items...)
  • Camera (how do we alter this?)
  • Weapon System
  • Vehicle System
  • Adding new entities (A simple example)
  • Animation (How to play and manage animation from code)
  • Some explanation on how the common interface must be used

Every point of this list should have several pages in Crydev documentation imo, with an explanation of the feature AND an example of a simple use.

I mean if Crytek really wants to invest in some documentation for their engine there is a LOT to do. I mean take example on UDK for god sake, that is how you do it.

I'm probably forgetting stuff here but basically every mechanism should have some sort of documentation, I mean I don't even understand how you guys at crytek work with this kind of doc. You must have an internal documentation because otherwise the turn over rate at your studio must be quite high...

Quote by RaZoR-FIN:
I think they should rather (In addition to the normal game Dll, of course!) include a "empty" game dll project (Even though you can make one quite easily, yourself.), which only includes the required stuff (Such as GameRules, etc.)- and basic functionality, like a player that can just move around.


There is already this on github somewhere. There is a link on the forum.
  Beginner BeginnerMember since: 24.08.2011, 13:29Posts: 91Location: Germany Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 25.07.2012, 18:34 
A tutorial on how to make the Game work together with another game via the internet (for example using GameSpy) and further network explanation would be very nice.


User avatar   Uber Modder Uber ModderMember since: 07.11.2007, 18:21Posts: 1020 Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 27.07.2012, 04:14 
Quote by leodido:
Quote by cozzbp:
Well, I think if people don't already understand the basics of C++, they need to look elsewhere first. I think the primary goal of any tutorial should be familiarizing people with API specifics. Coming from UDK, I learned how their weapon system, vehicle system, item system, etc all worked, then as I got better, I scrapped that and build my own system from the ground up. I would like to see tutorials for removing the base functionality and implementing your own weapons, inventory, camera, and other key concepts for any game. Once I really understood the basics of how UDK worked, I could just crank code out like crazy.

So I would just say just cover some tutorials on how to get people to build their own frameworks for different styles of games, and people will take it and run with it.

I agree 1000% on this, I'm also coming from UDK and well it's a real pleasure to learn stuff with that engine. With Cryengine, not so much :(

We NEED to understand how all this works if we are to modify it, and since Crytek devs love to throw the "you have to implement it yourself" sentence, we need documentation to do this.

here is what explanations are needed
  • General Engine explanation (How does C++, LUA and Flowgraph really work together)
  • General character (movement, items...)
  • Camera (how do we alter this?)
  • Weapon System
  • Vehicle System
  • Adding new entities (A simple example)
  • Animation (How to play and manage animation from code)
  • Some explanation on how the common interface must be used

Every point of this list should have several pages in Crydev documentation imo, with an explanation of the feature AND an example of a simple use.

I mean if Crytek really wants to invest in some documentation for their engine there is a LOT to do. I mean take example on UDK for god sake, that is how you do it.

I'm probably forgetting stuff here but basically every mechanism should have some sort of documentation, I mean I don't even understand how you guys at crytek work with this kind of doc. You must have an internal documentation because otherwise the turn over rate at your studio must be quite high...


All the stuff you mention is 'more or less' documented on the docs. However, it's incredibly fragmented and incredibly hard to get a complete picture of all aspects for something without having to dig through code, PAKs, and each section of the docs. Even then, you very well may be cock blocked by lack of source code to really figure out things (IE game rules). Take AI for instance. It has entries spread across three major sections of the docs and inside one of them it's split into two subsections.

On the code side of things, the Free SDK seems more like the Forest.cry Mod SDK than anything. All things considered, forest.cry is incredibly lacking.

Quote by Alucard123:
:words:

We've been asking for more code-centric things for quite some time now. I remember when the CE3 Cookbook came out and then another video thing came out it got a bit of a bad rap from the bitter forum vets for being not much more than what's been the same sandbox documentation from Crysis 1's documentation.
  Beginner BeginnerMember since: 24.10.2011, 13:01Posts: 6Location: UK Preston Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 23.09.2012, 23:52 
+1 to leodido


Last edited by jaworekp1ay on 01.10.2012, 15:59, edited 2 times in total.
  Beginner BeginnerMember since: 23.09.2012, 10:06Posts: 18 Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 26.09.2012, 10:01 
Quote by leodido:
Quote by cozzbp:
Well, I think if people don't already understand the basics of C++, they need to look elsewhere first. I think the primary goal of any tutorial should be familiarizing people with API specifics. Coming from UDK, I learned how their weapon system, vehicle system, item system, etc all worked, then as I got better, I scrapped that and build my own system from the ground up. I would like to see tutorials for removing the base functionality and implementing your own weapons, inventory, camera, and other key concepts for any game. Once I really understood the basics of how UDK worked, I could just crank code out like crazy.

So I would just say just cover some tutorials on how to get people to build their own frameworks for different styles of games, and people will take it and run with it.

I agree 1000% on this, I'm also coming from UDK and well it's a real pleasure to learn stuff with that engine. With Cryengine, not so much :(

We NEED to understand how all this works if we are to modify it, and since Crytek devs love to throw the "you have to implement it yourself" sentence, we need documentation to do this.

here is what explanations are needed
  • General Engine explanation (How does C++, LUA and Flowgraph really work together)
  • General character (movement, items...)
  • Camera (how do we alter this?)
  • Weapon System
  • Vehicle System
  • Adding new entities (A simple example)
  • Animation (How to play and manage animation from code)
  • Some explanation on how the common interface must be used

Every point of this list should have several pages in Crydev documentation imo, with an explanation of the feature AND an example of a simple use.

I mean if Crytek really wants to invest in some documentation for their engine there is a LOT to do. I mean take example on UDK for god sake, that is how you do it.

I'm probably forgetting stuff here but basically every mechanism should have some sort of documentation, I mean I don't even understand how you guys at crytek work with this kind of doc. You must have an internal documentation because otherwise the turn over rate at your studio must be quite high...

Quote by RaZoR-FIN:
I think they should rather (In addition to the normal game Dll, of course!) include a "empty" game dll project (Even though you can make one quite easily, yourself.), which only includes the required stuff (Such as GameRules, etc.)- and basic functionality, like a player that can just move around.


There is already this on github somewhere. There is a link on the forum.


This is exactly what we need. :mad:
User avatar   Beginner BeginnerMember since: 01.07.2011, 11:22Posts: 17Location: Czech Republic Likes: 0
 

 Post Topic: Re: Programming Tutorials - Requests
PostPosted 06.10.2012, 15:26 
leodido's request +1