Combat Starter Kit goes to GarageGames QA!
Shattered Glass
Many a shot has rung out from the weary speakers of our CSK development team since we released the Combat Starter Kit. Many a shard o' broken glass still litter neighbors' driveways and lawns as exploding jeeps, helis, tanks and HGT's fill our ears and eyes with the evidences of combat.

Combat Starter Kit has finally gone to the GarageGames QA team for testing prior to release in the GG store.
It's been out for about 4 months now, and the team will be looking to add another few features, like per-weapon stat tracking and improved Vista support. The TGEA port is underway as well but will be a ways longer still. The stability of the product has been solid and we've seen some pretty sweet projects underway with teams who are using CSK as a development base.
Other features, like team and class selection and base capture, have been used in other projects to make fantasy style CTF games, and some amazing integrations with ArcaneFX have taken place on other projects using CSK. If you need a starter kit to save you months of time on your next FPS style project, or just want it just for the vehicles and models, it's a tremendous deal.
Try the demo
We have released a demo of the CSK so you can see the kit in action, and are also running a game server for you to blow something up.
Get it here.
Some eye candy:














Here is a master feature list of specific changes and additions.
Vehicles
All vehicles created from scratch
Helicopter (New Object Class)
Tank Vehicle (New Object Class)
Transport Helicopter with source art
Heavy Ground Transport with source art
Attack helicopter with source art
HumVee with source art
Tank with source art
Vehicle Repair Pads,
Vehicle Refit Pads
Vehicle Lockon and Lockon Warning System
Helicopters with multiple mountpoints and turrets
Gauge Controls (Velocimeter, Altimeter, Compass)
Customized GUI swapping depending on vehicle, weapon
Vehicle Location-based damage system
Steering Decay
Upright Camera
Weapon Camera (Barrel Cam)
Vehicle Throttle
Multiple Gear Transmission, Configurable RPMs, Engine Pitch
Tread/Track Thickness (Position Offset)
Rigid Body forces on vehicle
EngineOn/Off
Engine sounds for flying vehicles
Sample Classes
Engineer (Repair Tool)
Medic (Medikit)
Sniper (Sniper Rifle)
Support (Ammopacks)
Heavy Assault (Rocket launcher, C4, Detonator, grenades)
Assault
Commander Map
Supply drop
Vehicle and Place Icons
Target Area Set
Spawn Points
Custom IconType set on Shape Level
Optional spawn sweep cam (camera slowly moves in and focuses on player)
Other Additions
Turrets
Parachuting
Teams
Group Targets
Team Targets
Custom Player Positions (Swimming, Prone, Kneeling, Parachute)
Update Bounds Box, and optional Bounds Box Update to include weapon extent
Climbing: Buildings and Objects
Sliding Doors
Encrypted Zip support
Equipment Mounting and Reskinning
Mounted Object Fine Tuning (pass in a transform)
Individual Gravity
Flag capture mechanics
Team scoring
Base command console destruction
Radar destruction
New Art
Icons
22 New Interiors
2 New Player Models
Assault Rifle
M60
Shotgun
Sniper Rifle
Submachine Gun
Grenades
Knife
Weapons
Multiple Weapon Recoils
Exclude Built-in Hands Rendering of models
Sticky Bombs (C4): note: these do not follow when vehicles move
Bullet Line Tracers
Autoload when empty
Weapon swapping
Multiple firing modes
Switch to alternate weapon on noAmmo
Rocket launchers with lock-on
Head shot notification
Chainguns with spin-up
Configurable Directional Weapon Recoil
Ammo and Clip GUI
Custom Crosshair based on weapon
General
Allow multiple copies to run on same machine
SQLite Database Integration
New Gui Controls
CommanderMap
Generic Progress Bar
Vehicle Gauges
Vehicle HUDs
Drawing
dglDrawBitmapRotated
Animated UV support for mesh materials (variable speed directional animation)
Turrets
Allow multiplayer client control of vehicle mounted turret
Added max Pitch and Yaw to turrets for a configurable field of fire
Added configurable max pitch and yaw speed, to allow variable turret speed
Crosshair Hud
Per weapon crosshair
Weapon Range
Render Object Range
Optional Frame
Configurable Offset
Fill Colors, Frame Color
Lock-on Cabability
Change Name color based on team
Mapmaking/Level Editing
Object builder additions: add preconfigured clusters of objects (landing pad with lights)
Custom light objects
Nice! Congrats on the impending release!
Great work Dave and the whole CSK team.
This project is the greatest thing for shooters since AFX for RPGs
Certainly the biggest pack I have seen for Torque. And it looks really, really good.
CSK is a lot of fun to play with. Thanks for the release.
Many a shot has rung out from the weary speakers of our CSK development team since we released the Combat Starter Kit. Many a shard o' broken glass still litter neighbors' driveways and lawns as exploding jeeps, helis, tanks and HGT's fill our ears and eyes with the evidences of combat.

Combat Starter Kit has finally gone to the GarageGames QA team for testing prior to release in the GG store.
It's been out for about 4 months now, and the team will be looking to add another few features, like per-weapon stat tracking and improved Vista support. The TGEA port is underway as well but will be a ways longer still. The stability of the product has been solid and we've seen some pretty sweet projects underway with teams who are using CSK as a development base.
Other features, like team and class selection and base capture, have been used in other projects to make fantasy style CTF games, and some amazing integrations with ArcaneFX have taken place on other projects using CSK. If you need a starter kit to save you months of time on your next FPS style project, or just want it just for the vehicles and models, it's a tremendous deal.
Try the demo
We have released a demo of the CSK so you can see the kit in action, and are also running a game server for you to blow something up.
Get it here.
Some eye candy:














Here is a master feature list of specific changes and additions.
Vehicles
All vehicles created from scratch
Helicopter (New Object Class)
Tank Vehicle (New Object Class)
Transport Helicopter with source art
Heavy Ground Transport with source art
Attack helicopter with source art
HumVee with source art
Tank with source art
Vehicle Repair Pads,
Vehicle Refit Pads
Vehicle Lockon and Lockon Warning System
Helicopters with multiple mountpoints and turrets
Gauge Controls (Velocimeter, Altimeter, Compass)
Customized GUI swapping depending on vehicle, weapon
Vehicle Location-based damage system
Steering Decay
Upright Camera
Weapon Camera (Barrel Cam)
Vehicle Throttle
Multiple Gear Transmission, Configurable RPMs, Engine Pitch
Tread/Track Thickness (Position Offset)
Rigid Body forces on vehicle
EngineOn/Off
Engine sounds for flying vehicles
Sample Classes
Engineer (Repair Tool)
Medic (Medikit)
Sniper (Sniper Rifle)
Support (Ammopacks)
Heavy Assault (Rocket launcher, C4, Detonator, grenades)
Assault
Commander Map
Supply drop
Vehicle and Place Icons
Target Area Set
Spawn Points
Custom IconType set on Shape Level
Optional spawn sweep cam (camera slowly moves in and focuses on player)
Other Additions
Turrets
Parachuting
Teams
Group Targets
Team Targets
Custom Player Positions (Swimming, Prone, Kneeling, Parachute)
Update Bounds Box, and optional Bounds Box Update to include weapon extent
Climbing: Buildings and Objects
Sliding Doors
Encrypted Zip support
Equipment Mounting and Reskinning
Mounted Object Fine Tuning (pass in a transform)
Individual Gravity
Flag capture mechanics
Team scoring
Base command console destruction
Radar destruction
New Art
Icons
22 New Interiors
2 New Player Models
Assault Rifle
M60
Shotgun
Sniper Rifle
Submachine Gun
Grenades
Knife
Weapons
Multiple Weapon Recoils
Exclude Built-in Hands Rendering of models
Sticky Bombs (C4): note: these do not follow when vehicles move
Bullet Line Tracers
Autoload when empty
Weapon swapping
Multiple firing modes
Switch to alternate weapon on noAmmo
Rocket launchers with lock-on
Head shot notification
Chainguns with spin-up
Configurable Directional Weapon Recoil
Ammo and Clip GUI
Custom Crosshair based on weapon
General
Allow multiple copies to run on same machine
SQLite Database Integration
New Gui Controls
CommanderMap
Generic Progress Bar
Vehicle Gauges
Vehicle HUDs
Drawing
dglDrawBitmapRotated
Animated UV support for mesh materials (variable speed directional animation)
Turrets
Allow multiplayer client control of vehicle mounted turret
Added max Pitch and Yaw to turrets for a configurable field of fire
Added configurable max pitch and yaw speed, to allow variable turret speed
Crosshair Hud
Per weapon crosshair
Weapon Range
Render Object Range
Optional Frame
Configurable Offset
Fill Colors, Frame Color
Lock-on Cabability
Change Name color based on team
Mapmaking/Level Editing
Object builder additions: add preconfigured clusters of objects (landing pad with lights)
Custom light objects
| David Montgomery-Blake (Jun 05, 2008 at 07:06) |
| Chip Lambert (Jun 05, 2008 at 07:19) |
| Edward (Jun 05, 2008 at 09:02) |
| Mark (Jun 05, 2008 at 09:28) |
| Mike Rowley (Jun 05, 2008 at 09:41) |