Game Development Community

Where is the integration guide??

by Markus Nuebel · in · 12/06/2004 (10:24 pm) · 7 replies

Just downloaded the new SGLP 1.2 (for Torque 1.3) and found out, that there no more is an integration guide.
I have a heavily modified Torque 1.3 game with a manual integrated SGLP 1.1.5. Now I want to switch to 1.2 because of the new features and because of the fact, that I am not sure, that I haven't introduced hidden bugs, by manually integrating 1.1.5 into a 1.3 engine.

Okay, SGLP 1.2 comes with a complete 1.3 engine, but what's the use for people, who already have a working game and most likely a modified engine. Some assitance for 1.1.5 customers is needed here.
Simply pointing to WinDiff may not be the right way.

-- Markus

#1
12/06/2004 (11:31 pm)
You'll probably just have to break out WinMerge and do it yourself.
#2
12/07/2004 (4:02 am)
Hi Markus,

The Integration Guide is no more. :) The source is fully integrated into TGE 1.3 and each change was kept simple and is clearly commented, so there's no longer a need for the guide. Here's an example from the Lighting Pack:

void TSStatic::initPersistFields()
{
   Parent::initPersistFields();

   addGroup("Media");
   addField("shapeName", TypeFilename, Offset(mShapeName, TSStatic));
   endGroup("Media");



 [b]  //-----------------------------------------------
   // Lighting Pack code block
   //-----------------------------------------------
   sgInitPersistFields();
   //-----------------------------------------------
   // Lighting Pack code block
   //-----------------------------------------------[/b]
}

All code outside of the comment 'Lighting Pack code block' is pure TGE 1.3, this makes the Lighting Pack very easy to merge into your existing source.

-John
#3
12/07/2004 (11:25 am)
Cool, you just answered a question I was thinking of asking. I'll hopefully be a happy customer this weekend.

Cheers.
#4
12/07/2004 (11:43 am)
I think a guide would have still been nice though. At the very least, a readme that stated something like 'yank all of 1.1.5 and start over'.
I did use winmerge with a vanilla 1.3 TGE, thinking it would be a simple upgrade from what I already had (but had disabled due to 1.3 bugs). I had used the macros before, and realized the new version wasn't using them. So this caused a bit of confusion. The main SG directory was moved, at least from where I had installed it before, so this caused a moment of thinking as well. Finally, it also required a few changes to my VC6 project, as I got very confused somewhere along the line. Luckily, these are text files (I never knew that!), so it was easy enough to winmerge as well. I just ignored the huge *DO NOT EDIT* at the top of the project, and all went well. Why is that there? It works fine.
All in all, it took me close to 90 minutes to upgrade. Well worth it for what I get, but a guide dealing with the changes from 1.1.5 would have been nice.
#5
12/07/2004 (11:45 am)
I edit vc project files all the time... as long as you've got a backup copy in source control your fine.
#6
12/07/2004 (11:54 am)
I agree with Erik, for those of us who have an older edition an upgrade/imp guide or even a change list would be relevant
#7
12/07/2004 (1:31 pm)
Ya I could see that I'll see what I can do.

In the meantime I recommend merging from your old source tree into the Lighting Pack 1.3 tree, making sure to avoid the old SG_* macros. Then repeat the same process on your script files.

And I though you guys would be happy to see that monster guide go! :)

-John