Tse As Exe
by Thomas Shaw · in Torque Game Engine Advanced · 06/01/2005 (11:40 am) · 38 replies
I know this is going to sound all whiny and stuff, but:
I can't compile TSE. I have been trying to using the whole Eclipse/Msys thing and the info in the forums because it's the only thing I have available (even though I know it's not officially supported).
Previously, I had been relying on a friend who owned VC7 to compile it for me, but he is annoyed and won't do it anymore.
Why can't there be a release of self installing versions of TSE like TGE for those of us who don't need constant updates? I am mainly interested in building terrain and modelling and textures for my school senior project. It would save me (and I think, alot of other people) some frustration, who aren't all that knowledgable about compiling.
Just an .exe after each Milestone would be such a huge help. That's only 2 in the past 9(?) months that would have had to be made - doesnt seem like that big of a burden....
And yes, I realize that TSE is still beta, but it is stable enough for what I want to do with it.
Thanks for reading.
I can't compile TSE. I have been trying to using the whole Eclipse/Msys thing and the info in the forums because it's the only thing I have available (even though I know it's not officially supported).
Previously, I had been relying on a friend who owned VC7 to compile it for me, but he is annoyed and won't do it anymore.
Why can't there be a release of self installing versions of TSE like TGE for those of us who don't need constant updates? I am mainly interested in building terrain and modelling and textures for my school senior project. It would save me (and I think, alot of other people) some frustration, who aren't all that knowledgable about compiling.
Just an .exe after each Milestone would be such a huge help. That's only 2 in the past 9(?) months that would have had to be made - doesnt seem like that big of a burden....
And yes, I realize that TSE is still beta, but it is stable enough for what I want to do with it.
Thanks for reading.
#22
06/10/2005 (5:29 am)
So what cant you share?
#23
06/10/2005 (6:50 am)
You cannot share the source code with non-licensees.
#24
06/10/2005 (8:17 am)
You cant share in my ultimate millionaire lifestyle!
#25
06/10/2005 (10:01 am)
So if we want to share an exe do we just need to copy the "example" folder and give that to them or are there other folders outside of that we have to copy
#26
1) Precompiled executables.
2) Script files, and/or compiled script files (.dso's). If you don't wish to let people see your code easily (script), you can simply give them the .dso's for every .cs except for the top level main.cs (that is required to be distributed in script format for the engine to read in initially).
3) Art, sound, etc. in accordance with any license requirements specific to those assets.
All that can go to anyone on your team, or even the general public if you wish. If, for example, you have 2 or 3 artists on your team, it is very common to not actually have them be licensed owners of Torque (although if they are programmers as well, they will need a license, but that's an unusual case), but simple have your developers hand the artists a build of the compiler + scripts + assets.
EDIT: removed incorrect/misleading phrasing about which "type" or artist may need a license.
06/10/2005 (10:38 am)
@Kip: With TSE, you are free to share the following:1) Precompiled executables.
2) Script files, and/or compiled script files (.dso's). If you don't wish to let people see your code easily (script), you can simply give them the .dso's for every .cs except for the top level main.cs (that is required to be distributed in script format for the engine to read in initially).
3) Art, sound, etc. in accordance with any license requirements specific to those assets.
All that can go to anyone on your team, or even the general public if you wish. If, for example, you have 2 or 3 artists on your team, it is very common to not actually have them be licensed owners of Torque (although if they are programmers as well, they will need a license, but that's an unusual case), but simple have your developers hand the artists a build of the compiler + scripts + assets.
EDIT: removed incorrect/misleading phrasing about which "type" or artist may need a license.
#27
You mean in the case of them accessing the source code of the engine, right??
cause i wouldnt think they wouldn't need a license if they are submitting/tweaking HLSL..
similar to them not needing a licence to tweak scripts, add other materials, etc...right??
Am i completely misreading this, or are you saying artists (if they tweak the HLSL) need a source license?
06/10/2005 (1:52 pm)
@Stephen - I must be missing something here..Quote:although if they are shader programmers, they will need a license
You mean in the case of them accessing the source code of the engine, right??
cause i wouldnt think they wouldn't need a license if they are submitting/tweaking HLSL..
similar to them not needing a licence to tweak scripts, add other materials, etc...right??
Am i completely misreading this, or are you saying artists (if they tweak the HLSL) need a source license?
#28
06/10/2005 (2:20 pm)
I kind of spoke without getting my exact terminology down, so sorry for any confusion--don't take what I said about the "shader artist" thing as an official statement please! I just threw that out as a (poorly worded) example of the times where an artist may need a license--and as Kevin pointed out, simply coding shaders is not one of them. Only if an artist actually looks at and uses/writes TSE code would they need a license.
#29
06/10/2005 (2:26 pm)
Whew! thanx steph.. You almost gave an old man a corronary.. :)
#30
06/10/2005 (6:17 pm)
I can't believe how stupid I was, I bought a freakin' licence to distribute. Legal... Ha! I guess I'm still caught up in the way other programs work.
#31
06/11/2005 (11:57 am)
Well, keep in mind that having a license allows you use of the source code itself, as well as the private forums--and right now, TSE is Early Adopter--and even once it's finished, you aren't going to be making a particularly customized game without access to and modification of the source code!
#32
You can get the VC7 optimizing compiler for free, and here's an article on putting it to use with VC6:
pixwiki.bafsoft.com/wiki/index.php/Using_the_Optimizing_VC7_Compiler_with_the_VC...
That might be a little over your head if you're already having problems compiling with VC6 however.
TSE might also compile with GCC, although I haven't tried it. We'll certainly try to get that running once OpenGL is in place if it doesn't already work.
06/13/2005 (12:46 pm)
The dropping of VC6 wasn't planned by us, Microsoft dropped support of it themselves at the beginning of this year. I'd love to keep supporting it, but we really have no choice. That said, TSE still compiles and runs with VC6 if you get the October updates. For now.You can get the VC7 optimizing compiler for free, and here's an article on putting it to use with VC6:
pixwiki.bafsoft.com/wiki/index.php/Using_the_Optimizing_VC7_Compiler_with_the_VC...
That might be a little over your head if you're already having problems compiling with VC6 however.
TSE might also compile with GCC, although I haven't tried it. We'll certainly try to get that running once OpenGL is in place if it doesn't already work.
#33
06/13/2005 (12:49 pm)
Another option is to get the VC8 Beta, I spent some time last week getting that running with TSE, works fine.
#34
06/15/2005 (7:48 pm)
Enough of the VC6 talk, what about those of us that have VC7.0 (.NET 2002) versus VC7.1 (.NET 2003). There is no upgrade between versions offered by MS, but the Torque solutions only work in VC7.1. There may be a thread about this some place, but I would like to know what the employee thoughts on that are.
#35
06/15/2005 (8:42 pm)
VC7.0 was buggy and slow. There are some free converers to switch a project file "back" to 7.0 from 7.1; beyond that we have no plans to support it.
#36
06/20/2005 (7:46 pm)
It seems that Microsoft have now also stopped supporting Windows 2000 with the latest version of their DirectX SDK (June 2005). The supported platforms are now Windows XP and Windows Server 2003 using Visual Studio .Net 2002 or 2003 only.
#37
07/13/2005 (11:27 am)
Ben, I have .NET 2002, where can I find such a converter, and will torque have performance issues because of it?
#38
The .NET 2002 compiler might not be as good as the 2003 compiler, though, which would have a small impact on performance.
07/13/2005 (11:47 am)
You can find them online (try google), and Torque will not be affected by it - it just converts what is basically a list of files and flags to a different format for a list of files and flags.The .NET 2002 compiler might not be as good as the 2003 compiler, though, which would have a small impact on performance.
Associate Kyle Carter