Game Development Community

Migrating to Torque 1.4 (beta)

by Markus Nuebel · in Torque Game Engine · 07/09/2005 (12:27 am) · 33 replies

Hi John.

We are about to migrate RealmWars from Torque 1.3 to 1.4.
Since we are still using Lightning Pack 1.3 and not the latest 1.3.5, I want to do this migration, too.

You stated in the thread: www.garagegames.com/mg/forums/result.thread.php?qt=29481, that LP 1.3.5 is ready for Torque 1.4.

Do you see any advantages/disadvantages in first doing a migration of the current project to LP 1.3.5 and after that migrating to Torque 1.4 (beta). Or better do it the other way round?


Thanks.
-- Markus
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#1
07/11/2005 (6:36 am)
Hi Markus,

I would migrate to TGE 1.4 first, because this will probably have the biggest impact on the existing Realm Wars code. After that settles down and everything seems to be working fine I'd merge in the latest Lighting Pack.

The only Lighting Pack change necessary for merging into 1.4 is changing the calls to the following TGE method from 'NetConnection::getServerConnection()' to 'NetConnection::getConnectionToServer()'.

Let me know how it goes!

-John
#2
07/11/2005 (11:14 am)
Thanks John.

That sounds reasonable.
Will start to do the ports, once my bigger RW issues are fixed :)

Will let you know.
(Maybe Logan even allows to post a screenshot ;)
-- Markus
#3
07/27/2005 (6:57 am)
Do you have any details on how to merge the Lighting Pack Beta 1.3.5 into TGE-1.4? I really want to start using TGE-1.4, but I don't really know how I should go merging it in. Is there a set of steps I can use to do it, or do you have any pointers that could help?
#4
07/27/2005 (6:54 pm)
Hi Ray,

Just follow the normal Migration Guide instructions for merging the Lighting Pack into another TGE source tree. Then run a search for 'getServerConnection' against the Lighting Pack source files (located in 'engine/synapseGaming/'), and replace each instance of 'getServerConnection' with 'getConnectionToServer'.

While migrating remember to merge the script changes in too, and to copy over the Lighting Pack script library (located in 'example/common/synapseGaming').

Let me know if this helps!

-John
#5
07/27/2005 (8:01 pm)
Oh cool. I should have read the instructions. I am going to try it tonight. I will let you know how it works out. :)

BTW, your lighting pack is one of the coolest things i have every played with in my life, next to TGE itself! :)
#6
07/28/2005 (7:36 am)
Thanks Ray! :)
#7
08/05/2005 (2:31 am)
I'm an new user, using 1.4 Torque and the 1.3.5 Lighting pack. I merged it in last night and it all looks fine apart from a crash when I exit a game back to the main menu.

On my main menu I have 2 guiObjectView controls which have had the lighting patch applied, but showing nicely illuminated objects.

Without the lighting patch to guiObjectView, it doesn't crash...
With the lighting patch it does.

According to the call stack, The error occurs after rendering when trying to Lightmanager->RemoveLight( &light ); The &light looks uninitialised... So I think there's a problem around the Lightmanager area, but without further investigation, I cant know for sure.

I'm going to try applying the guiObjectView to the source which ships with the lighting pack and see if the same problem occurs,

but in the meantime, has anyone encountered/fixed this problem before?

Any help would be appreciated.
#8
08/05/2005 (7:41 am)
Hi Jason,

That resource is a little limited - using the updated GuiObjectView in-game causes problems, and it seems like displaying the object view when returning from a game also causes problems. The issues stem from the object view's use of the client light manager, which is used in-game for lighting and is not properly cleaned up by TGE when the game ends.

I have a Lighting Pack specific version of GuiObjectView, which I'll include in the next release (I'll also provide a link below so Lighting Pack users can start using it now). The new object view maintains its own light manager allowing the object view to be safely used in and out of a game.

Lighting Pack GuiObjectView

Let me know if this works ok for you!

-John
#9
08/06/2005 (5:16 am)
Hey John.

Thanks for posting this.

The issue was a on my ReamWars task list for the PlayerViewGui for quit some time.
Works like charme and looks much better now.

-- Markus
#10
08/07/2005 (1:44 am)
Cheers John,

I thought I was going crazy on this one, thought I'd missed something from the resource :-)

Works a treat. Just got to re-plumb in the additional camera control now and I'm all set.
Excellent stuff.

Jason
#11
08/07/2005 (7:12 am)
Thanks guys - I'm glad it's helping out!

-John
#12
08/08/2005 (3:19 am)
You don't happen to have one that does environment mapping do you?.. ;-)
#13
08/08/2005 (9:18 am)
Yup, just uploaded it (uses the link posted above). The method 'setEmapTexture' sets the environment mapping texture and the property 'emapAmount' adjusts the intensity.
#14
08/09/2005 (3:35 am)
Wow, John.. you are awesome.

I'll get the new control later tonight UK Time, I'm extremely excited by this. Cool lighting, env maps... If I can't make a decent GUI now, I need slapping.

Thanks again.

Hope you don't mind, I'm going mention you in the credits for my game.
#15
08/09/2005 (7:13 am)
Thanks! Let me know if it works ok.


Hope you don't mind, I'm going mention you in the credits for my game.

Sounds good to me. :)
#16
08/28/2005 (4:17 pm)
Yea after hours of work and checking and double checking and etc. I get the the following error. I only make it to the beginning of Loading Phase 2 and it gives me the message.
You do not have the correct version of the FPS Starter kit or the related art needed to play please contact server operator (invalid packet)
Please note: My build is currently using Lighting Pack 1.3.5 and it works wonderful with no apparent glitches.
Someone help!! I don't have a lot of time to waste on this, because next is the RTS merge. GEE sure would like to get the code already MERGED since BobTheCBuilder has noted in one of the posts on this forum that he has done BOTH successfully. The merge was really a no-brainer just extreme grunt work.
WOW I need those so I can get back to work on real stuff!! :) like making games.
Bob I sent you an email on this problem and since we at ATOMIX Productions are such good customers and plan on continuing to buy, buy, buy we would appreciate a solution to the LightingPack updates to the different Torque Products (TGE,RTS)
#17
08/28/2005 (5:29 pm)
Hello Shon,

It's best to post questions here in the private forums than to email me directly, my spam filters are set very aggressively and sometimes real emails end up getting filtered out.

I'm not sure I understand the problem, if your current build is 1.3.5 and it's working fine why are you trying to merge in the TGE 1.4 release candidate? The TGE 1.4 release candidate is changing daily, so the quick merge I performed two months ago does not mean that the current state of TGE 1.4 is Lighting Pack compatible. I suggest waiting until the Lighting Pack 1.4 release is out, which won't be until after the official TGE 1.4 release.

There is a Lighting Pack for RTS Kit project underway (I'm sure everyone has seen the TGE/TSE/RTS macros in the Lighting Pack code), however with the upcoming TGE 1.4 release most of the products in our community are waiting to incorporate the latest TGE code into the next release.

The RTS Kit merge is very straight forward. Here a really good example of the merge process: Merging lighting pack and RTS kits! (thanks to Karthik Krishnan for the excellent merge advice).

-John
#18
08/29/2005 (4:22 pm)
Bob you da man, thanks! I didn't realize that this was not an official release and apologize for my hastiness. I will gladly wait for the real 1.4 and appreciate you getting back to me.
I would like everyone who reads this post to come to theatomizer.com and get the free textures, dif with maps, and other various items
Shon
#19
09/19/2005 (11:08 pm)
Hi, I'm also a new user, using 1.4RC2 Torque and the 1.3.5 Lighting pack.
I merged it but I got the errors(is this error?) in console.log.

exec: Found an old DSO (common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui.sgo, ver 33 < 35), ignoring.
Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui!

exec: Found an old DSO (common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui.sgo, ver 33 < 35), ignoring.
Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui!

exec: Found an old DSO (common/synapseGaming/contentPacks/lightingPack/server/littleEndian/sgLights.cs.sgo, ver 33 < 35), ignoring.
Missing file: common/synapseGaming/contentPacks/lightingPack/server/littleEndian/sgLights.cs!


And I can't wake up the light editor in world creator.

1.4RC2 uses different dso format than 1.3 torque? If so, can't I use the Lighting pack 1.3.5 with torque 1.4RC2?

Thanks for any help!
#20
09/21/2005 (6:53 am)
It looks like the dso format changed, so the Light Editor won't load. You'll need to wait for TLK 1.4, which will be out after IGC (and after the final TGE 1.4 release).

-John
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