Game Development Community

Installing Torque2D on linux

by Keith Frampton · in Torque Game Builder · 10/28/2005 (7:16 pm) · 14 replies

I'm creating this post in reference to this thread.

When you unzip the file do the following from the command line

cd to Torque2D/SDK/

run:

make -f mk/configure.mk

It will give you a list of options you need to add to this. For my system, I used:

make -f mk/configure.mk OS=LINUX COMPILER=GCC3 BUILD=RELEASE

Chances are, that's what you would use as well, if you are running a current linux distro. If you want to be certain you have gcc 3, type:

gcc -dumpversion

The first number would tell you what you should be using above for the parameter. (I'm not sure what needs to be done of you have gcc 4).

After that, type make.

This version of T2D doesn't come with a binary out of the box. You have to build it yourself (from the above commands). If all goes well, a few minutes later, you'll have a brand new T2D.bin in the Torque2D/SDK/example directory.

Now, once you are in that directory, either run:

T2D.bin -mod spacescroller
T2D.bin -mod fishdemo

or simply T2D.bin if you want to start off fresh. :-)

Hope this helps.

#1
10/28/2005 (8:27 pm)
Wow this is amazing! this is what I need, thank you!

...

but... I get some nice errors when running make
a bunch of errors for the audio part.
its also kept saying
'-mcpu=' is deprecated. Use '-mtune=' or '-march=' instead.
(i don't know if that matters)


make[1]: *** [out.GCC3.RELEASE/audio/audio.obj] Error 1
make: *** [default] Error 2

but I also do have gcc4. you said you didn't know what to do for that, does someone else?
#2
11/30/2005 (12:30 am)
---
#3
11/30/2005 (12:58 am)
In the literal wording it is. However, you can't make an engine based off those few files you need to change. If you really need to point something like this out, you should go to the p2p and web servers that are pirating the entire engine source.
My goal is simple - make t2d work in linux - and on that note I refer to the newest howto thread - here
#4
11/30/2005 (1:38 am)
You know David, so far I've avoided searching for the engine source warez'd as it might depress me a little but now you've peaked my interest. Is there an example of where it is? I feel like depressing myself. :)

I guess the best way to think about it might be that if it's warez'd, it's worth something!

- Melv.
#5
11/30/2005 (2:22 am)
Warzed is just part of the game. If you're writing a product for the general public - it's going to be pirated. But on the up side ,the amount of finished successful games resulting from a pirated copy of torque is going to be very close to 0. A quick search tonight on p2p and our friend google was the shader engine and showtool pro. Worry not, no need to depress yourself. The money is in support and support comes from the people who have access to these forums.
#6
11/30/2005 (2:26 am)
On another note, I've made the HOWTO member only. So you'll actually have to take the time to register a user now. No, it's not perfect. I'd like to see a garagegames.com member challenge php hook to validate users with their database, but ya know..
#7
11/30/2005 (7:16 am)
Why not port your HOWTO over to TDN, then you can link to it from your website. That way you are fine EULA wise plus everything T2D related is all centralised in one place making it easier for people to find :)
#8
11/30/2005 (12:54 pm)
---
#9
12/07/2005 (7:50 pm)
@David
Could you send the files to me?, because all files in the article are broken.
My email kruzoe at stonecurse.com

Thanks.

PS. I agree with Gary, you should write it to TDN. It will be great ;-)
#10
12/07/2005 (9:18 pm)
The files aren't broken, they're disabled. The article is now out of date as I've fixed the save/load dialog problem. I'm not emailing files. TDN doesn't like me. And with Jim quoting rules and regulations to us hard working Linux folk, my only option is submitting fixes directly to Melv and wait for the next release.
#11
12/07/2005 (9:28 pm)
I get this error:
[qoute]
Creating library out.GCC3.RELEASE/lungif.a
--> Compiling audio/audio.cc
'-mcpu=' is deprecated. Use '-mtune=' or '-march=' instead.
./core/resManager.h: In member function 'void Resource::unlock()':
./core/resManager.h:255: error: invalid use of undefined type 'struct ResManager'
./core/resManager.h:38: error: forward declaration of 'struct ResManager'
./core/resManager.h: In member function 'void Resource::purge()':
./core/resManager.h:263: error: invalid use of undefined type 'struct ResManager'
./core/resManager.h:38: error: forward declaration of 'struct ResManager'
./core/resManager.h:265: error: invalid use of undefined type 'struct ResManager'
./core/resManager.h:38: error: forward declaration of 'struct ResManager'
./core/resManager.h: In member function 'void Resource::_unlock()':
./core/resManager.h:278: error: invalid use of undefined type 'struct ResManager'
./core/resManager.h:38: error: forward declaration of 'struct ResManager'
audio/audio.cc: In function 'int loopingImageSort(const void*, const void*)':
audio/audio.cc:161: warning: converting to 'int' from 'float'
audio/audio.cc: In function 'int streamingSourceSort(const void*, const void*)':audio/audio.cc:193: warning: converting to 'int' from 'float'
audio/audio.cc: In function 'AUDIOHANDLE alxCreateSource(const Audio::Description*, const char*, const MatrixF*, AudioSampleEnvironment*)':
audio/audio.cc:707: warning: converting to non-pointer type 'ALuint' from NULL
audio/audio.cc: In function 'ALuint alxGetWaveLen(ALuint)':
audio/audio.cc:2092: warning: converting to 'ALuint' from 'F64'
make[1]: *** [out.GCC3.RELEASE/audio/audio.obj] Error 1
make: *** [default] Error 2
[/qoute]

what is the problem exactly? (I didn't modify T2D)

thanks,
Lee-Orr
#12
12/07/2005 (11:20 pm)
Alright, see this thread to fix your issues.
#13
12/08/2005 (5:56 pm)
Thank you for your kind response David.
Yesterday my internet is broken, so I can not say anything. Today, I just go to this thread and you make me happy :-) ... very much appreciated.
#14
12/19/2005 (4:07 am)
Thanks!!! I just got my computer to work again, so I found this now.

Thanks VERY Much,
Lee-Orr