Packaging utility
by Shane · in Torque Game Builder · 02/11/2006 (11:28 pm) · 4 replies
Okay, so i got my project working in the beta and wanted to pack it up. alas, i went through the tutorial, and it looks nothing like what it says. it says starting the t2d.exe should have the black torque splash screen, mine starts up with the level editor. I can still go to packaging utility, and i do...but and in the game to package i can select t2d. that is my only choice, even though I have my project in another folder, being started with a bat folder to invoke the mod.
SO i select t2d, and nothing else comes up in the mods to package, and this even is the case with a fresh unzip of the beta. Normally id chew over the docs, but since the tutorial doesnt even start the way my program starts up I will suffice to say i am totally lost ;) any help?
SO i select t2d, and nothing else comes up in the mods to package, and this even is the case with a fresh unzip of the beta. Normally id chew over the docs, but since the tutorial doesnt even start the way my program starts up I will suffice to say i am totally lost ;) any help?
#2
(getting failed copies, but i am further along, thanks!)
:)
---Deprecated forum post :D --- :
Okay, u are right, I didnt know there was a difference between -mod and -game... I will have to research this. Secondly, I was just firing up the t2d.exe. So I did change my bat to -mod, and ran that way, the menus are there to launch everything , confusing sinec this is a no no i thought when releasing? (unless the packing utility, that i need this menu to launch, takes this out in the final.) In either case, I launch my game with -mod and then it starts up...and yes i can goto the menu and launch the packing uitlity, though when I do i get this message box that says something to the effect of:
"When packaging up a T2D project for public release, you must be sure to remove any source script files, and to remove any Torque 2D editors (such as the tile or particle editors) from your project. This is a requirement of your EULA, and we ask you to do this so that T2D-based binaries can't be used as mini-game making tools on their own. Soon, we will release a utility for T2D which ehlps dot his for you. For now Please use the provided batch or command files to help package up your projects for public realse, and double-check their output by hand. Thanks!"
then i click okay and it goes away. Now the game I want to pack, is a almost direct copy of the game i was working on in the alpha1-2 release, looks almost ifi got some old file with that error message copied over and so its not properly launching the packaging utilitiy, instead firing the warning. Secondly. when I start with -mod instead of -game, for some odd reason my tile set changes form my tile map. Ummmm, does -mod have the engine look in different folders ?
Now off to search the .cs files for the error to see if i copied over an old preferences or something...
02/12/2006 (1:53 am)
The latter has been resolved, i had an old mainScreen.gui stuff going on. I think I am realizing that torque is quite editor centric, and that I have to run an application and then launch the editors from within that to get the paths set right. All this got me to thinking, earlier when i wanted to muck around with the GUI editor for my game, it kept only searching the t2d folders, but thats cause i was launching this all by hitting the t2d.exe and not running my bat. Looks like im off to brush up on the differences between mod and game, as with the packing utility i am now testing it to use my Game To package: my game, and the mod is t2d(getting failed copies, but i am further along, thanks!)
:)
---Deprecated forum post :D --- :
Okay, u are right, I didnt know there was a difference between -mod and -game... I will have to research this. Secondly, I was just firing up the t2d.exe. So I did change my bat to -mod, and ran that way, the menus are there to launch everything , confusing sinec this is a no no i thought when releasing? (unless the packing utility, that i need this menu to launch, takes this out in the final.) In either case, I launch my game with -mod and then it starts up...and yes i can goto the menu and launch the packing uitlity, though when I do i get this message box that says something to the effect of:
"When packaging up a T2D project for public release, you must be sure to remove any source script files, and to remove any Torque 2D editors (such as the tile or particle editors) from your project. This is a requirement of your EULA, and we ask you to do this so that T2D-based binaries can't be used as mini-game making tools on their own. Soon, we will release a utility for T2D which ehlps dot his for you. For now Please use the provided batch or command files to help package up your projects for public realse, and double-check their output by hand. Thanks!"
then i click okay and it goes away. Now the game I want to pack, is a almost direct copy of the game i was working on in the alpha1-2 release, looks almost ifi got some old file with that error message copied over and so its not properly launching the packaging utilitiy, instead firing the warning. Secondly. when I start with -mod instead of -game, for some odd reason my tile set changes form my tile map. Ummmm, does -mod have the engine look in different folders ?
Now off to search the .cs files for the error to see if i copied over an old preferences or something...
#3
content/shapes
and i had my tilemaps in a folder
content/maps
(i think it wanted content/tilemaps)
Oh well, its more or less working, thanks :) (still confused as to why starting it all up with a -mod instead of -game happens to use a different tileset in my tilemap.)
02/12/2006 (2:06 am)
UPDATE: Okay, I did it differently, set the bat file to -mod. Then in the editor selected T2D game to package, and selected my game as the mod. It worked, sorta. DOes it really look for a strict directory stucture? It missed my tile maps and also my .dts shape file test file stuff... i had the dts file in a folder:content/shapes
and i had my tilemaps in a folder
content/maps
(i think it wanted content/tilemaps)
Oh well, its more or less working, thanks :) (still confused as to why starting it all up with a -mod instead of -game happens to use a different tileset in my tilemap.)
#4
Glad your getting it to work though :)
02/12/2006 (2:45 am)
The mod should load both the default game and your mod folder, so there may be some naming confliction, maybe your game really only needs to be run with -game and not -mod ?Glad your getting it to work though :)
Torque 3D Owner Matthew Langley
Torque
I am a bit confused about your problem though since I just downloaded a fresh copy of the latest release and tested your problems and didn't run into them myself, let me explain what I tested and let me know if you were doing the same thing or if I have it completely wrong :)
First I ran Torque 2D directly and fired up the packaging utility, you selected T2D as a game and nothing shows up as a mod, which is how it should properly work since T2D was selected as a game and no other mods were loaded.
Then I ran the "runcheckers" .bat file and did the same thing, this time the checkersdemo is the only avaiable game (just like T2D was) and no mods are apparent, this is correct as well since the runchekcers.bet calls "-game checkersdemo" not "-mod checkersdemo."
My final test I changed "-game checkersdemo" to "-mod checkersdemo" and ran the .bat again. This time when I fired up the packaging utility in the games options I saw both "T2D" and "checkersdemo"... this is proper since they both were loaded, T2D in the main.cs file as $defaultgame and "checkersdemo" with "-mod checkersdemo"... I selected "T2D" and the mod list updates with just "checkersdemo", which is correct since that is the only other mod, when I changed my selected game to "checkersdemo" the mod option changed to "T2D" which is proper since its the only mod left.
Please let me know what results you get, two things you might want to check, first that you are in fact running the .bat and not just firing up T2D.exe, which would only run the mod/game folder specified in main.cs under $defaultgame (which is defaulted to "T2D")... and if you are in fact running the .bat make sure its calling -mod and not -game, unless you prefer it to be one or the other :) Let me know if I'm way off base, feel free to include pictures and postings of your .bat file as well, all esle fails you can e-mail me your working directory so I can test the issue and fix it...
mattl(at)garagegames.com