Game Development Community

Recompling the Engine

by Sean Richards · in Torque Game Engine · 05/16/2006 (6:33 am) · 15 replies

Ok, I followed the directions to a T on the TDN page for using 2005 Express. My output appeared as follows..

========== Build: 0 succeeded, 0 failed, 7 up-to-date, 0 skipped ==========


So I'm assuming I've either done something wrong or that it completed without issue. My problem is this.

1. Did it complete correctly? The F5 debug starts up without issues. However, I can't find the rename icon Natu.... o.O

1. How do I move the complie to a new location? The folder in which the instructions say puts in with a hole bunch of stuff in there alrdy. I want to start from ground up and just play. I would like to make my own gui frames and what not. I don't want any pre-existing frame work so I get the expirence.

I get confused by alrdy having features installed. I have no idea how they got there or how to install them. Could anyone shed some light here.

#1
05/16/2006 (6:53 am)
Your second nr. 1 has been discueed to death before a thousand times, why it's not feasible for a newbie to start from scratch, and why you won't be learning more or faster that way. Use the search.

Especially as you're not listing yourself as a programmer, your odds of grasping the engine without a framwork is zilch, IMO. This is a engine, not a gametool.

As for your first question, you compiled correctly. There were no failures, and no changes was detected in the source so it didnt have to recompile. If you do a full rebuild or clean, you'll see how that part of the text changes.

Have fun!
#2
05/16/2006 (11:17 am)
Thanks I guess...
#3
05/16/2006 (11:42 am)
I was definatly not able to locate anything on actually moving the game to an entirely different folder. As far as starting from Ground up plz don't be so quick to judge. I have both of Finney's book and read them both. I mean I thought that was hole point of this. Letting somebody explore the possibilty of making their own game.

I've started character modeling and animation...Map designs...so on...I just don't want all the other crap in the demo's. I don't think it's such a hard request.

:-/

P.S.
I saw a post on it but I can't find it now. So I'm asking.
#4
05/16/2006 (12:56 pm)
Quote:
Thanks I guess...

"Np I guess..." (?)

Quote:
I was definatly not able to locate anything on actually moving the game to an entirely different folder.

Here and here are two resources that might be what you're looking for.

Quote:
As far as starting from Ground up plz don't be so quick to judge.

I am not judging. I know the demo in and out and even professional programmers have trouble understanding Torque and what it does, so heading in without examples as a non-programmer tends ironic to me, but - it is up to you. Just trying to save you some time, but you are twisting it into something else.

Now, if you want a clean start.. then this is what you have to do, step by step:

1. Compile the engine again. This will produce a binary (.exe).
2. Copy or move the binary out of the /example folder into a seperate folder.
3. Done, you got a clean start now.

Good luck!
#5
05/16/2006 (1:22 pm)
Sean, What features installed you talking about?
#6
05/17/2006 (1:36 am)
Quote:Sean, What features installed you talking about?

Ok, let me try to express my idea hopefully in a complete thought. In the Torgue Demo(Indie Liscense holder) they give you. Everything is all pretty jumbled into the example folder. all you do is change the main.cc file to reflect which one of the folders you wish to run. Starter.fps, demo, tutorial.base...and so on.

1. Besides the common folder in Example what others are needed? I want to clean that area up since I can't figure out how to move a clean copy of the engine some where else. I have 2 very different concepts I'm working on. I'd rather not have them stacked in the same sub directory.

2. What all can I get rid of under example? I mean I don't need all the crap to make a game. What folders must I keep in order to run without issues...I feel here is where I'm not messing up when I try to move to a clean folder. I have zero desire to use the show tool. It's nice they bundled it but It's just cluttering up my work area.

3. What if I wanted to recomplie it and move to say a differnt location? Given up on this (Skip).

4. Under the SDK folder. In the all the pages this area is never really covered. What's here and Y? Is this the area for linux?

Out side of that I pretty much answered my own questions. My next step will be implentation and compling my code for my desired features.

*No attitude here...Honestly. I'm just confused. The books teach you on such an outdated version and some things have changed while others haven't. I was able to move Torgue to a new folder but for whatever reason the changes would take. So I basically lost all my mods like 4 times (refering to UI mods and interface changes and intro screens). <---Make one want to bonk his head against a wall.

So now I'm gonna try to work within Torgues subfoldering and hope everything turns out alright.
#7
05/17/2006 (2:11 am)
Sean, no offence but you're ignoring my advice, which I think is your loss.
The two resources I looked up for you do exactly what you are trying to do, and taking a look at these would help you tons, believe me.

At first, from your description it made it sound like you didn't want a base at all. Just the binary, but as per your last post I see that you want to merge the example into one single base.

Clean != merged.

-----------------------------------------------------------------------------

Quote:
1. Besides the common folder in Example what others are needed? I want to clean that area up since I can't figure out how to move a clean copy of the engine some where else. I have 2 very different concepts I'm working on. I'd rather not have them stacked in the same sub directory.

Not everything in the common folder is needed. And to answer your question, you can keep common and the root files, and build from there. Starter.fps is seperate, so is Show, Demo, Starter.racing - completely seperate.

I'm not sure what you mean with "moving". Why can't you copy the folder somewhere and work from there? (I asked this previously but you ignored that post so it's hard to help you).

Quote:
2. What all can I get rid of under example? I mean I don't need all the crap to make a game. What folders must I keep in order to run without issues...I feel here is where I'm not messing up when I try to move to a clean folder. I have zero desire to use the show tool. It's nice they bundled it but It's just cluttering up my work area.

Same answer as above (: It depends on what you want to keep. I deleted all folders except common and starter.fps, as these are what is needed to make a FPS prototype in a reasonable amount of time.

You need to keep all folders in order to avoid issues with all of them, of course - but you should pick the one that's closest to your prototype's style.

You can delete the showTool.. you can delete starter.racing if you don't want those elements, but common is used in all of these so you'll have to use it unless you want a clean start.

Again, the above resources would help you with that.

Quote:
3. What if I wanted to recomplie it and move to say a differnt location? Given up on this (Skip).

Then move it there, there's no problem with switching directories. You can still compile your stuff in there, or if you wish, direct your compiler to the spot. It's very flexible.
#8
05/17/2006 (2:13 am)
I would also like to say that merging common and starter.fps into one folder, can be a good idea if you're not planning to use Mods.
#9
05/17/2006 (3:38 am)
Quote:I would also like to say that merging common and starter.fps into one folder, can be a good idea if you're not planning to use Mods.

At first thought when I first imagined doing something like this I figured customer feed back would be great and helpful. But I take a game like WoW were the users build mods and blizz patches and the patches mess up ui's and Misc (mod'd) features. Every time Blizz lays down a patch general chat is a war zone of upset customers when their UI mods and add on don't work.

I'm thinking feed back and customer imput would probably do the same thing. Plus past expirences. I've been playing wow for a long time and never needed a mod or addon. I also feel this is a nice way for people to use spy ware.

Quote:The two resources I looked up for you do exactly what you are trying to do, and taking a look at these would help you tons, believe me.

I'm not ignoring yoru advise. The book I have goes into much greater detail about using the torgue script and I find a much more useful resource. To this I don't have to worry about typo's and added content. I semi understand what I need to use the torgue engine. I'm very green when it comes to using a compliers. My ultimate goal is supply a linux version and linux dedicated server. <---1 step at a time.

Quote:Then move it there, there's no problem with switching directories.

I did but for whatever reason my changes to the UI would not take affect. Only my background image (which was changed before the move) stayed as I had saved the file. Meaning the gui would not update to the changes I had from the time I moved the engine forward. I removed the engine from were I moved it and just wanted to begin clearing out the stuff under example.

I've complete both of Kenneth's books(all-in-1 & Advanced). The general concepts are the same. Engine has had a few upgrades.

If you wouldn't mind...How would I tell express 2005 to move the destination directory?

Ty both for your suggestions.
#10
05/17/2006 (5:47 am)
Quote:
I did but for whatever reason my changes to the UI would not take affect. Only my background image (which was changed before the move) stayed as I had saved the file. Meaning the gui would not update to the changes I had from the time I moved the engine forward. I removed the engine from were I moved it and just wanted to begin clearing out the stuff under example.

That's probably an error somewhere. It's really easy to make mistakes and not notice.
We need to get clear on the definations though, engine and script.

If you move your example folder, that's only scripts moved and the binary. But to recompile in another folder you'll have to point the compiler to produce it in the new directory instead of the old one.

If you move the actual engine (the folder with that name and all the subfolders that are used for it, ie.. VC6/VC7, lib.. so on.

Your changes to the GUI could be made in script or engine, you didn't specify.. but if they were done in engine, then I can see how you didn't see the effects of the changes, but if they were all in script, then it's odd and gotta be an error really.

I use 2003 so I can't guide you specifically, but in 2003 (hopefully it's similiar) you go into

1. Project
2. Torque Demo properties (or select it manually and press properties)
3. Under Configuration Properties, select Linker.
4. Output file is the path where it will produce your binary.

Default is to use a relative path, but you can supply a fixed path if you like..
I use relative paths but keep code and scripts in entirely different trees so both are valid usages.
#11
05/17/2006 (7:41 am)
This way I setup with no problem.
Racing
1. Create a folder name TGE_1.4_Racing
2. Copy Common, Creator and starter.racing into new folder
3. Copy the dll files, runtorque.sh and Launch using show mod.command into new folder
4. Copy main.cs and change line to reflex the starter.racing into new folder
5. Copy the Torque exe into new folder, you change name of exe, for example I change it to Racing

Next Create a folder name TGE_1.4_Starter.fps
1. Open up the Torque/SDK folder
2. Select and copy everything to the new folder
3. After coping is done, open the new folder
4. Open example folder
5. Delete the following folders demo, starter.racing, tutorial.base and tstpro.

This will give you a racing and fps game to work with. I leave the original folder untouch. I have no problem recompile the Starter.fps folder like this but if you delete these folders out of your new starter.fps than you will not beable to compile
bin, engine, lib, mk, pb, tools, and vc6. Will i should say it will not compile for me.

If you want setup the tutorial.base or tstpro, just follow the Racing example above except copy the respect folder an not the starter.racing folder into new folder.
Before making any changes in the new folder make a backup copy and label them TGE1.4_Starter.fps_backup.
I never make changes in backup folder. I work with the non backup folder. I only make one change at time, like AIGuard resource, then aand only then when I have compile and test it in a mission, I will backup that change.
If left anything out please let me know.
#12
05/17/2006 (8:03 am)
What if I wanted to recomplie it and move to say a differnt location? Given up on this (Skip).

Recompile from different location is pretty easy. I have my Original Torque/sdk on C:, where it original install but i move my new folders I create into a protect folder on my computer. I also use VC6 to compile. When make change to engine and I want to recompile I open the VC6 folder inside the setup I am work with and double click Torque SDK.dsw this will launch my compiler and the respect folder and files all at same time. I do Build/Clean and then Build/Rebuild All. Dont forget if you add new files tothe engine to add them in your project.

I have never compile with using 2005 Express. So I will not beable to help you there.

If you are making changes in example folder with cs files (this is scripting) you dont have to recomiple the engine, at least I never had too. Sometime you will need to delete the dso file that is tied to cs file, dont worry when you launch Torque Engine it will create a new dso file for you.
#13
05/17/2006 (8:11 am)
Feed back is good, You are help me because I am doing setup tutorials for newbie. I have not though about this before but now I will include this into my tutorials. These will point the newbie to some good resources on GG site and have test them in Torque 1.4 qnd TLk 1.4 and they work. They will be easy step by step to tutorials. By the way welcome this excellent community.
#14
05/17/2006 (8:37 am)
Sean
I did but for whatever reason my changes to the UI would not take affect. Only my background image (which was changed before the move) stayed as I had saved the file. Meaning the gui would not update to the changes I had from the time I moved the engine forward. I removed the engine from were I moved it and just wanted to begin clearing out the stuff under example.

Sound like to me you have save the GUI in the wrong folder or name is in correct. You dont get an error because Torque is reading from the correct folders with the old GUI.

1. When change the GUI, there is Common/ui and a starter.fps/client/ui
2. I make most of my change in the starter.fps/client/ui
3. If you have the Torque Game Engine launch and have press F10 key and change the GUI there, make sure when you are saving that the name and path is correct, Torque will not look for another name or into another folder. if you change these you have to script them in.
4. Here the path i use and have not had any problems, starter.fps/client/ui. You will have to navigate to this path after clicking file/save GUI.
5. If you are work on, let say MainMenuGui.gui after navigate if you look up in the tree to right will notice the M in MainMenuGui.gui is capitol now. I dont know if this matter or not but I always click the one in tree so the name will be the same before i press save button.

If I am change the backround I just create new image with same name and copy it to folder, If you want to keep the original background as backup, copy it out first but thid should not be problem if you leave the original Torque/SDK folder alone.
#15
05/18/2006 (8:34 pm)
Kewlness...thanks guys. This about covers it.

From an utter noob perspective. I'm overly curious about (compling, what all the folders do. what's needed for what OS, Moving a newly complied engine to a new location and so on). Most of these things don't require a degree.

1. Request for wanting to know more comes from pondering the idea of installing an RPG mod or modifing an Existing rPG mod to fit my needs.

Ultimate idea. MMo's are just RPG's online only. No clue but I honestly would like to take some features of just about every mmo I've played and put them into 1 game. Then once the features are bug free. Begin intense map development and story lines intergration. Key word is "SOME". I think Torque shader could handle this but since I'm a utter noob and a private citzen just playing around ultimately I just hope I can complete or even make a small part of it reality. The guy at MyDreamRPG is charging 99 for his MMo mod to Torque and my funds are just getting way to tight for 3k server here...and ups, firewalls, routers, dns, .com..so goes the story.

At this time only the torque engine is purchased but I know what's invovled.