Game Development Community

Help with new game

by Adam · in Torque Game Engine · 05/25/2006 (8:18 pm) · 14 replies

I just downloaded the liscensed version of Torque. I was using the engine from 3D game programming all in one. I basically need to know what I need to do to create a new game. I want to create a copy of starter.fps and make changes to the script. I am really not sure how to run a program using Torque without the TGE.exe that came with the book I mentioned earlier. Do i need to build an engine executable to get this to work? Or can someone point me to the documentation I need.

Thanks in advance for the help

I am using VS 2005

#1
05/26/2006 (3:27 am)
You point you TGE.exe file at your new game by changing the default game parameter at the top of main.cs (in the same dir as the exe). So copy the entire fps dir and rename it to something else. Then change the default game in main.cs to point to your new name. Then start scripting. You only need to recompile the exe if you make changes to the C++ code, which I doubt you will be doing for some time by the sounds of it! Changes to scripts do not require recompilation of the exe.
#2
05/26/2006 (5:21 am)
Thanks for the help :)
#3
05/26/2006 (6:37 am)
BTW IF you completetly change the folder where the new game is, amke sure it has the common folder, and the creator one if you want the editors.
#4
05/27/2006 (10:20 am)
Thanks for the tip. Can i make a copy of TGE.exe and all of the files need so I can create a whole new directory for the game I am working on?
#5
05/27/2006 (11:58 am)
If you mean copying all that stuff from the book's files, then why would you need the licencsed version of Torque? It comes with an already compiled .exe, and you don't want to carelessly mix the two, as the book has an older and modified .exe than what you get with the engine now.
#6
05/27/2006 (12:06 pm)
In your SDK folder, go into the vc7 folder and open up 'Torque SDK.sln'. When Visual Studio has finished loading up the project, go to the build menu and click 'Build Torque Demo'. When the compile has finished, look in the 'example' folder for the newly created TGE.exe. As far as I am aware, the .exe is not included with the SDK download. Note that I am using an older version of Visual Studio.
#7
05/27/2006 (1:40 pm)
Heh, missed the fact that it was a licensed download. Everything else holds true, but as Midhir said, you need to compile the engine to get the exe. It isn't pre-built with the licensed download.
#8
05/27/2006 (2:14 pm)
Beware, 3dgap1 was made using torque 1.2 and 1.3
Some of the code isn't interchangeable, so you will have to chase the bugs.
It's better to start using the starter.fps demo game and changing it to make your game. You can change the folder name to whatever you want, but make sure to point to it in the main.cs or the engine won't find it.
The starter.fps works out of the box for multiplayer, where the starter.racing doesn't.
#9
05/27/2006 (2:34 pm)
Thanks, I am trying to build the solution now. When I open it up, do I need to do a Batch Build and then release for everything? There are a lot of individual projects in the solution. I have VS 2005

Thanks again for all the help
#10
05/27/2006 (2:36 pm)
When I open up the solution, Torque Demo is set as the active project, does this matter when I'm building TGE.exe?
#11
05/27/2006 (4:13 pm)
That's what you want. What's being built is the exe for the demo game. If you look in the engine folder, you will see the game folder with the game code.
#12
05/27/2006 (4:47 pm)
Thanks, I think I picking up how this works. I have always made my own game engines, so it is quite a learning curve to figure this one out :)
#13
05/27/2006 (5:53 pm)
Glad I could help.
#14
05/28/2006 (3:06 am)
Yep, it takes some getting your head around when you're used to coding from a blank main() :-)