Modernization Kit Beta
by Alex Scarborough · in Torque Game Engine · 02/26/2007 (12:02 am) · 331 replies
Due to the absurd length of this thread, a new one has been started HERE. Please post in the new thread!
This thread is essentially a restatement of this except it's crossplatform now.
I am contractually obligated to do at least one (1) shiny thing a month, so here's my shiny thing for this month:
A working Win32 version of the ModernizationKit.
A huge thanks to OneST8 for getting the port started, and to GG for putting me in front of a PC and not minding that I quietly spent around 20 minutes a day getting this working.
Current version is: v0.8 build 0010 released 4-10-07
This is for TGE 1.5.0/1.5.1 ONLY!
Modernization Kit Website
Username: torqueUser
Password: tMK60152
This code is compatible with the latest version of Mac OS X and Windows 2000/XP
Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs, and to Ben Sparks for setting up the website and forums!
I can't guarantee this code will work, or even compile, on anything other than my personal computer! Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!
Some notes: Cg is disabled by default, because it saved me the trouble of shoving Cg into TGE under Windows. Trust me, you're not going to miss the Cg layer anyways, GLSL is where it's at. If you do happen to want to enable Cg for whatever reason, uncomment #define SHADER_MANAGER_USE_CG in mkShaderManager.h.
Unit tests are disabled on Windows, to save the trouble of getting the CppUnit library up and running properly. Unit tests are enabled on OS X because you don't have to do anything for them to work; the bundled project file will link with the compiled dylib, copy it into the application bundle, and even change the install path so you really don't have to do a thing to use unit tests.
This code has not been tested on ATI GPUs under Win32. Presumably it will all work, but who knows. It has been confirmed to at least function on nVidia cards (there are a couple of known issues which will be addressed before 2008).
If you would like to subscribe to the Modernization Kit mailing list, submit a bug, or send some general feedback, please use the links on the Modernization Kit Web Center.
Best of luck, and I hope you get some good use, pretty screenshots, or fun out of this code!
This thread is essentially a restatement of this except it's crossplatform now.
I am contractually obligated to do at least one (1) shiny thing a month, so here's my shiny thing for this month:
A working Win32 version of the ModernizationKit.
A huge thanks to OneST8 for getting the port started, and to GG for putting me in front of a PC and not minding that I quietly spent around 20 minutes a day getting this working.
Current version is: v0.8 build 0010 released 4-10-07
This is for TGE 1.5.0/1.5.1 ONLY!
Modernization Kit Website
Username: torqueUser
Password: tMK60152
This code is compatible with the latest version of Mac OS X and Windows 2000/XP
Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs, and to Ben Sparks for setting up the website and forums!
I can't guarantee this code will work, or even compile, on anything other than my personal computer! Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!
Some notes: Cg is disabled by default, because it saved me the trouble of shoving Cg into TGE under Windows. Trust me, you're not going to miss the Cg layer anyways, GLSL is where it's at. If you do happen to want to enable Cg for whatever reason, uncomment #define SHADER_MANAGER_USE_CG in mkShaderManager.h.
Unit tests are disabled on Windows, to save the trouble of getting the CppUnit library up and running properly. Unit tests are enabled on OS X because you don't have to do anything for them to work; the bundled project file will link with the compiled dylib, copy it into the application bundle, and even change the install path so you really don't have to do a thing to use unit tests.
This code has not been tested on ATI GPUs under Win32. Presumably it will all work, but who knows. It has been confirmed to at least function on nVidia cards (there are a couple of known issues which will be addressed before 2008).
If you would like to subscribe to the Modernization Kit mailing list, submit a bug, or send some general feedback, please use the links on the Modernization Kit Web Center.
Best of luck, and I hope you get some good use, pretty screenshots, or fun out of this code!
About the author
#242
05/26/2007 (9:18 am)
Will there be a VS 2005 solution? If i try to convert it won't compile.
#243
I think you should convince GG to make your next version of MK an addon & charge us
$10 - $20
(I'd happily pay that for fully functional MK :) )
and maybe intergrated into tge 1.6 (or 2.0) whatever next "major" update is.
THEY SHOULD USE YOUR TALENTS MORE EFFECTIVLY IMHO.
Peace,
Hewster
05/26/2007 (11:11 am)
Hey Alex, would a cash incentive help ;)I think you should convince GG to make your next version of MK an addon & charge us
$10 - $20
(I'd happily pay that for fully functional MK :) )
and maybe intergrated into tge 1.6 (or 2.0) whatever next "major" update is.
THEY SHOULD USE YOUR TALENTS MORE EFFECTIVLY IMHO.
Peace,
Hewster
#244
quote:
"I am contractually obligated to do at least one (1) shiny thing a month"
:D
05/26/2007 (11:13 am)
Oh, and, has your contract changed ?quote:
"I am contractually obligated to do at least one (1) shiny thing a month"
:D
#245
@Alex - if I email you the VS2005 project could you add it to the release151.zip?
05/26/2007 (12:00 pm)
@Dro - what errors are you getting? I can compile under VS2005 quite comfortably. The best way is to copy over the VS2005 project from stock TGE and then add the Modernization Kit folder files to the project in VS2005 - remember not to add the mkTesting.cpp or UnitTest folders though or you will get errors about cppunit not being there.@Alex - if I email you the VS2005 project could you add it to the release151.zip?
#246
05/26/2007 (7:37 pm)
@Andy - Could you send me the VS2005 project files? I'm really new at this. You can get my email from my profile.
#247
05/27/2007 (3:26 am)
@Dro - sure, I've dropped you a mail.
#249
Don
05/28/2007 (10:45 am)
Alex, as others have mentioned, thanks for the honest update on your efforts with the MK. I hope you can keep up the enthusiasm to get the next batch of fixes out that you mentioned in your email a few weeks ago. Maybe someone at GG will read this thread, show some mercy, and give you a couple of days at work to finish the 0011 updates. If not, perhaps you could consider putting up what fixes you have and let the community finish the update or something like that. I'm willing to paypal you some pizza money if that helps too :). Anyway, thanks for what you have done so far. It is already appreciated very much.Don
#250
05/28/2007 (7:52 pm)
@Andy - Could you send me the VS2005 project files also? You can get my email from my profile too.
#251
05/28/2007 (8:48 pm)
Any plans to add integrated Intel chip sets in the future?
#252
Firstly - sorry for posting here. Alex - I registered on the MK website forum and activated the account but it says my username does not exist :o(
I'm not posting this as a bug report as I have previously had the MK running fine (build 0010) so it must be something I've not done (or done wrong). However, I've just gone back to a clean 1.5.1 install of TGE and added the MK and now all my interiors show up like this:


I must be missing something - any ideas what?
Thanks,
Andy
EDIT: Login to the MK forum now working. Will post there as well after I've tried a different nvidia vista driver.
05/29/2007 (12:06 pm)
Hi all,Firstly - sorry for posting here. Alex - I registered on the MK website forum and activated the account but it says my username does not exist :o(
I'm not posting this as a bug report as I have previously had the MK running fine (build 0010) so it must be something I've not done (or done wrong). However, I've just gone back to a clean 1.5.1 install of TGE and added the MK and now all my interiors show up like this:


I must be missing something - any ideas what?
Thanks,
Andy
EDIT: Login to the MK forum now working. Will post there as well after I've tried a different nvidia vista driver.
#253
05/29/2007 (3:21 pm)
@Eikon - Have you copied over the shaders directory and merged the the torquescripts changes in, I've had results like that when I'd forgotten one of those two things.
#254
I'm guessing you're right though, Andy :o)
05/29/2007 (11:39 pm)
Weird thing - Re-merged with another clean download of 1.5.1, recompiled and it all worked happily. I'm fairly sure I did it all correctly the first time but I obviously missed something. All working now so I guess I'll never know what it was.I'm guessing you're right though, Andy :o)
#255
Could you please send me the VS2005 project files?
06/04/2007 (1:10 pm)
@Andy - sorry about that. NOW you can find my Email in my profile...Could you please send me the VS2005 project files?
#256
I'm guessing no... but I would like an official word on that one ;)
06/04/2007 (2:34 pm)
I just got started with MK on Torque 1.5.1. I'm very impressed with the water - nothing like having something shiney and pretty. I have a general question about MK though - does MK allow you the ability to use materials for the terrain?I'm guessing no... but I would like an official word on that one ;)
#257
Seriously, I wound up taking a breather from MK development to work on other projects, mostly because I can. Writing C90 conformant code is fun! I'll probably turn my attention back to MK dev this weekend.
Now, to address questions and the like.
@Hewster:
@Andy: Sure, feel free to send me VS2005 files. I always like VS2005 files. Receiving VS2005 files means I don't have to deal with VS2005 myself.
@Weston:
@Eikon: Looks like materials aren't loading, but cool that you got it fixed.
@Joe: Good guess. I haven't touched the terrain code and I have no intention of ever touching the terrain code.
06/04/2007 (9:03 pm)
Right, still haven't done the 1.5.2 merge. I have downloaded 1.5.2, haven't uncompressed it yet though. These things take time.Seriously, I wound up taking a breather from MK development to work on other projects, mostly because I can. Writing C90 conformant code is fun! I'll probably turn my attention back to MK dev this weekend.
Now, to address questions and the like.
@Hewster:
Quote:Hey Alex, would a cash incentive help ;)Cash incentive wouldn't help, sorry. This is a "I need to not work with Torque 20 hours a day 7 days a week" type of thing.
Quote:I think you should convince GG to make your next version of MK an addon & charge usNot happening. Ever.
$10 - $20
(I'd happily pay that for fully functional MK :) )
and maybe intergrated into tge 1.6 (or 2.0) whatever next "major" update is.
Quote:THEY SHOULD USE YOUR TALENTS MORE EFFECTIVLY IMHO.I don't think anyone ever said GG was misusing my so called talents in any way.
Quote:Oh, and, has your contract changed ?No, my contract has not changed, but note that it doesn't say anything about making the shiny thing public.
quote:
"I am contractually obligated to do at least one (1) shiny thing a month"
@Andy: Sure, feel free to send me VS2005 files. I always like VS2005 files. Receiving VS2005 files means I don't have to deal with VS2005 myself.
@Weston:
Quote:Any plans to add integrated Intel chip sets in the future?When Intel writes OpenGL drivers that aren't indescribably bad, I'll consider it. (translation: No, never.)
@Eikon: Looks like materials aren't loading, but cool that you got it fixed.
@Joe: Good guess. I haven't touched the terrain code and I have no intention of ever touching the terrain code.
#258
I'm a mac user so the TGEA isn't an option yet (and honestly, I doubt I'll upgrade). Maybe I should just put a project together using the resources I have before I complain too much ;)
Thanks for the very nice resource - I got MK to build without too much effort and the results are nice.
06/05/2007 (4:05 am)
Well, that's good to know. Why does no one want to touch the terrain code? Is it really that bad? I'm not a very good OpenGL coder (I do Java by day) but wouldn't it be fun (or a marked improvement to the engie) to attack this to support the use of materials in the terrain?I'm a mac user so the TGEA isn't an option yet (and honestly, I doubt I'll upgrade). Maybe I should just put a project together using the resources I have before I complain too much ;)
Thanks for the very nice resource - I got MK to build without too much effort and the results are nice.
#259
06/05/2007 (5:18 am)
It's not that the terrain code is bad, it's that it was written in a cryptic, obscure fashion and would be extremely difficult to reverse engineer. I.e. no one knows exactly how the code works or what it does - kind of hard to add to it if you don't know what's happening with the current code.
#260
www.garagegames.com/mg/forums/result.thread.php?qt=62000
06/05/2007 (6:28 am)
@Joe You might find this thread interesting and exciting! =)www.garagegames.com/mg/forums/result.thread.php?qt=62000
Torque Owner Stefan Lundmark