Game Development Community

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.

farm1.static.flickr.com/123/370544870_646796e1aa.jpg

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!
#261
06/05/2007 (12:24 pm)
@Andy: Just downloaded and installed tge1.5.2 but I cant build mk on it with vs2005... I think that you have the vs2005 project file, can you email that to me as well?

Thkx
#262
06/06/2007 (1:05 am)
I think I need it also.... #) Can you send it to me Andy? meandpandora at gmail.com

Thanks in advance :)
#263
06/06/2007 (4:26 am)
@Dan - That's a TGEA only link you have there. I don't think Joe can read it since he is on TGE.
#264
06/06/2007 (6:57 am)
@David Ah, thanks good catch; and sorry, Joe. I tend to use the Notify feature on threads as opposed to trying to find them in their respective categories - and that causes me to bounce around a lot without really knowing where I am.

The short version is that there are people (more than just the one link I posted) that are working on notable legacy terrain improvements. But, for the reasons mentioned already, all the efforts I've seen and been following are moving rather slowly.
#265
06/06/2007 (8:24 am)
I'm from the US but I'm currently a college professor of English in China, but my degree is in comp sci and my passion is games. I can't access the site or the download and I can't get to the site to download FirePhoenix which supposedly allows connection. Do you have a mirror or can somebody e-mail it to me? (mcaden AT katalyststudios.com)

Also, I would be willing to mirror it on my site if you'd like.
#266
06/06/2007 (2:57 pm)
@Aaron Moore:
I have sent a FirePhoenix to your mail . You can install it and get MK!
I'm in China Beijing.and i'm the leader programer of aRPG project. If you are in Beijing too and have times,maybe we can meet to talk about Torque Gameing.

Skanda
www.torquewow.com

aRPG Project:
www.torquewow.com/community/index.php?board=8.0

aRPG: a RPG demo based TGE and MK.Now v0.02 is a two months work.
#267
06/06/2007 (3:39 pm)
@Don
Thanks for the thought. The other problem I have is I'm using Mac (not sure if you saw that bit) as my primary development environment. I have access to Windows ala Parallels and a pair of native Linux boxes but my goal is to develop on my Mac. I'd be very interested in getting some wraps around the terrain code - it's been a sticking point for me - but I think I'm going to hold off until I can actually toss a demo around to my friends.

Too much tweaking and not enough designing... I've been cursed with the perfectionist bug ;)
#268
06/14/2007 (8:22 am)
@andy rollins: hey can you post you VS2005 solution and project files. I can host them if needed.

the PDF that comes with the latest build of the mk says that there is a VS2005 project file in it but it is not there there is only a VC7 demo project file.

I have tried taking a clean 1.5.2 and the taking the latest build of MK for 1.5.1 and dumping it directly on top of it. I then opend the demo project wich in turn opend the intire solution and converted it.

I added the DirectX and plat form SDK lib and include directories and then tried to compile. but am getting a ton of errors. can someone help me out here.

#269
06/14/2007 (9:16 am)
Yes it would be nice to post that solution file here. I would also be happy host it.
#270
06/14/2007 (10:24 am)
I would also be willing to host the file.
#271
06/14/2007 (10:53 am)
I can host the file when i get home, but if you have the merge with 1.5.1 already you can just use that project file. Only changes are in the code, all the files are the same names, build settings, etc. Do you all need afx merges? since Jeff has submitted the 1.5.2 merge already it should be pretty cake.
#272
06/14/2007 (4:15 pm)
I've hosted the VS2005 project file for 1.5.2 here. Steps for compiling build 0010 under 1.5.2 are as follows:

1. Expand a clean version of Torque SDK 1.5.2 into a folder i.e. c:\torque\clean_1_5_2

2. Download and expand the Modernization kit from Alex's site and expand into it's own set of folders, i.e. c:\torque\mk_build0010

3. Merge Alex's changes into the Clean Torque 1.5.2 files - be careful when merging interior/interiorRender.cc, that's tricky in places the rest should be easy. Personally I'd recommend winmerge as the tool to use for this purpose.

4. Overwrite the "Torque Demo.vcproj" in the VS2005 folder in your Clean 1.5.2 folder with the version I've hosted above.

That's it you should be ready to compile
#273
06/14/2007 (4:43 pm)
Thank You Andy :)
#274
06/15/2007 (1:32 am)
Many many thanks Andy!
#275
06/15/2007 (3:46 am)
Very very good !!! Thanks Andy !!!
#276
06/15/2007 (5:46 am)
Hey to all!

There is a problem with the link... It gives me an XML document.... Can you fix it please?
And BTW, thanks a lot for putting a vs2005 version for the 1.5.2! Its more than welcome!!

TKX ANDY!
#277
06/15/2007 (6:06 am)
Coxosclassic just do "save as" and them edit the file and take off the ".xml" part. I didn't tried yet because i'm at work but it should work.
#278
06/15/2007 (6:35 am)
? Did you try doing what I sugested above?
#279
06/15/2007 (6:36 am)
OPS,
Sorry about the double post...
Im going to try that, but it seems a bit odd...

THKX the fallen
#280
06/15/2007 (6:40 am)
Actually I think its enough :P