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
#142
03/31/2007 (11:37 pm)
Hmmm, very strange. can posibly be another ATI bug? i got the most recent drivers, so i dont know why. it renders everything fine, just when in the editor, it messes up when trying to move a DIF file.
#143
Here is something I wrote Alex last year, see if this sounds familiar:
I did end up changing something on line 633 (which is probably something else in TGE 1.5) but I'll take a look at it tomorrow afternoon (I'm getting kind of tired and not thinking right) and see if their is any familiarity between interiorRender.cc of 1.4 and 1.5. Again, hope this is helpful.
- Alan
04/01/2007 (12:07 am)
@ T Squared:Here is something I wrote Alex last year, see if this sounds familiar:
Quote:
Alex,
Got it into my current version of TGE, but I had some interesting visual effects in regard to moving textures on difs, so I'm going to redo CN:MI from a clean build. I've gotten to the point of 1.4 w/TLK 1.4 and the GLSL MK integrated and working fine and no weird moving textures on difs, but I'm still having a problem with in editor moving of complicated difs. What is happening is you can load them into a level, and you can relight the scene, but if you grab the dif with XYZ gizmos and attempt to move it it crashes. I'm including a link to a zip that has a temple dif in it, hopefully all the associated textures and three screenshots, two from the debug screens showing where it appears to be crashing (remember I'm not really good at running a debugger, sorry!) and a third showing what I was doing in game. Hopefully this is enough information to go on. it appears to be happening in interiorRender.cc at around line 633. I have saved a dump file also if that would be helpful, just let me know.
I did end up changing something on line 633 (which is probably something else in TGE 1.5) but I'll take a look at it tomorrow afternoon (I'm getting kind of tired and not thinking right) and see if their is any familiarity between interiorRender.cc of 1.4 and 1.5. Again, hope this is helpful.
- Alan
#144
I don't have any answers to your problem, just some questions that might help someone else help you. These haven't been asked yet, so they may have some relevance to your situation.
How complex is the DIF in question. How many textures are on it? What resolutions are those textures? Does the crash occur on simple DIFs as well as more complex ones?
04/01/2007 (5:48 am)
@T SquaredI don't have any answers to your problem, just some questions that might help someone else help you. These haven't been asked yet, so they may have some relevance to your situation.
How complex is the DIF in question. How many textures are on it? What resolutions are those textures? Does the crash occur on simple DIFs as well as more complex ones?
#145
it crashes and does the same thing with every single DIF, i've so far tested it with the stock TGE DIF, and even tried with a simple box with a res of 256x256 texture on it.
@Alan
The only thing that bothers me, is that it works on everyone elses computer but mine. even with your build alan, i get the same result.
04/01/2007 (6:54 am)
@Aaron Ellisit crashes and does the same thing with every single DIF, i've so far tested it with the stock TGE DIF, and even tried with a simple box with a res of 256x256 texture on it.
@Alan
The only thing that bothers me, is that it works on everyone elses computer but mine. even with your build alan, i get the same result.
#146
04/01/2007 (6:57 am)
The only thing i can see Alex doing that may actually fix this, is when moving the DIF around, it should not reset its lighting. I find as soon as it does that. it crashes. when i move it using the co-ords, it works fine, because the lighting was not reseted. does anyone know in the code where that might be
#147
Okay, issue fixed. by commenting out some sgRenderIndices = (U16*)mIndexBuffer->map(); in the for loop in renderAsShape.
04/01/2007 (11:28 pm)
@AllOkay, issue fixed. by commenting out some sgRenderIndices = (U16*)mIndexBuffer->map(); in the for loop in renderAsShape.
#148
Any help would be appreciated
cheers
04/02/2007 (10:42 am)
Im having a slight problem. It compiled ok under C++ Express but when i try out the demo i see no difference and when i try to type in drl commands it says it cant find it.Any help would be appreciated
cheers
#149
Download v0.8 and compiled ok!
Alex,Thanks very much!
and one question:
what's the use of libcppunit?
is it used in macosx?
04/03/2007 (9:12 pm)
Very Beautiful!Download v0.8 and compiled ok!
Alex,Thanks very much!
and one question:
what's the use of libcppunit?
is it used in macosx?
#150
Im back again! I had a lot of work in the past few weeks so I have been offline for a while.
In the meanwhile I had some issues with my laptop and had to format it loosing some vital data in the process (shait!)
I had sucessfully compiled the new MK release (0009) and everything is working fine!. there is one question though, I had downloaded the torque SDK 1.5.1 from my GG account and I cannot compile MK0009 with it (a bunch of errors come up in VC2005EE), but with the previous 1.5.0 SDK works fine!
I Will reinstall the sdk1.5.1 again and send the VC2005EE console file to the MK bug report.
Take care, and happy Easter to all.
04/06/2007 (9:21 am)
Heya everyone!Im back again! I had a lot of work in the past few weeks so I have been offline for a while.
In the meanwhile I had some issues with my laptop and had to format it loosing some vital data in the process (shait!)
I had sucessfully compiled the new MK release (0009) and everything is working fine!. there is one question though, I had downloaded the torque SDK 1.5.1 from my GG account and I cannot compile MK0009 with it (a bunch of errors come up in VC2005EE), but with the previous 1.5.0 SDK works fine!
I Will reinstall the sdk1.5.1 again and send the VC2005EE console file to the MK bug report.
Take care, and happy Easter to all.
#151
04/06/2007 (9:23 am)
You probably just need to do a manual merge because they changed and updated a bunch of files in 1.5.1 ... At least until Alex releases the next version.
#153
@coxosclassic: At the moment the MK will only work with 1.5.0, I haven't done a 1.5.1 version yet. I'm hoping to get that taken care of over the weekend, along with build 0010.
All future MK builds will be available for TGE 1.5.0 and 1.5.1
04/06/2007 (1:28 pm)
@Skanda: libcppunit is the unit testing library used by the MK. I haven't yet got it up and running on Win32, but it is used by the Debug OSX build.@coxosclassic: At the moment the MK will only work with 1.5.0, I haven't done a 1.5.1 version yet. I'm hoping to get that taken care of over the weekend, along with build 0010.
All future MK builds will be available for TGE 1.5.0 and 1.5.1
#154
04/06/2007 (2:49 pm)
I get all kinds of problems on my notebook. Everything slows down to a crawl when the DIF's are displayed (2 - 3 FPS). In starter.fps, The water reflects, but the reflection is offset to the right by quite a bit, so it looks all wrong. I know the answer is probably going to be "time to update drivers", but alas, I am stuck with these until lenovo can get around to updating them. I have a FireGL 5250 (similar to X1700), which is supposed to be a primo OpenGL card, and there are no modified drivers that work with it.
#156
When you say you are hoping to get the 1.5.1 version done this weekend, that wouldn't happen to include the Win32 version would it? :o) ....Cause I am hoping to make that the version I ship the FPS Content pack update with.
04/06/2007 (5:40 pm)
Alex are you back from vacation? Hope you had a good one.When you say you are hoping to get the 1.5.1 version done this weekend, that wouldn't happen to include the Win32 version would it? :o) ....Cause I am hoping to make that the version I ship the FPS Content pack update with.
#158
04/06/2007 (7:35 pm)
Alex, Thanks very much!
#159
04/06/2007 (8:50 pm)
All - My offset problem was due to not setting the refraction texture on the water block in the starter.fps mission.
#160
Well I'm pretty sure thats my problem right now then... I'm trying to combine the AFX core and TGE 1.5.1 with the MDK Right now i have about 80 errors :) Like..
Obviously theres numerous version of some of those errors and most likely at least %60 of it is some thing i messed up, but still, not sure how to fix at this point.
04/07/2007 (2:01 am)
Nevermind got it to build...Well I'm pretty sure thats my problem right now then... I'm trying to combine the AFX core and TGE 1.5.1 with the MDK Right now i have about 80 errors :) Like..
7>..\..\Modernization Kit\engine\ModernizationKit\ModernizationKit.cpp(105) : error C3861: 'reflect': identifier not found
7>..\..\Modernization Kit\engine\ModernizationKit\mkShaderManager.cpp(491) : error C3861: 'dglDoesSupportFragmentShader': identifier not found
7>..\..\Modernization Kit\engine\ModernizationKit\mkShaderManager.cpp(1133) : error C3861: 'dglDoesSupportATITextFragmentShader': identifier not found
7>..\..\Modernization Kit\engine\ModernizationKit\mkDRL.cpp(124) : error C3861: 'dglDoesSupportEXTFramebufferObject': identifier not found
7>..\engine\platformWin32\winGL.cc(486) : error C2039: 'suppEXTblendsubtract' : is not a member of 'GLState'
7> ../engine\platformWin32/platformGL.h(33) : see declaration of 'GLState'
../engine\gui/controls/guiMLTextEditCtrl.h(13) : see declaration of 'GuiMLTextEditCtrl'
7>..\engine\gui\controls\guiTextEditCtrl.cc(50) : error C2509: 'onWake' : member function not declared in 'GuiMLTextEditCtrl'
7> ../engine\gui/controls/guiMLTextEditCtrl.h(13) : see declaration of 'GuiMLTextEditCtrl'
7>..\engine\gui\controls\guiTextEditCtrl.cc(63) : error C2509: 'onSleep' : member function not declared in 'GuiMLTextEditCtrl'
7> ../engine\gui/controls/guiMLTextEditCtrl.h(13) : see declaration of 'GuiMLTextEditCtrl'
7>..\engine\gui\controls\guiTextEditCtrl.cc(73) : error C2509: 'setFirstResponder' : member function not declared in 'GuiMLTextEditCtrl'
7> ../engine\gui/controls/guiMLTextEditCtrl.h(13) : see declaration of 'GuiMLTextEditCtrl'
7>..\engine\gui\controls\guiTextEditCtrl.cc(80) : error C2509: 'onLoseFirstResponder' : member function not declared in 'GuiMLTextEditCtrl'
7> ../engine\gui/controls/guiMLTextEditCtrl.h(13) : see declaration of 'GuiMLTextEditCtrl'Obviously theres numerous version of some of those errors and most likely at least %60 of it is some thing i messed up, but still, not sure how to fix at this point.
Torque Owner Alan James
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