Running engine after export problem
by Jari · in Constructor · 04/09/2007 (11:10 am) · 8 replies
Hey,
I tried to setup constructor so that after the dif is built it would run the game engine with an argument with the map's name which my script reads and loads the dif. This worked well with quark but constructor does something funny, it labels the engine window as constructor and it just stays black.
So maybe it can only execute command line tools?
I tried to setup constructor so that after the dif is built it would run the game engine with an argument with the map's name which my script reads and loads the dif. This worked well with quark but constructor does something funny, it labels the engine window as constructor and it just stays black.
So maybe it can only execute command line tools?
#2
04/11/2007 (3:10 am)
Randy, that's strange. I would like to ask if constructor devs have read this, any comment? Thanks!
#3
04/14/2007 (4:18 pm)
Yes, I also cannot run Torque and Constructor at the same time. It would be really helpful to be able to export and then test out your DIF without having to exit Constructor!
#4
Do you have more then 512 megs RAM?
Do you minimize Constructor BEFORE starting Torque?
Have you tried setting Torque to OpenGL?
Do you run Torque full screen? Try it in a window.
Are you switching Color depth modes from desktop settings to Torque? (16bit desktop, 32bit Torque -or the other way around)
I have no troubles with both running at once, but always minimize Constructor (or any OGL/DX application) before opening Torque. Also I use OGL for Torque and run it in a window(1024x768 Torque on a 1600x1200 desktop) all at 32bit with 1.5meg RAM.
EDIT: corrected my stated desktop resolution after checking to see what it actually was....
04/14/2007 (4:48 pm)
Seems like silly question, but Do you have more then 512 megs RAM?
Do you minimize Constructor BEFORE starting Torque?
Have you tried setting Torque to OpenGL?
Do you run Torque full screen? Try it in a window.
Are you switching Color depth modes from desktop settings to Torque? (16bit desktop, 32bit Torque -or the other way around)
I have no troubles with both running at once, but always minimize Constructor (or any OGL/DX application) before opening Torque. Also I use OGL for Torque and run it in a window(1024x768 Torque on a 1600x1200 desktop) all at 32bit with 1.5meg RAM.
EDIT: corrected my stated desktop resolution after checking to see what it actually was....
#5
04/14/2007 (4:53 pm)
I've been able to use Constructor with Torque running. I also exported a legacy .dif from Constructor to Torque and it updated it. Not sure about the DirectX error.
#6
04/15/2007 (1:12 pm)
Did you upgrade to TGE 1.5.1? If not, that's why.
#7
04/21/2007 (6:17 am)
So, I take it that if you have version 1.5.1 it cannot be run at the same time? Or that it can run only if you upgrade?
#8
It have nothing to do with WHAT version of Torque you are using.
Have you tried the things i mentioned? You never mention any of your hardware SPECS...
04/21/2007 (10:36 am)
I have 1.42 and Run constructor at the same time, just fine. It have nothing to do with WHAT version of Torque you are using.
Have you tried the things i mentioned? You never mention any of your hardware SPECS...
Torque Owner PrvtHudson