Packaging/releasing a final product ?
by John Brown · in Torque Game Engine · 06/07/2007 (7:19 pm) · 3 replies
Ok...this may sound like a dumb question...but...
After working through the first 1.5 tutorial from Michael Perry, I began wondering 'how would I release this if it were an actual game?'. It seems that all the tutorials 'intermingle' with fps.starter or the tutorial scripts so much that if I were to create a game in that manner, I would be spending days just trying to separate 'my' scripts from GGs scripts (not to mention myriads of art assets). I couldnt imagine a multi-developer environment in which I'm not intimately familiar with every *.cs file and asset (ie. I KNOW which files are mine vs. GGs).
I'm sure I'm missing something really obvious...
(perhaps a utility that traverses the *.cs files and can pick out imported/exec'ed files even via Parent:: ? )
After working through the first 1.5 tutorial from Michael Perry, I began wondering 'how would I release this if it were an actual game?'. It seems that all the tutorials 'intermingle' with fps.starter or the tutorial scripts so much that if I were to create a game in that manner, I would be spending days just trying to separate 'my' scripts from GGs scripts (not to mention myriads of art assets). I couldnt imagine a multi-developer environment in which I'm not intimately familiar with every *.cs file and asset (ie. I KNOW which files are mine vs. GGs).
I'm sure I'm missing something really obvious...
(perhaps a utility that traverses the *.cs files and can pick out imported/exec'ed files even via Parent:: ? )
#2
06/08/2007 (6:30 am)
I responded to this thread and your inquiries in my resource, John.
#3
I use torsion for my learning process and it seems to have all the pieces of a great 'strip and release' tool for torque. It seems simple enough to start traversing the development directory starting with main.cs, add any calls to Parent::/ or exec'ed files to a 'keep' list and then copying the 'keep' list to a release directory. Obviously I'm new to torque, so I may be missing some implicit 'gotcha' in this thinking, but it seems like a scriptable set of steps.
06/08/2007 (7:38 am)
Thanks for the great replies, guys... Just as an 'I wonder if this would speed the project release up'...I use torsion for my learning process and it seems to have all the pieces of a great 'strip and release' tool for torque. It seems simple enough to start traversing the development directory starting with main.cs, add any calls to Parent::/
Torque Owner DodongoXP
if you are using the common file folder with the base gg's scripts .. you just need to pack the common folder, the main files and your mod folder ( like the starter.fps folder) or incase of the tutorial... the supertag folder if im right..
so .. to make a standalone game
you should pack:
1.- common folder
2.- you game/mod folder
3.- the main directory main.cs
4.- glu2d3d.dll
5.- OpenAL32.dll
6.- opengl2d3d.dll
7.- wrap_oal.dll
8.- torquedemo.exe ( or rename it to whatever you want)
and if you dont want the players edit the game scripts you should run torque .. then close it.. and every .cs and .gui generates a .dso file with the same file name as the .cs or the .gui version... just keep the .dso and remove the .cs and .gui version.. ( SURE..BACKING THEM UP FIRST )
then you need to deactivate the world editor/creator in the main folder main.cs ( be sure to keep this .cs file )
in a stock default torque installation ... at the line 41 in the main folder main.cs
you will find this :
$userMods = "creator;" @ $defaultGame;
change it to
$userMods = $defaultGame;
and move or remove the creator directory
and that should remove the creator.. and the keys f10 and f11
now you have a standalone product...
now that you have the files you need to make an installer for them to be able to redistribute the game when releasing it to the public
i seriously recommend this installation making software :
www.thraexsoftware.com
this is just a brief explanation of how to pack .. the starter.fps or any other kinda like torque game.. if they were a final product
hope this helps
cheers