Torque Script on Torque X
by Bullitt Sesariza · in Torque X 2D · 10/20/2008 (8:02 pm) · 1 replies
Hello everyone,
Is scripting and networking still available in torque x?
I have downloaded torque x free version. In the demo game the *.cs files are c# files, not torque script files, and there are no compiled *.dso files. However, in the tools > txb folders, the *.cs files are torque script files and they generate *.edso compiled scripts.., so I assume that the tools are built with TGE, but the TX is built on top of XNA.
Being unable to toogle console in the demo games, I assume that console and torque script functionality is not there. Will it be available in Torque X Pro?
If scripting is not available, then it will be very difficult to convert existing TGE projects to TX projects then? I am a TGE owner that is considering TX Pro since the MEMORY LEAKS in TGE has bring me to the deepest hell with my game in progress.. I think that TX Pro won't introduce the leaks since it runs on managed environment. Please share your advice.
Thank you very much!
Is scripting and networking still available in torque x?
I have downloaded torque x free version. In the demo game the *.cs files are c# files, not torque script files, and there are no compiled *.dso files. However, in the tools > txb folders, the *.cs files are torque script files and they generate *.edso compiled scripts.., so I assume that the tools are built with TGE, but the TX is built on top of XNA.
Being unable to toogle console in the demo games, I assume that console and torque script functionality is not there. Will it be available in Torque X Pro?
If scripting is not available, then it will be very difficult to convert existing TGE projects to TX projects then? I am a TGE owner that is considering TX Pro since the MEMORY LEAKS in TGE has bring me to the deepest hell with my game in progress.. I think that TX Pro won't introduce the leaks since it runs on managed environment. Please share your advice.
Thank you very much!
Associate David Montgomery-Blake
David MontgomeryBlake
You will have to use XNA 2.0 networking for the 360 or other .net assemblies for networking in TX. There is no additional functionality. Doing so may have made it incompatible with the 360 model of networking.
TX Pro is the complete source code to the engine. It does not have scripting support or any extras other than the C# source of the engine. Anything can have leaks, managed or unmanaged. C++ makes it much easier, though. I don't know how many times I've been running in sandboxes only to kill the sandbox because of something stupid that I did that I wasn't supposed to. Managed environments are no match for the stupid things that can be thrown at them sometimes.
You will have to port all of your TorqueScript to C# if you move to TX.