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Visual Studio 2008 <- TGE

by Richy Gorgan · in Torque Game Engine · 10/23/2008 (11:10 am) · 7 replies

I'm thinking of purchasing TGE but so far I can't find any guide for configuring VS 2008 with TGE 1.5, only earlier versions which are a varied from this version. Its there any guide out there which will help me configure VS 2008 with TGE successfully?

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#1
10/23/2008 (11:30 am)
TDN Article

It is for TGB, but the steps are generally the same, though I don't remember having to do nearly that much setup to get TGE compiling from 2008 Express.
#2
10/23/2008 (1:19 pm)
Ok, but what do i do on step 3?
#3
10/23/2008 (5:28 pm)
I never followed any guides so I can't answer you question about step 3, but from what I remember, setting VS up for TGE 1.52 only took one step. It's as simple as loading up the .sln file found in the VS2005 directory and letting it convert/update itself for 2008 Ex.
#4
10/26/2008 (3:46 am)
I had lots of errors (42) when using VC2008 but i fixed them took a while but i tried using VC2005 and no errors at all so i would suggest getting VS2005 not 2008 :)
#5
10/26/2008 (7:37 am)
VS2005 was a free download when I got it, and it works very well, was easy to set up, and had many resources for help.

If you're sure you want to use 2008, then the solution from 2005 should work, but make sure you have the Platform installed.

Tony
#6
10/26/2008 (1:32 pm)
I have used VS2008 Express edition with Torque Game Engine (not the advanced one) and all I had to do was open up the provided solution file (.sln) and was able to build both debug and release without any build errors.

Here is what I did:
1) Go into the VS2005 directory of where you stored TGE and double-click on Torque SDK.sln file.
Note: On one machine I have noticed that double-clicking on .sln files doesn't work with Visual C++ 2008 (v9.0), so instead open up VC++ 2008 and go to File Menu -> Open -> Project/Solution and locate and open the Torque SDK file from there.

2) The Visual Studio Conversion Wizard dialog should now be displayed. Simply click Next and say Yes to creating a backup before converting (just in case something goes wrong).

3) Now click on Next again and then followed by clicking on Finish. You should now get a Conversion Complete page in the wizard and have the option of seeing the conversion report checkbox. It doesn't matter if it is checked or not. Now click on Close.

Now if you did keep the default checked of displaying conversion results you should only see a few warnings and no errors.

4) Make sure that Torque Demo project is in bold in the Solution Explorer treeview on the left hand side (by default it is located on this side, but it can be moved). If it is not right-click on the Torque Demo project and then click on Set as Startup Project.

5) Click on the Build menu -> Build Torque Demo and that will start the compile and build process for TGE.
Give it time to complete the build process of which can take from a few minutes to nearly an hour depending how fast your computer is (processor and hard drive speed effect compile times).

Note: It doesn't build utilities like max2dif and such, that requires doing either setting it them as active project one at a time and doing a build, or alternatively doing a Batch Build under the Build menu.


Once TGE is done building you should see something like this as the final result:
7>Torque Demo - 0 error(s), 0 warning(s)
========== Build: 7 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

Which means TGE compiled successfully. Now where does the executable and binaries go after a successful build? They are placed into the example directory inside of where torque is stored. I hope that answers everybody's question on how to successfully build Torque Game Engine using Visual C++ 2008 [express edition]. :)
#7
10/26/2008 (1:42 pm)
Ok thanks everyone, specially Nathan Martin, i didnt really want to downgrade to VS 2005. Ill have to buy Torque next year though, to many good games this year and i just spent