CEV 4.0 issues PLEASE HELP ME!!!
by Solloman · in Torque X 2D · 02/13/2011 (3:55 pm) · 30 replies
Hey guys,
Just a few things you may be able to help me with because I'm a newbie at this.
Got the CEV from Pino,
Visual Studio 2010,
XNA 4.0,
All my graphics and Music sorted...
But I hardly know any programming, but I am trying to learn...
I bought the complete guide to Torque X and XNA Game Studio 4.0 Programming for extra help...
1. I'm having problems with installing the templates. Is there a specific place i must save them?
I saved them to a folder on my desktop and trying Double Clicking on them but it comes with the error message
"This extension is not installable on any current products"
2. Having read the forums, I hear theres a tiny problem with uploading assets into the game or imagery?
You have to do a little coding in visual studio before you touch anything in Torque X,
could someone go through this with me, I would not only just help me but for other dummies too ;P
3. Im looking to purchase the Torque X Platformer kit, because of my non-programming skills...
Altough Im willing to try and learn, just want to build this game before june 2011, is this compatible with
the CEV 4.0?
4. and just any extra information on tutorials or guidance I would really appreciate it.
Just a few things you may be able to help me with because I'm a newbie at this.
Got the CEV from Pino,
Visual Studio 2010,
XNA 4.0,
All my graphics and Music sorted...
But I hardly know any programming, but I am trying to learn...
I bought the complete guide to Torque X and XNA Game Studio 4.0 Programming for extra help...
1. I'm having problems with installing the templates. Is there a specific place i must save them?
I saved them to a folder on my desktop and trying Double Clicking on them but it comes with the error message
"This extension is not installable on any current products"
2. Having read the forums, I hear theres a tiny problem with uploading assets into the game or imagery?
You have to do a little coding in visual studio before you touch anything in Torque X,
could someone go through this with me, I would not only just help me but for other dummies too ;P
3. Im looking to purchase the Torque X Platformer kit, because of my non-programming skills...
Altough Im willing to try and learn, just want to build this game before june 2011, is this compatible with
the CEV 4.0?
4. and just any extra information on tutorials or guidance I would really appreciate it.
About the author
www.solloman.com
#2
02/14/2011 (11:30 am)
Too be honest, if someone made a youtube tutorial or pdf file about step plans on how to get the CEV kit up and running for us to use then that would be very grateful
#3
www.garagegames.com/community/forums/viewthread/123854/1#comment-795969
as for number 2 when you add an image asset in TX Editor it wont automatically copy it to your content data folder (this is a small bug with the newer version) but if you prep up your art resources first in your content data folder, then use them in TX Editor it should be ok.Just think work backwards rather than starting from TX Editor, start from VS2010, then use your art stuff in TX Editor.
If you purchase TX platformer kit, Pino has updated a version to work with CEV 4.0 which you can request from him.
As for tutorials I would recommend getting John Kanalakis's book
www.amazon.com/Complete-Guide-Torque-X/dp/1568814216/ref=sr_1_1?ie=UTF8&qid=...
He's writing a new one as well.
there is good sample project by Dan Pascal at
www.garagegames.com/community/forums/viewthread/81250
and also Henry Shilling made this
www.garagegames.com/community/resources/view/19137
Have a good dredge round the forums and you will find other bits n pieces; Good posters are
www.garagegames.com/account/profile/174861
www.garagegames.com/account/profile/181007
www.garagegames.com/account/profile/41526
www.garagegames.com/account/profile/84180
www.garagegames.com/account/profile/38372
www.garagegames.com/account/profile/214317
www.garagegames.com/account/profile/164345
www.garagegames.com/account/profile/100955
just keep hacking away and you'll get the hang of stuff; the forums are a bit quiet these days, but there's lots of good resources peppered around.
Good Luck
02/15/2011 (12:37 am)
Have a wee looky at this, I made a list on getting a project from 3.1 to 4.0www.garagegames.com/community/forums/viewthread/123854/1#comment-795969
as for number 2 when you add an image asset in TX Editor it wont automatically copy it to your content data folder (this is a small bug with the newer version) but if you prep up your art resources first in your content data folder, then use them in TX Editor it should be ok.Just think work backwards rather than starting from TX Editor, start from VS2010, then use your art stuff in TX Editor.
If you purchase TX platformer kit, Pino has updated a version to work with CEV 4.0 which you can request from him.
As for tutorials I would recommend getting John Kanalakis's book
www.amazon.com/Complete-Guide-Torque-X/dp/1568814216/ref=sr_1_1?ie=UTF8&qid=...
He's writing a new one as well.
there is good sample project by Dan Pascal at
www.garagegames.com/community/forums/viewthread/81250
and also Henry Shilling made this
www.garagegames.com/community/resources/view/19137
Have a good dredge round the forums and you will find other bits n pieces; Good posters are
www.garagegames.com/account/profile/174861
www.garagegames.com/account/profile/181007
www.garagegames.com/account/profile/41526
www.garagegames.com/account/profile/84180
www.garagegames.com/account/profile/38372
www.garagegames.com/account/profile/214317
www.garagegames.com/account/profile/164345
www.garagegames.com/account/profile/100955
just keep hacking away and you'll get the hang of stuff; the forums are a bit quiet these days, but there's lots of good resources peppered around.
Good Luck
#4
www.garagegames.com/community/resources/view/20870
Have a look see and see if it helps.
02/22/2011 (5:37 am)
Hey Guys I have put up a detailed list and video tutorial for any of you struggling or especially to new TX CEV userswww.garagegames.com/community/resources/view/20870
Have a look see and see if it helps.
#5
02/26/2011 (7:03 pm)
Thanks pal, going to make a cuppa and watch this lengthy vid... I was just concerned, I am living in Preston (Lancashire) and noticed your from scotland (accent of course) Do you still live nearby or from your profile... Tokyo, because I am looking for a big favor, willing to pay too. If I could pitch my idea across
#6
><
Animation or music aint too much a hassle tho
02/26/2011 (7:10 pm)
I'm afraid I left the bonny glens looong ago and still in Tokyo. Feel free to pitch, but if its Dev work I'm juggling 4 different projects, 3 different engines and a day job (and in Tokyo that often means 9 till 9 !) ]><
Animation or music aint too much a hassle tho
#7
02/26/2011 (7:19 pm)
Wow! lol that is amazing!!! Its 3.15 at the moment in the morning, just finishing some game design coursework and back onto trying to get the CEV to work. It was just a game I'm trying to build, I have all the graphics ready, animation cells just about done... Its just actually putting it all together... I bought "The Complete Guide yo Torque X" so going to try and get it all done asap. I will probably be still posting up on here for tech difficulties but thanks for the help... It means allot :)
#8
but besides that, when I get to 21.15 of your video after rebuilding the solution I get the following error
Error 1 The type 'Microsoft.Xna.Framework.Game' is defined in an assembly that is not referenced. You must add a reference to assembly 'Microsoft.Xna.Framework.Game, Version=3.1.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d'. C:\Game Programming\Starter\MyStarter\MyStarter\Game\Game.cs 16 18 Game
and Warning
Warning 2 Project item 'levels\levelData.txscene' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Game
But maybe it could be due to the SVN thing you describe about, soo I will wait on pino to get back in touch, but please do assure me im doing the right or wrong thing anyway. Thank you
02/26/2011 (8:34 pm)
Followed the tutorial exactly apart from the SVN setup only because for some odd reason, I cant log back into the server because im forbidden, emailed pino to grant me access to it agian... Not sure why,but besides that, when I get to 21.15 of your video after rebuilding the solution I get the following error
Error 1 The type 'Microsoft.Xna.Framework.Game' is defined in an assembly that is not referenced. You must add a reference to assembly 'Microsoft.Xna.Framework.Game, Version=3.1.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d'. C:\Game Programming\Starter\MyStarter\MyStarter\Game\Game.cs 16 18 Game
and Warning
Warning 2 Project item 'levels\levelData.txscene' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Game
But maybe it could be due to the SVN thing you describe about, soo I will wait on pino to get back in touch, but please do assure me im doing the right or wrong thing anyway. Thank you
#9
Right click game, properties and look in there for startup object and set to your game namespace.
Additionally ensure you have removed the old References in Game and then re-added them TorqueCore and Torque2D
02/28/2011 (6:24 pm)
double check your setting the startup object correctly in your games properties.Right click game, properties and look in there for startup object and set to your game namespace.
Additionally ensure you have removed the old References in Game and then re-added them TorqueCore and Torque2D
#10
03/04/2011 (8:42 am)
Hey Hoddie, I successfully don eyour CEV setup ok, but stillhaving problems with the before discussion, I had set the Startup object to StarterGame2D.Game but still having the same problems... You mentioned removing the old reference in Game and then re-added them TorqueCore and Torque2D? Could you please explain how you do this in dummie terms please... Thank you :)
#11
"Just concerned also then whel I click on the solution at the bottom is a properties panel and there it shows Startup project followed by Game -
You can also change it to data... But agian i suppose that has nothing to do with it...
I know Im just one step away....
03/04/2011 (9:00 am)
I agian copied over the TorqueCore ,Torque2D and to the TXB2D files agian... But still just having the same problems..."Just concerned also then whel I click on the solution at the bottom is a properties panel and there it shows Startup project followed by Game -
You can also change it to data... But agian i suppose that has nothing to do with it...
I know Im just one step away....
#12
What I've found is that when you create a project using the Torque X 4.0 CEV template it uses versions of the Torque X assemblies from the "References" folder in your Torque X install path. Those assemblies came with the Torque X 3.1.5 installer and, since Hoddie's tutorial doesn't have us update them, are still at that version. Those older assemblies are built against XNA 3.1 and the compiler is upset because the project is using XNA 4.0.
So there are two things you can do:
1) Update the old Torque X 3.1.5 assemblies in your "Program Files\Torque\Torque X 3.1.5 Pro\References\" folder tree with the new Torque X 4.0 assemblies you created earlier in Hoddie's tutorial then create a new project using the TX 4.0 CEV template. (I haven't tested this but it should work)
2) Take direct control and update the references in the project you already created. This is what Hoddie suggested above and it's what I do. Given that the Torque X 4.0 CEV project may be updated while you are working on your game, knowing how to update the references in your project is a useful skill.
Here's what you do*:
1) Have your project open in VS2010.
2) In Solution Explorer expand your "Game" project tree then expand the "References" folder.
3) Right click the "GarageGames.TorqueX.Framework" item and select "Properties". The properties window/pane should appear and it will likely say that the version is "3.1.5.0". Note that, as mentioned before, the "Path" property is pointing to the "References" folder in your Torque X install path.
4) Right click the "GarageGames.TorqueX.Framework" item again and select "Remove".
5) Right click the "GarageGames.TorqueX.Framework2D" item and select "Remove".
6) Right click the "References" folder in Solution Explorer and select "Add Reference..."
7) Click the "Browse" tab.
8) Locate and select the updated TorqueCore dll. If you followed Hoddie's tutorial to the letter it should be located at "Program Files\Torque\Torque X 3.1.5 Pro\TorqueCore\bin\x86\Release".
9) Right click the "References" folder in Solution Explorer again and select "Add Reference..." again.
10) Click the "Browse" tab again.
11) Locate and select the updated Torque2D dll. If you followed Hoddie's tutorial to the letter it should be located at "Program Files\Torque\Torque X 3.1.5 Pro\Torque2D\bin\x86\Release".
12) Confirm that you have updated your references correctly by checking that the version property is now 4.0.0.0.
* if you have 64bit Windows the "Program Files" folder is really "Program Files (x86)".
That's it. The project should compile and run now.
Maybe Hoddie can update his video or post a new one with a visual walkthrough of this process.
@Hoddie, if you are doing more videos, you should consider showing how to update the project GUID using a GUID generator tool like the one here: http://www.guidgenerator.com/online-guid-generator.aspx
In my brief testing of the new TX 4.0 CEV project template it looked like it is not generating new/unique GUIDs for the game project and when you deploy to Xbox one game can overwrite another when they have the same GUID (at least they used to in older versions of TX/XNA).
03/05/2011 (2:06 pm)
Hi Solloman,What I've found is that when you create a project using the Torque X 4.0 CEV template it uses versions of the Torque X assemblies from the "References" folder in your Torque X install path. Those assemblies came with the Torque X 3.1.5 installer and, since Hoddie's tutorial doesn't have us update them, are still at that version. Those older assemblies are built against XNA 3.1 and the compiler is upset because the project is using XNA 4.0.
So there are two things you can do:
1) Update the old Torque X 3.1.5 assemblies in your "Program Files\Torque\Torque X 3.1.5 Pro\References\" folder tree with the new Torque X 4.0 assemblies you created earlier in Hoddie's tutorial then create a new project using the TX 4.0 CEV template. (I haven't tested this but it should work)
2) Take direct control and update the references in the project you already created. This is what Hoddie suggested above and it's what I do. Given that the Torque X 4.0 CEV project may be updated while you are working on your game, knowing how to update the references in your project is a useful skill.
Here's what you do*:
1) Have your project open in VS2010.
2) In Solution Explorer expand your "Game" project tree then expand the "References" folder.
3) Right click the "GarageGames.TorqueX.Framework" item and select "Properties". The properties window/pane should appear and it will likely say that the version is "3.1.5.0". Note that, as mentioned before, the "Path" property is pointing to the "References" folder in your Torque X install path.
4) Right click the "GarageGames.TorqueX.Framework" item again and select "Remove".
5) Right click the "GarageGames.TorqueX.Framework2D" item and select "Remove".
6) Right click the "References" folder in Solution Explorer and select "Add Reference..."
7) Click the "Browse" tab.
8) Locate and select the updated TorqueCore dll. If you followed Hoddie's tutorial to the letter it should be located at "Program Files\Torque\Torque X 3.1.5 Pro\TorqueCore\bin\x86\Release".
9) Right click the "References" folder in Solution Explorer again and select "Add Reference..." again.
10) Click the "Browse" tab again.
11) Locate and select the updated Torque2D dll. If you followed Hoddie's tutorial to the letter it should be located at "Program Files\Torque\Torque X 3.1.5 Pro\Torque2D\bin\x86\Release".
12) Confirm that you have updated your references correctly by checking that the version property is now 4.0.0.0.
* if you have 64bit Windows the "Program Files" folder is really "Program Files (x86)".
That's it. The project should compile and run now.
Maybe Hoddie can update his video or post a new one with a visual walkthrough of this process.
@Hoddie, if you are doing more videos, you should consider showing how to update the project GUID using a GUID generator tool like the one here: http://www.guidgenerator.com/online-guid-generator.aspx
In my brief testing of the new TX 4.0 CEV project template it looked like it is not generating new/unique GUIDs for the game project and when you deploy to Xbox one game can overwrite another when they have the same GUID (at least they used to in older versions of TX/XNA).
#13
Its good to see the Torque X logo fly round the black screen agian..
Although I get a warning in Visual Studio saying
Warning 1 Project item 'levels\levelData.txscene' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Game
Its been a long day, so im gonna get some sleep and get back onto this later! But thank you once agian Josef and Hoodie!
03/09/2011 (7:18 am)
Thank you Josef!!! Your a hero!!Its good to see the Torque X logo fly round the black screen agian..
Although I get a warning in Visual Studio saying
Warning 1 Project item 'levels\levelData.txscene' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it. Game
Its been a long day, so im gonna get some sleep and get back onto this later! But thank you once agian Josef and Hoodie!
#14
You have to send a screenshot of your "My Products" page to Pino to confirm that you own the PSK. He will then grant you access to the PSK in SVN.
Note that there is no project tempplate for the PSK 4.0 yet. You'll have to create your project in VS2008 with the old PSK, then follow the general Torque X project upgrade instructions to update it to the CEV version.
03/09/2011 (11:33 am)
To answer your question about the TX PSK. There is now a CEV version available that is compatible with XNA 4.0/TX 4.0 CEV.You have to send a screenshot of your "My Products" page to Pino to confirm that you own the PSK. He will then grant you access to the PSK in SVN.
Note that there is no project tempplate for the PSK 4.0 yet. You'll have to create your project in VS2008 with the old PSK, then follow the general Torque X project upgrade instructions to update it to the CEV version.
#15
03/09/2011 (11:46 am)
Oooooh!!! Whats this PSK then? What exactly do i have to take a screenshot of too? Like visual studio? cheers
#16
If you buy it and want access to the CEV version you need to send Pino proof that you own the license.
On the GarageGames site go to "My Account" and select "My Products". Take a screenshot that shows you own the PSK license. Send it to Pino with the request to be added to the CEV SVN.
Pino just blogged about adding the PSK to SVN here: http://torquecev.com/2011/03/08/platform-starter-kit-cev-for-torque-x-cev-is-here/
03/09/2011 (12:01 pm)
PSK = Platformer Starter KitIf you buy it and want access to the CEV version you need to send Pino proof that you own the license.
On the GarageGames site go to "My Account" and select "My Products". Take a screenshot that shows you own the PSK license. Send it to Pino with the request to be added to the CEV SVN.
Pino just blogged about adding the PSK to SVN here: http://torquecev.com/2011/03/08/platform-starter-kit-cev-for-torque-x-cev-is-here/
#17
When I create copy of project for Xbox 360
It states this;
Error 2 The OutputPath property is not set for project 'Xbox 360 Copy of Game.csproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='Xbox 360'. This error may also appear if some other project is trying to follow a project-to-project reference to this project, this project has been unloaded or is not included in the solution, and the referencing project does not build using the same or an equivalent Configuration or Platform. Xbox 360 Copy of Game
and a dozen warnings, I thought maybe id do the same thing with adding a reference... As done before with the windows version, but both release folders are completely empty...
and plus the reference files in Visual Studio, under the copy of Xbox Version have Yellow warning markers... Soo that does not look good
:/
03/09/2011 (1:06 pm)
OK 1 more problem;When I create copy of project for Xbox 360
It states this;
Error 2 The OutputPath property is not set for project 'Xbox 360 Copy of Game.csproj'. Please check to make sure that you have specified a valid combination of Configuration and Platform for this project. Configuration='Debug' Platform='Xbox 360'. This error may also appear if some other project is trying to follow a project-to-project reference to this project, this project has been unloaded or is not included in the solution, and the referencing project does not build using the same or an equivalent Configuration or Platform. Xbox 360 Copy of Game
and a dozen warnings, I thought maybe id do the same thing with adding a reference... As done before with the windows version, but both release folders are completely empty...
and plus the reference files in Visual Studio, under the copy of Xbox Version have Yellow warning markers... Soo that does not look good
:/
#18
The Trac website where you download the Torque X Builder 4.0 CEV RC has info on the bug and how to fix it.
The work around was posted in the XNA forums here: http://forums.create.msdn.com/forums/p/61518/378762.aspx#378762
From the Trac website: "you have to manually edit the project to move those misplaced property groups from the end of the file and place them just after the last of the property groups at the beginning of it."
2) I'm not exactly sure what you mean by "both release folders are empty" but what you need to do is make sure to build the Xbox360 versions of the Torque X 4.0 CEV assemblies. In Hoddie's tutorial he has you set the target platform to x86 for the first build. You have to do another build with Xbox360 as your target platform. Then in your Xbox360 copy of your game project update the references to TorqueCore and Torque2D to the Xbox360 versions of the appropriate dlls.
03/09/2011 (1:27 pm)
1) There's a known bug in XNA 4.0/VS2010 that comes up when you create a copy of a project for a diffferent platform (i.e., Xbox360).The Trac website where you download the Torque X Builder 4.0 CEV RC has info on the bug and how to fix it.
The work around was posted in the XNA forums here: http://forums.create.msdn.com/forums/p/61518/378762.aspx#378762
From the Trac website: "you have to manually edit the project to move those misplaced property groups from the end of the file and place them just after the last of the property groups at the beginning of it."
2) I'm not exactly sure what you mean by "both release folders are empty" but what you need to do is make sure to build the Xbox360 versions of the Torque X 4.0 CEV assemblies. In Hoddie's tutorial he has you set the target platform to x86 for the first build. You have to do another build with Xbox360 as your target platform. Then in your Xbox360 copy of your game project update the references to TorqueCore and Torque2D to the Xbox360 versions of the appropriate dlls.
#19
Altough when I go back onto Visual Studio to rebuild the solution,
it just states "Ready" at the bottom left corner of the screen rather than "Successful" and even still when I debug the project, it keeps running the default Torque X logo on the blackground rather than my custom imagery...
@ Josef - when you mean "you have to manually edit the project to move those misplaced property groups from the end of the file and place them just after the last of the property groups at the beginning of it."
Could you please give me Dummie example,
This is soo deep in what I'm not use too, but its meant to be the only easiest way to make a game by yourself...
03/12/2011 (9:52 am)
@ Everyone - I have not gone onto exporting a project over to the xbox yet, but im just having anthor tiny problem, I got to 25:10 of hoodies video, on importing images backwards into torque X, then bringing the images over into Torque X, saving the scene and project,Altough when I go back onto Visual Studio to rebuild the solution,
it just states "Ready" at the bottom left corner of the screen rather than "Successful" and even still when I debug the project, it keeps running the default Torque X logo on the blackground rather than my custom imagery...
@ Josef - when you mean "you have to manually edit the project to move those misplaced property groups from the end of the file and place them just after the last of the property groups at the beginning of it."
Could you please give me Dummie example,
This is soo deep in what I'm not use too, but its meant to be the only easiest way to make a game by yourself...
#20
Just final issue with transfering data over to the xbox now!
Would really help
I cannot understand what this means
"So Microsoft brought this on the internal system for fixing it, but still there are no news about that thus you have to manually edit the project to move those misplaced property groups from the end of the file and place them just after the last of the property groups at the beginning of it"
Programming talk is like trying to learn japanese...
HELP LOL :)
03/12/2011 (10:26 am)
Ok I manage to sort out the images solution, just went into build configuration and made sure game was ticked under built,Just final issue with transfering data over to the xbox now!
Would really help
I cannot understand what this means
"So Microsoft brought this on the internal system for fixing it, but still there are no news about that thus you have to manually edit the project to move those misplaced property groups from the end of the file and place them just after the last of the property groups at the beginning of it"
Programming talk is like trying to learn japanese...
HELP LOL :)
Torque Owner Solloman
I was using Visual Studio 2010 for Windows Phone, which apparently thought it worked as i downloaded it from the XNA homepage...
But got Visual Studio 2010 Professional from www.dreamspark.com for free
So now with the templates sorted and loaded into Visual Studio, I'm now having problems because every time i run a project in Visual Studio it reads
"Visual Studio cannot start debugging because the debug target 'C:/"The root its saved in" test\My Game\My Game\bin\Denug\Game.exe' is missing. Please build the project and retry, or set the OutputPath and AssemblyName properties appropriately to point at the correct location for the target assembly"
This Game.exe file is now where to be found? <<<<<HELP>>>>>
Plus, the issues with the problem number 2 ^^^
This will help me very much
and if u can help me with issues 3 and 4 please help