Game Development Community

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.
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#21
03/12/2011 (10:41 am)
1) Open the Xbox .csproj file in notepad.
2) Scroll to the bottom.
3) Look for the <PropertyGroup> section near the bottom of the file.
4) Cut it out and paste it higher up in the document under the area with the other PropertyGroups.
5) Save and close the file.
6) Open the Solution in VS2010.

If you did it correctly the Xbox project should compile now.

Make sure you update the TorqueCore and Torque2D references to the Xbox versions you created earlier.
#22
03/12/2011 (11:56 am)
Ok I may be acting dumb, but I have cut and paste the property groups "I belive" from the bottom and placed them just between </PropertyGroup> & </Project> there is some code in between about

<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>

Am I doing the right thing is it meant to go before or after? would you be able to send me a png or jpeg file of the code that needs to be cut in highlight and on where it should go too, it would be cool if you could post it up on here, for everyone elses benifit whos new to this...

Im sorry im being a pain in the a***

Then Once this is done, I think that covers the basics to getting the engine up and running and transferring data over to the Xbox 360
#23
03/12/2011 (12:02 pm)
I won't be near a computer until late tonight or maybe tomorrow. I'll post a couple of screenshots when I get a chance.

#24
03/12/2011 (12:05 pm)
Cheers Josef! I really thank you for taking the time to help me...
and If you could do a little dummie explanation about the
TorqueCore and Torque2D references to the Xbox versions you created earlier too. It would help me soo much...
Even tough it seems simple, to me its mind blowing and my aggro rage is just filling lol

Cheers pal :)
#25
03/14/2011 (10:03 pm)
To fix the Xbox360 .csproj file:

1) After you create the Xbox360 copy of your project save and close Visual Studio.
2) Find the folder where the "Xbox 360 Copy of Game.csproj" file was created and open it in notepad.
3) The file will look something like this:

cid-f31b4bb695897cb7.photos.live.com/self.aspx/Public/BeforeEdit.png

4) Note the highlighted "PropertyGroup" sections as the bottom of the file.
5) Select and "Cut" those parts of the file.
6) Paste those cut entries under the PropertyGroup entries that are higher up in the file.
7) Your file should now look something like this:

cid-f31b4bb695897cb7.photos.live.com/self.aspx/Public/AfterEdit.png

8) Save the file and close Notepad.
9) Open the Solution in Visual Studio. The Xbox360 version of the project should now be working. You can test this by opening the "References" folder and noting that the references are no longer in error.
#26
03/14/2011 (10:30 pm)
Fixing the Torque X References in the Xbox 360 copy of your game project:

1) Fix the "Xbox 360 Copy of Game.csproj" file as per the above procedure.
2) In Hoddie's excellent video for Absolute Beginners at around 11:30 he instructs us to create "Debug" and "Release" builds with "x86" as the target platform. Make sure to also create "Debug" and "Release" builds with "Xbox 360" as the target platform.
3) Later on in Hoodie's video he instructs us to copy the Torque X CEV 4.0 project files to the Torque 3.1.5 installation directory. Make sure to do this after creating the Xbox 360 builds of the Torque X CEV 4.0 engine.
4) Open your game project's solution file (with the fixed Xbox 360 .csproj file) in Visual Studio.
5) Expand the "References" folder for the Xbox 360 copy of your game.
6) Note that the two Torque X engine references indicate a version of 3.1.5.0.
7) Remove both Torque X references.
8) Add the correct Torque X references for Xbox 360.

If you followed Hoddie's tutorial correctly the TorqueCore .dll will be here (choose whether you want to use the Debug or Release version):

"C:\Program Files (x86)\TorqueTorque X 3.1.5 Pro\TorqueCore\bin\Xbox 360\"

If you followed Hoddie's tutorial correctly the Torque2D .dll will be here (choose whether you want to use the Debug or Release version):

"C:\Program Files (x86)\TorqueTorque X 3.1.5 Pro\Torque2D\bin\Xbox 360\"

9) That's it!

If you've done everything correctly you should be able to compile and deploy the Xbox360 project to your Xbox 360.
#27
03/14/2011 (10:41 pm)
One More Tip...

Set a new GUID and name for your game:

1) In Visual Studio right click you game project and select properties.
2) In the "Applications" tab click the "Assembly Information..." button.
3) Update the Title and Product fields with the name of your game.
4) Update the GUID field with a new GUID. Get one here: http://www.guidgenerator.com/
5) Click the "Ok" button.
6) Save your project and recompile.
#28
03/15/2011 (9:57 am)
IT WORKS!!!!
Man You dont know how long I was trying to configure this out, the release and debug features where driving me crazy, but its sorted now and I understand how it kinda works... Thank you soo much, its very much of an intake but its a learning curve,

I set up a GUID?

Just looking up on Wiki

I was reading this part

" The total number of unique keys is 2128 or 3.4×1038 — roughly 2 trillion per cubic millimeter of the entire volume of the Earth. This number is so large that the probability of the same number being generated twice is extremely small"

and im like WTF?!?

But thank you agian, I hope all the info will help others too
#29
03/15/2011 (10:30 am)
Ok one more question lol

I try packaging the game by going

Build > Package Game as XNA Creators Club Game

It displays as successful at the bottom

I make sure the configuration is set to xbox "Debug" & "Deploy"

I try looking around in Game/bin/Xbox 360/Debug "But nothing seems to be around?"

---OK----

While in the middle of playing around in visual studio, I deleted the Windows Game and packaged it agian once more and it turned up in the folder i expected it to be in soo all sorted, and with the help of myself for once,

Thanks agian everyone

Is there anyway to manually publis the project to a certain file,
so i can unpackage the game to the xbox
#30
03/15/2011 (10:40 am)
I haven't played with the package features in this version of XNA yet. Maybe someone else can help out here.

This is an XNA question though (not Torque X specific) so there might be more info on the Microsoft XNA App hub site.
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