1.1.3 - installer bug, mac & linux versions
by Gary "ChunkyKs" Briggs · in Torque Game Builder · 11/29/2006 (6:59 pm) · 29 replies
First off, a generic windows bug report:
I just downloaded the 1.1.3 installer, and tried to install it on win2k. Since the default install of win2k, the only things I've done to the system are: I've used windows update and let it do whatever it is that it does, have installed Visual Studio 2005, AVG Free, tortoiseCVS and tortoiseSVN. I *think* it's win 2k professional, but I don't remember and don't know how to check.
I tried to run it... double click the installer, the splash screen comes up, then vanishes. And that's the end of that. Tried again... nothing in the process table after it disappears. It's like it's just vanishing but without leaving any trace or anything, not even a crash dialog thingy in windows.
That put something of a dampener on that, but I did successfully extract it on win2k3 in another VM.
Next up, making it run on the Mac:
I added t2dTextObject.{cc,h} to the XCode build. I had to modify macCarbFont.cc thusly:
No idea why that fontfamily thing is there since it seems to be ignored. This is a dirty ugly hack and completely ignores the root of the problem [and probably breaks something else], but it worked for me.
Click build and run and yay, stuff's working.
Finally, Linux.
Changes to the stock download:
1) Add t2dTextObject.{cc,h} to the build [targets.torque.mk]
2) X11_KeyToUnicode Fixes from Pacula
3) Silly off-by-one recursion fix
4) Linking dynamically against libGLU [because I don't have a static libGLU on my FC6 VM]
I did find one other bug to do with opening projects that I haven't been bothered to fix yet [you try to open a project, TGB can't find TGB.bin when it tries to exec itself again. No, PATH molestation doesn't fix it, but when you run the game again it loads up the one you tried to load, so that's hardly a showstopper]
I have a dream that one day these things will be done with the rest of the release, and linux and mac users will stop being expected to fend for themselves [or just suck it up, if they can't afford the two hundred and fifty dollar license]. The linux release is now two versions behind!
Gary (-;
I just downloaded the 1.1.3 installer, and tried to install it on win2k. Since the default install of win2k, the only things I've done to the system are: I've used windows update and let it do whatever it is that it does, have installed Visual Studio 2005, AVG Free, tortoiseCVS and tortoiseSVN. I *think* it's win 2k professional, but I don't remember and don't know how to check.
I tried to run it... double click the installer, the splash screen comes up, then vanishes. And that's the end of that. Tried again... nothing in the process table after it disappears. It's like it's just vanishing but without leaving any trace or anything, not even a crash dialog thingy in windows.
That put something of a dampener on that, but I did successfully extract it on win2k3 in another VM.
Next up, making it run on the Mac:
I added t2dTextObject.{cc,h} to the XCode build. I had to modify macCarbFont.cc thusly:
// void enumeratePlatformFonts( Vector<StringTableEntry>& fonts, UTF16* fontFamily )
void enumeratePlatformFonts( Vector<StringTableEntry>& fonts, char* fontFamily )
// Change the type of fontfamily
{
ATSFontApplyFunction (_MacCarbEnumFontsCallback, (void*)&fonts);
}No idea why that fontfamily thing is there since it seems to be ignored. This is a dirty ugly hack and completely ignores the root of the problem [and probably breaks something else], but it worked for me.
Click build and run and yay, stuff's working.
Finally, Linux.
Changes to the stock download:
1) Add t2dTextObject.{cc,h} to the build [targets.torque.mk]
2) X11_KeyToUnicode Fixes from Pacula
3) Silly off-by-one recursion fix
4) Linking dynamically against libGLU [because I don't have a static libGLU on my FC6 VM]
I did find one other bug to do with opening projects that I haven't been bothered to fix yet [you try to open a project, TGB can't find TGB.bin when it tries to exec itself again. No, PATH molestation doesn't fix it, but when you run the game again it loads up the one you tried to load, so that's hardly a showstopper]
I have a dream that one day these things will be done with the rest of the release, and linux and mac users will stop being expected to fend for themselves [or just suck it up, if they can't afford the two hundred and fifty dollar license]. The linux release is now two versions behind!
Gary (-;
#2
We launched 1.1.2 with both a Windows and a Mac build at the same time. We've been working on a build system for all of our builds here at GG and Paul has been fighting with the Mac side of it. He's been very hard at work and making great progress.
We either had the choice to delay the release to launch both at the same time or at least get the Windows build out now and just release the Mac one later. We really did try to launch them together though things sometimes happen. Sorry if this looked deliberate or like we are ignoring mac users, just that it was somewhat out of our hands.
On the up side, once the build system is done, then anyone should be able to do a Windows and or Mac build in the office. We even have the documentation generating automatically (along with a recompile of the engine and the installers). This really helped us get 1.1.3 out yesterday.
11/30/2006 (9:06 am)
Hey Gary, thanks for posting your issue, as well as your thoughts :)We launched 1.1.2 with both a Windows and a Mac build at the same time. We've been working on a build system for all of our builds here at GG and Paul has been fighting with the Mac side of it. He's been very hard at work and making great progress.
We either had the choice to delay the release to launch both at the same time or at least get the Windows build out now and just release the Mac one later. We really did try to launch them together though things sometimes happen. Sorry if this looked deliberate or like we are ignoring mac users, just that it was somewhat out of our hands.
On the up side, once the build system is done, then anyone should be able to do a Windows and or Mac build in the office. We even have the documentation generating automatically (along with a recompile of the engine and the installers). This really helped us get 1.1.3 out yesterday.
#3
As with so many things, I *do* understand and appreciate that supporting multiple platforms is hard; one of our products at work supports seven different unices, and another that I'm working on right now runs on linux, windows, and my ma. Getting stuff out the door is basically the important part.
No-one actually minds releases of individual projects lagging by a few days [I have faith the mac version will be out soon enough!]. It's more that certain projects [like TGB linux] are now lagging by months.
The new Mac code is great, and I'm truly delighted that you guys hired a mac guy, who has turned out to be fantastic at what he does. Anyone who complains about him should be shot.
I'm pretty disappointed with the state of Linux support for TGE and TGB; I know that it's moved into the realm of "community" support, but... well, it wouldn't have taken much to do *something* about the X11_KeyToUnicode problem, especially with longtime community-provided fixes. No fixes appear to have been committed to either TGB or TGE repos at GG.
Encouraging "Community support" is awesome, but currently that just means that a portion of the TGB community [who want a linux game but couldn't afford 250 dollars] are stuck, hoping to be able to run the windows-only installer of TGB to extract it [I loathe installers], then find a considerate linux community member who's able to apply fixes from these forums, and build a recent version of TGB for them.
Gary (-;
PS I hope I didn't sound too grumpy or pissy. I'm really happy with TGB's progress, there's just individual niglets that make me sad :-/
11/30/2006 (11:03 am)
@Matt: Thanks for commenting rather than ignoring my grumpy ranting :-)As with so many things, I *do* understand and appreciate that supporting multiple platforms is hard; one of our products at work supports seven different unices, and another that I'm working on right now runs on linux, windows, and my ma. Getting stuff out the door is basically the important part.
No-one actually minds releases of individual projects lagging by a few days [I have faith the mac version will be out soon enough!]. It's more that certain projects [like TGB linux] are now lagging by months.
The new Mac code is great, and I'm truly delighted that you guys hired a mac guy, who has turned out to be fantastic at what he does. Anyone who complains about him should be shot.
I'm pretty disappointed with the state of Linux support for TGE and TGB; I know that it's moved into the realm of "community" support, but... well, it wouldn't have taken much to do *something* about the X11_KeyToUnicode problem, especially with longtime community-provided fixes. No fixes appear to have been committed to either TGB or TGE repos at GG.
Encouraging "Community support" is awesome, but currently that just means that a portion of the TGB community [who want a linux game but couldn't afford 250 dollars] are stuck, hoping to be able to run the windows-only installer of TGB to extract it [I loathe installers], then find a considerate linux community member who's able to apply fixes from these forums, and build a recent version of TGB for them.
Gary (-;
PS I hope I didn't sound too grumpy or pissy. I'm really happy with TGB's progress, there's just individual niglets that make me sad :-/
#4
The only thing that makes me nervous about waiting is something Jeff Tunnell wrote recently (?) about doing Mac games not being worth the effort because Steve Jobs isn't into games (heavily paraphrased). So in my mind I'm always wondering how soon it'll be before GG says, "This is the final version of TGB for the Mac and we'll support it for as long as we can - good luck!"
You know, typical Mac paranoia. =;)
Jay Jennings
12/01/2006 (5:12 pm)
Matthew - That's good news about the multi-platform build coming. While I'd *like* to get the Mac version right now, I'm not opposed to being patient a little longer as long as I know it's coming. =:)The only thing that makes me nervous about waiting is something Jeff Tunnell wrote recently (?) about doing Mac games not being worth the effort because Steve Jobs isn't into games (heavily paraphrased). So in my mind I'm always wondering how soon it'll be before GG says, "This is the final version of TGB for the Mac and we'll support it for as long as we can - good luck!"
You know, typical Mac paranoia. =;)
Jay Jennings
#5
-Jeff Tunnell, GG
12/01/2006 (6:10 pm)
@Jay: Please do NOT put those kind of words in my mouth even with the "heavily paraphrased" disclaimer. I, in no way, said Steve Jobs is a dork. I wrote an intelligent look at the wisdom of creating OSX games even with an engine. To twist my words or meaning in this way is disappointing. -Jeff Tunnell, GG
#6
While I disagree with a lot of what Jeff said, I would have to concur that the problem wasn't Jobs being "a dork", the problem was Jobs totally not "getting it".
Anyways. Back to your previous point. GG have recently hired a new mac guy who's completely rewritten most of the mac platform code. I think it's fairy to say that GG are supporting macs heavily right now, and that you needn't worry about that.
Gary (-;
12/01/2006 (6:25 pm)
I read the same blog entry that you did.While I disagree with a lot of what Jeff said, I would have to concur that the problem wasn't Jobs being "a dork", the problem was Jobs totally not "getting it".
Anyways. Back to your previous point. GG have recently hired a new mac guy who's completely rewritten most of the mac platform code. I think it's fairy to say that GG are supporting macs heavily right now, and that you needn't worry about that.
Gary (-;
#7
However, I think a reasonable person might say that Jobs "not getting it" and Jobs "being a dork" could be the same thing -- although the latter is, admittedly, a juvenile way of putting it.
Jeff, I don't think I twisted much meaning -- you talked about the "reality distortion field" popping and being totally bored with the WWDC keynote. Then you say, "Apple has purposely disdained games." Well, at this point in the company's history, Steve Jobs *is* Apple -- because you know if Steve wanted games to be front and center, they'd darn well be there right now.
Your article reads (to me) as if Steve Jobs is clueless when it comes to what games could do to/for the Mac market. Clueless and dorky really aren't all that far apart, but I can understand how you wouldn't want someone to repeat to Jobs that you said he was either one.
Finally, to kind of get back on target, I appreciate that GG has hired a Mac guy and are committed (at least for now) to continuing Mac development. Thank you!
Jay Jennings
(PS - If any mods want to delete my messages from this thread for being divisive or just bad for business, feel free. I won't take offense in the slightest -- it's your forum.)
12/02/2006 (4:04 am)
I modified my post for future views and apologize to anyone who inferred that Jeff said what I wrote.However, I think a reasonable person might say that Jobs "not getting it" and Jobs "being a dork" could be the same thing -- although the latter is, admittedly, a juvenile way of putting it.
Jeff, I don't think I twisted much meaning -- you talked about the "reality distortion field" popping and being totally bored with the WWDC keynote. Then you say, "Apple has purposely disdained games." Well, at this point in the company's history, Steve Jobs *is* Apple -- because you know if Steve wanted games to be front and center, they'd darn well be there right now.
Your article reads (to me) as if Steve Jobs is clueless when it comes to what games could do to/for the Mac market. Clueless and dorky really aren't all that far apart, but I can understand how you wouldn't want someone to repeat to Jobs that you said he was either one.
Finally, to kind of get back on target, I appreciate that GG has hired a Mac guy and are committed (at least for now) to continuing Mac development. Thank you!
Jay Jennings
(PS - If any mods want to delete my messages from this thread for being divisive or just bad for business, feel free. I won't take offense in the slightest -- it's your forum.)
#8
12/18/2006 (3:49 pm)
Any update on when the Mac version of 1.1.3 will be available?
#9
Gary (-;
EDIT: Note, that only contains TGB 1.1.3 .app bundle. You'll have to dig the rest of 1.1.3 out of a windows build. But FWIW the TextObject stuff works great for me here.
12/18/2006 (4:06 pm)
Until there's an official release, you could grab icculus.org/~chunky/stuff/TGB-1.1.3.dmg which is TGB1.1.3 compiled up on my mac here.Gary (-;
EDIT: Note, that only contains TGB 1.1.3 .app bundle. You'll have to dig the rest of 1.1.3 out of a windows build. But FWIW the TextObject stuff works great for me here.
#10
01/29/2007 (7:44 pm)
Hey, Gary, how'd you extract the source files from the exe file? I tried File Juicer but that didn't quite do it for me. I'm currently working on a G4 and don't have a Windows Install Disc lying around so installing Windows on an emulator is both slow and, currently, not possible. Ideas? I'd like to build 1.1.3 based on the Windows version myself as you did...
#12
By the way, do you do cross development using VMs? If so, how's the performance? Parallels? VMWare? Does stuff run well enough to make, say, a Core2Duo MBP a worthwhile investment for cross platform development goodness?
01/31/2007 (6:33 pm)
I think I'll just install the Windows version on a random Windows box where I work, grab the source files to a USB key, and then uninstall everything. Thanks, though!By the way, do you do cross development using VMs? If so, how's the performance? Parallels? VMWare? Does stuff run well enough to make, say, a Core2Duo MBP a worthwhile investment for cross platform development goodness?
#13
Did you get this issue when you built yours?
01/31/2007 (10:05 pm)
@Gary: I built 1.1.3 in OSX and got it to run. Unfortunately the thing starts up at 1600x1200 and I have no access to the title bar to move the window (it's hidden way under the OSX menubar... probably above it in 'out of my computer' space). How do I get to the preferences to change the window size to something more reasonable?Did you get this issue when you built yours?
#14
Silly me.
01/31/2007 (10:48 pm)
Okay, I got it to work. Turns out I ran the installed TGB editor on Windows before transferring those files over to my Mac. Running it caused the TGB to output a *.dso file. When I built and ran it on OSX, the old *.dso file still existed so it attempted to use that. Oops. Deleting the *.dso files and prefs.cs (but *not* defaultPrefs.cs) appears to have solved the problem.Silly me.
#15
Yes, I do cross platform development using VMs at the moment. It's pretty inferior to a real block of hardware, but at least it lets me know if stuff compiles. Parallels is my VM of choice.
I don't really care for windows. I know, I've said it before, but you get the idea. I have enough of a windows environment for compiling torque [I have VMs of four windows OSs for work] and execute it, but not in a million years would I *use* it.
Linux is somewhat easier because I'm using apple's X server for torque to use, which approximately trebles the framerate.
Other than that, solaris is a bit of a pain in parallels... but then, solaris is a bit of a pain all the time.
Congratulations on getting TGB1.1.3 working!
Gary (-;
02/01/2007 (11:10 am)
Quote:By the way, do you do cross development using VMs? If so, how's the performance? Parallels? VMWare? Does stuff run well enough to make, say, a Core2Duo MBP a worthwhile investment for cross platform development goodness?
Yes, I do cross platform development using VMs at the moment. It's pretty inferior to a real block of hardware, but at least it lets me know if stuff compiles. Parallels is my VM of choice.
I don't really care for windows. I know, I've said it before, but you get the idea. I have enough of a windows environment for compiling torque [I have VMs of four windows OSs for work] and execute it, but not in a million years would I *use* it.
Linux is somewhat easier because I'm using apple's X server for torque to use, which approximately trebles the framerate.
Other than that, solaris is a bit of a pain in parallels... but then, solaris is a bit of a pain all the time.
Congratulations on getting TGB1.1.3 working!
Gary (-;
#16
02/01/2007 (5:28 pm)
@Gary: I got TGB1.1.3 working but found that the t2dTextObjects wouldn't go into the system. A quick glance at the console showed that the levelBuilderTextObjectTool {cc, h} files needed to be added to the XCode project, too. Just a heads up (possibly edit the top 'How-To' post to include these two files for the OSX stuff?). Coolbeans.
#17
Gary (-;
02/01/2007 (6:00 pm)
Oh, yeah, forgot that. It's mentioned in another forum post someplace, but I can't remember where :-/Gary (-;
#18
So I've added all four files and rebuilt the binary but I'm getting a bunch of errors. My console reads this:
02/01/2007 (6:51 pm)
@Gary: It's mentioned in this thread.So I've added all four files and rebuilt the binary but I'm getting a bunch of errors. My console reads this:
... Loading compiled script tools/leveleditor/gui/TGBInsider.ed.cs. [b]tools/levelEditor/scripts/tools.ed.cs (379): Unable to instantiate non-conobject class LevelBuilderTextEditTool.[/b] tools/levelEditor/scripts/tools.ed.cs (380): Unable to find object: '0' attempting to call function 'setToolTexture' LevelBuilderSceneEdit::addTool - Unable to find tool LevelEditorTextEditTool. [b]LevelBuilderToolManager::addToolToBar - Invalid Tool or Nameless Tool![/b]The text tool shows up in the Create tab but whenever I try to use it I get the following:
LevelBuilderSceneEdit::setActiveTool - Unable to find tool LevelEditorTextEditTool. tools/levelEditor/scripts/tools.ed.cs (646): Unable to find object: '' attempting to call function 'setStateOn' tools/levelEditor/scripts/levelEditor.ed.cs (246): Unable to find object: 'LevelEditorTextEditTool' attempting to call function 'editObject'Thoughts?
#19
Gary (-;
02/01/2007 (6:55 pm)
You need levelBuilderTextEditTool aswell as levelBuilderTextObjectTool.Gary (-;
#20
t2dTextObject {cc, h}
levelBuilderTextObjectTool {cc, h}
levelBuilderTextEditTool {cc, h}
Good stuff. Here goes nothing!
02/01/2007 (6:59 pm)
Yeah... I just figured that out. So that brings the total number of files to add to the XCode Project to six:t2dTextObject {cc, h}
levelBuilderTextObjectTool {cc, h}
levelBuilderTextEditTool {cc, h}
Good stuff. Here goes nothing!
Torque Owner Gary "ChunkyKs" Briggs
Well, that certainly gives this Linux user the warm fuzzies.
Gary (-;