Modernization Kit Beta
by Alex Scarborough · in Torque Game Engine · 02/26/2007 (12:02 am) · 331 replies
Due to the absurd length of this thread, a new one has been started HERE. Please post in the new thread!
This thread is essentially a restatement of this except it's crossplatform now.
I am contractually obligated to do at least one (1) shiny thing a month, so here's my shiny thing for this month:
A working Win32 version of the ModernizationKit.
A huge thanks to OneST8 for getting the port started, and to GG for putting me in front of a PC and not minding that I quietly spent around 20 minutes a day getting this working.
Current version is: v0.8 build 0010 released 4-10-07
This is for TGE 1.5.0/1.5.1 ONLY!
Modernization Kit Website
Username: torqueUser
Password: tMK60152
This code is compatible with the latest version of Mac OS X and Windows 2000/XP
Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs, and to Ben Sparks for setting up the website and forums!
I can't guarantee this code will work, or even compile, on anything other than my personal computer! Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!
Some notes: Cg is disabled by default, because it saved me the trouble of shoving Cg into TGE under Windows. Trust me, you're not going to miss the Cg layer anyways, GLSL is where it's at. If you do happen to want to enable Cg for whatever reason, uncomment #define SHADER_MANAGER_USE_CG in mkShaderManager.h.
Unit tests are disabled on Windows, to save the trouble of getting the CppUnit library up and running properly. Unit tests are enabled on OS X because you don't have to do anything for them to work; the bundled project file will link with the compiled dylib, copy it into the application bundle, and even change the install path so you really don't have to do a thing to use unit tests.
This code has not been tested on ATI GPUs under Win32. Presumably it will all work, but who knows. It has been confirmed to at least function on nVidia cards (there are a couple of known issues which will be addressed before 2008).
If you would like to subscribe to the Modernization Kit mailing list, submit a bug, or send some general feedback, please use the links on the Modernization Kit Web Center.
Best of luck, and I hope you get some good use, pretty screenshots, or fun out of this code!
This thread is essentially a restatement of this except it's crossplatform now.
I am contractually obligated to do at least one (1) shiny thing a month, so here's my shiny thing for this month:
A working Win32 version of the ModernizationKit.
A huge thanks to OneST8 for getting the port started, and to GG for putting me in front of a PC and not minding that I quietly spent around 20 minutes a day getting this working.
Current version is: v0.8 build 0010 released 4-10-07
This is for TGE 1.5.0/1.5.1 ONLY!
Modernization Kit Website
Username: torqueUser
Password: tMK60152
This code is compatible with the latest version of Mac OS X and Windows 2000/XP
Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs, and to Ben Sparks for setting up the website and forums!
I can't guarantee this code will work, or even compile, on anything other than my personal computer! Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!
Some notes: Cg is disabled by default, because it saved me the trouble of shoving Cg into TGE under Windows. Trust me, you're not going to miss the Cg layer anyways, GLSL is where it's at. If you do happen to want to enable Cg for whatever reason, uncomment #define SHADER_MANAGER_USE_CG in mkShaderManager.h.
Unit tests are disabled on Windows, to save the trouble of getting the CppUnit library up and running properly. Unit tests are enabled on OS X because you don't have to do anything for them to work; the bundled project file will link with the compiled dylib, copy it into the application bundle, and even change the install path so you really don't have to do a thing to use unit tests.
This code has not been tested on ATI GPUs under Win32. Presumably it will all work, but who knows. It has been confirmed to at least function on nVidia cards (there are a couple of known issues which will be addressed before 2008).
If you would like to subscribe to the Modernization Kit mailing list, submit a bug, or send some general feedback, please use the links on the Modernization Kit Web Center.
Best of luck, and I hope you get some good use, pretty screenshots, or fun out of this code!
About the author
#283
06/15/2007 (7:21 am)
So if it is a clean install you can just drop MK in on top of it you have to merge?
#284
could one of you guys that has it working zip up the directory and uload it to me?
Hate to bug you guys like this but I really need to get this working.
06/15/2007 (9:06 am)
I cannot figure out what I am doing wrong here. I cannot get this thing to compile It fails every time.could one of you guys that has it working zip up the directory and uload it to me?
Hate to bug you guys like this but I really need to get this working.
#285
Was it a problem with a missing definition for TextureHandle or something? I was talking to my nephew on the phone just a few minutes ago, and he is having that problem trying to merge MK with 152. Unfortunately, I don't have time to dig into it at the moment.
Oh yeah, and he says that interiorRender.cc is a real bear to merge.
06/15/2007 (9:13 am)
@James,Was it a problem with a missing definition for TextureHandle or something? I was talking to my nephew on the phone just a few minutes ago, and he is having that problem trying to merge MK with 152. Unfortunately, I don't have time to dig into it at the moment.
Oh yeah, and he says that interiorRender.cc is a real bear to merge.
#286
here is my build log:
www.pixollusion.com/BuildLog.htm
06/15/2007 (9:29 am)
I'm resonably sure I butchered the merge. I have never used winmerge or any merge tool for that matter usually I am only doing very small one to two paste patches. This is a whole different animal thoughhere is my build log:
www.pixollusion.com/BuildLog.htm
#287
@James any reason your building a debug release? I've never tried it but the debug may not build with the mk merged.
It's a pretty straight forward merge and everything is marked quite clearly. The build itself with 1.5.2 has a few tricky areas that require special care especially in the interiors area that are modified quite a bit from the 1.5.0 head.
Also after the merge be sure to bring over all the needed .cs and shader directory so it will actually work in game. I'm pretty sure what Andy posted is the AFX version of the project as well so you'll have quite a bit of missing file errors if you use it without afx. If it's possible for those of you that have afx with unmodified heads someone (me or whoever) could possibly (not sure if its kosher) post all the merged code, but really merging with one of the aforementioned tools take less then 20 minutes.
06/15/2007 (4:33 pm)
Using winmerge (free) or beyond compare (free for 90 days) will make quick work of the merger.@James any reason your building a debug release? I've never tried it but the debug may not build with the mk merged.
It's a pretty straight forward merge and everything is marked quite clearly. The build itself with 1.5.2 has a few tricky areas that require special care especially in the interiors area that are modified quite a bit from the 1.5.0 head.
Also after the merge be sure to bring over all the needed .cs and shader directory so it will actually work in game. I'm pretty sure what Andy posted is the AFX version of the project as well so you'll have quite a bit of missing file errors if you use it without afx. If it's possible for those of you that have afx with unmodified heads someone (me or whoever) could possibly (not sure if its kosher) post all the merged code, but really merging with one of the aforementioned tools take less then 20 minutes.
#288
I would suggest copying over your interiors folder from stock 1.5.2 and carefuly re-merging those files, I find that easier and safer than trying to put back the things I shouldn't have replaced.
@Jason - No that project file I posted was just 1.52 and Mk, doesn't include any of the afx files.
06/16/2007 (7:26 am)
@James - You've not been careful with your merge hence why you have those errors. For example: smLightingBuildPolyList is defined in interior/interior.h and just below where smLightingCastRays is defined, if you look at your build I would bet money you have a Modernization kit block of code... as good a tools as winmerge and beyond compare are you need to check what you are replacing because they don't always get it right. I would suggest copying over your interiors folder from stock 1.5.2 and carefuly re-merging those files, I find that easier and safer than trying to put back the things I shouldn't have replaced.
@Jason - No that project file I posted was just 1.52 and Mk, doesn't include any of the afx files.
#289
06/16/2007 (8:06 am)
Will give it a shot again on monday when I get back to the office.
#290
Here is my build log:
http://aluonstudios.uni.cc/BuildLog.htm
06/16/2007 (9:40 am)
I get 16 errors for TorqueDemo.Here is my build log:
http://aluonstudios.uni.cc/BuildLog.htm
#291
06/16/2007 (2:02 pm)
@Dro - You're missing all of the modernization kit files, when you expand the modernization kit there will be a folder called release151/engine/modernizationKit you need to copy that folder to your engine folder
#293
06/18/2007 (9:32 am)
So what about Items that are in the 1.5.2 files but are not in the MK files to I leave them or comment the out or what?
#294
Sorry to be such a pain but I'm not really a programmer by profession and I guess this is just beyond me.
06/18/2007 (9:42 am)
Man I have tried remergin this like 5 times now. is there some that make a straight dump package of MK for 1.5.2 "something that can just be dumped on top of the existing clean directory structure? I would gladly host this file.Sorry to be such a pain but I'm not really a programmer by profession and I guess this is just beyond me.
#295
@coxosclassic - Sorry I'm not so sure on that bunch of errors, could you post the link command itself perhaps you're missing a lib file or something
06/18/2007 (5:11 pm)
@James - items in the 1.5.2 build need to stay there as they are 1.5.2 changes that we're after, otherworse we could just use the mk151 build, unfortunately my code base with mk in has all the other changes for our current development and I've not the time to merge it all again.@coxosclassic - Sorry I'm not so sure on that bunch of errors, could you post the link command itself perhaps you're missing a lib file or something
#296
@ James- it's really not to horrible post your log and maybe we can help.
06/18/2007 (5:29 pm)
@ Cox you're missing all the changes to GLExtFunc.h thats were those call reside and you make sure you rebuild your entire project dependencies as well.@ James- it's really not to horrible post your log and maybe we can help.
#298
Again i think your missing some changes in interior.cc and/or h. It's much easier to trace definitions and function calls in the ide then it is through a dump. But my guess is you're missing some changes or you have some syntax error throwing things off. It could just be that you're building the debug, but it looks you have some errors going to, especially in interior.h. Not even sure why you'd be getting
Winmerge and Beyond Compare aren't totally perfect, but with beyond i can tell you it will catch even the slightest error between source and destinations.
06/19/2007 (6:08 am)
@Cox looks like you're building a debug target, I'm not even sure MK will compile into a debug build. If it actually does, it would be horribly slow and clunky.Again i think your missing some changes in interior.cc and/or h. It's much easier to trace definitions and function calls in the ide then it is through a dump. But my guess is you're missing some changes or you have some syntax error throwing things off. It could just be that you're building the debug, but it looks you have some errors going to, especially in interior.h. Not even sure why you'd be getting
..\engine\interior\interiorDebug.cc(301) : error C2143: syntax error : missing ';' before '&'Shouldn't have to touch that file and I'm pretty sure it shouldn't be included in the release build.
Winmerge and Beyond Compare aren't totally perfect, but with beyond i can tell you it will catch even the slightest error between source and destinations.
#299
yep, you're right it was a debug version... :P
I made a clean TGE1.5.2 install, winmerged MK1.5.1 again and made a full rebuild (release version) of it. I still get the same errors though. I have no idea why its giving me syntax errors or why its loading an interiorDebug.cc in a release build...
BuildLog
Any thoughts on this?
THKX!
06/19/2007 (11:17 am)
Hi again!yep, you're right it was a debug version... :P
I made a clean TGE1.5.2 install, winmerged MK1.5.1 again and made a full rebuild (release version) of it. I still get the same errors though. I have no idea why its giving me syntax errors or why its loading an interiorDebug.cc in a release build...
BuildLog
Any thoughts on this?
THKX!
#300
Edit: Removed url..
06/19/2007 (12:40 pm)
Seems like you might be butchering your header file. I just threw this together real quick, but hopefully it works out better for you, i don't have anything merged here at work. I just looked over the code (on the mac though) the debug should be there and compiles fine, i didn't look over it to tell if it's needed or not though. You may have other issues, but the merge for interiors is tricky... that would be a good place to start.Edit: Removed url..
Torque Owner Hewster
Hewsoft
Getright & FireFox work fine though.
SO right click > save as > save (changing to .vcproj if using IE)
Thanks for posting Andy :)