Game Development Community

mk directory in T3D

by TigerHeros · in Torque 3D Professional · 01/21/2010 (7:56 am) · 3 replies

Hi, I am trying to create a multiplayer game using T3D and compile a windows client, as well as compile remote server for a dedicated linux machine. I have some limited experience working with TGE 1.5 and am trying to follow the same steps to compiling T3D for the remote server (I am able to compile the client with T3D). I have a couple of questions and would really appreciate your help:

With TGE 1.5 I used to compile the engine using the following command: "make -f mk/configure.mk OS=LINUX COMPILER=GCC4 BUILD=RELEASE"

In the T3D 1.0 package, a mk directory is located in /engine/lib/lmng but it doesnt seem to have similar files as in the TGE 1.5 package and the above command doesnt work. Can you please help me with any documentation or resources to compile the T3D sever? Do I need to create my own mk directory as it was in TGE 1.5? If so, is there any resource to help me do that?

If T3D does not require the make directory, how can I compile server C++ source code to generate the bin files? Thanks in advance for your help...

Thanks!


#2
01/27/2010 (8:44 am)
you can't build T3D for linux at the time.
There are some efforts (see the corresponding threads) where people talk about which script must move into and out of the server script space to make it happen but at the time I don't think its possible.
#3
01/31/2010 (2:20 pm)
Hmm wish i had time to make a port for you but school is just too much at this point, but after graduation I plan on setting up a Lin-Box so I can do this if someone doesn't beat me to it. Although i might have some time to look over the new T3D code and see what needs to be done at some point. Well no promises but Ill keep it in mind if people really want something like this as it doesn't seem that GG is going to anytime soon, or am I wrong, is this in the works at GG does anyone know??