Unable to create dso files
by Altaf · in Torque Game Builder · 05/09/2010 (10:13 pm) · 5 replies
Hello All,
I have two problems with my TGB 1.7.4 PC version
1> I don`t get dso files when I run the game. I had worked on TGB earlier. I have an executable of that project. When I use that executable I get the dso files as expected. How do I fix this?
2> When I send the builds, I run the executable from my previous project to get dso files. Then I delete all script (*.cs) files. But my friends are not able to run the game. Looks like TGB is not loading the *.cs.dso files. What could be wrong here?
Also, IS there a separate way to create shipping builds?
Thanks,
Altaf
I have two problems with my TGB 1.7.4 PC version
1> I don`t get dso files when I run the game. I had worked on TGB earlier. I have an executable of that project. When I use that executable I get the dso files as expected. How do I fix this?
2> When I send the builds, I run the executable from my previous project to get dso files. Then I delete all script (*.cs) files. But my friends are not able to run the game. Looks like TGB is not loading the *.cs.dso files. What could be wrong here?
Also, IS there a separate way to create shipping builds?
Thanks,
Altaf
#2
I have modified the source code. I manually copy my new exe to my project folder everytime I change source code.
And about the dso files. I had the same issue with TGE as well. But there was a #define to switch it on. I could not find the same thing in TGB.
I havent tried Build project. Will try it today. Thanks for your response.
05/11/2010 (1:26 am)
the errors in console.log file show that *.t2d is not compiled/missing.I have modified the source code. I manually copy my new exe to my project folder everytime I change source code.
And about the dso files. I had the same issue with TGE as well. But there was a #define to switch it on. I could not find the same thing in TGB.
I havent tried Build project. Will try it today. Thanks for your response.
#3
05/11/2010 (8:23 am)
Make sure you don't delete the main.cs in the top level directory. I seem to remember that the executable just reads that file directly, not the ".cs.dso" version.
#4
Did the trick. Thank you so much.
One more question. I dont have a mac. I created the build for MAC from my PC. Surprisingly the game launched & I saw my Main Menu. I dont have to compile it for mac? or torque handles it?
even if I change the engine code?
05/13/2010 (4:18 am)
File -> Build Project...Did the trick. Thank you so much.
One more question. I dont have a mac. I created the build for MAC from my PC. Surprisingly the game launched & I saw my Main Menu. I dont have to compile it for mac? or torque handles it?
even if I change the engine code?
#5
05/13/2010 (11:04 am)
If you change the engine code, you'll need to re-build on the Mac. "Build Project" will just copy an existing pre-built Mac executable.
Torque Owner Giuseppe Bertone
DGform s.r.l.
I didn't understand the cause of your problem: very useful will be to know the content of the console.log file and exactly what error TGB returns.
Anyway, I try to give you some more info about some TGB behaviors, they maybe could be useful to create more tests to fix your issues.
- If you didn't modified the source code, all TGBGame.exe (1.7.4 in your case) are identical. When you create a new project, TGB copies the file Your-TGB-1.7.4-Installation-Folder/tgb/gameData/T2DProject/TGBGame.exe inside the project directory (if proper flag is selected) and it renames that file accordingly with the project name.
If you didn't flagged the Copy Game Exectutable to Game Path option, TGB uses the TGBGame.exe inside its folder when you hit the Play button
- When TGBGame.exe starts, it tries to compile all *.cs, *.gui and *.t2d, accordingly with what it find inside the main.cs file. TGB player DOES NOT read the main.cs.dso file at root level, so main.cs must be present
- If you build the project from TGBuilder (File -> Build Project...) you shouldn't need to create dso by yourself because builder should do it for you. I create my shipping build by myself, but using "Build Project" is the correct way to create shipping builds
I hope these info can be useful in some way,
byez.