New to torque, need help
by Leo "kingDUCTtape" Altmann · in Torque Game Engine · 01/02/2004 (6:59 pm) · 14 replies
I just compiled torque with Project Builder, but when I open it, nothing happens. It launches, and just sits there, doing nothing. I also noticed that when you choose quit, nothing happens, you have to force quit. Ideas?
About the author
#2
01/04/2004 (10:06 pm)
I made the changes, and it still has the problem. could it be something wrong with the way i'm compiling it? (tho that doesn't seem possible, since i just opened the .pbproj file, changed the dir and compiled).
#3
I am having the same problem. Compiled with XCode 1.1 (on OSX.3.2) with no errors, but when launching it just sits there. Tried changing the main.cs file as above, but no luck :(
thanks,
Richard.
PS In the maccmdline.txt I have the line:
-mission starter.racing/data/missions/racing.mis
Is this correct ( the "Torque Demo OSX" app is in the "example" directory)?
01/05/2004 (2:18 am)
Hi,I am having the same problem. Compiled with XCode 1.1 (on OSX.3.2) with no errors, but when launching it just sits there. Tried changing the main.cs file as above, but no luck :(
thanks,
Richard.
PS In the maccmdline.txt I have the line:
-mission starter.racing/data/missions/racing.mis
Is this correct ( the "Torque Demo OSX" app is in the "example" directory)?
#4
I've DLed the HEAD this weekend and, with me changes, it works fine.
What does the console.log say ?
01/05/2004 (4:06 am)
Remove the maccmdline.txt for the moment, you don't need it.I've DLed the HEAD this weekend and, with me changes, it works fine.
What does the console.log say ?
#5
from /torque/example/console.log:
//-------------------------- 1/2/2004 -- 18:43:13 -----
System & Processor Information:
MacOS version: 10.3.2
CarbonLib version: 1.6.0
Physical RAM: 384MB
Logical RAM: 2047MB
Unknown/PowerPC G4u ++, 800 Mhz
FPU detected
Math Init:
Installing Standard C extensions
Input Init:
Basic mouse capture failed to enable!
Video Init:
Accelerated OpenGL display device detected.
setModPaths: invalid mod path directory name: '-psn_0_23986177'
--------- Loading MODS ---------
Missing file: -psn_0_23986177/main.cs!
--------- Parsing Arguments ---------
01/05/2004 (11:32 am)
Looks like some problem with seeing the mouse input.from /torque/example/console.log:
//-------------------------- 1/2/2004 -- 18:43:13 -----
System & Processor Information:
MacOS version: 10.3.2
CarbonLib version: 1.6.0
Physical RAM: 384MB
Logical RAM: 2047MB
Unknown/PowerPC G4u ++, 800 Mhz
FPU detected
Math Init:
Installing Standard C extensions
Input Init:
Basic mouse capture failed to enable!
Video Init:
Accelerated OpenGL display device detected.
setModPaths: invalid mod path directory name: '-psn_0_23986177'
--------- Loading MODS ---------
Missing file: -psn_0_23986177/main.cs!
--------- Parsing Arguments ---------
#6
thanks for tryng to help,
Richard.
01/05/2004 (4:40 pm)
The presence or absence of maccmdline.txt doesn't seem to make any difference. Also, I did briefly get a console.log file, but don't seem to now. I have probably messed up the XCode settings in my attempt to get the Demo to work :(thanks for tryng to help,
Richard.
#7
01/05/2004 (4:48 pm)
I have fixed the problem! The issue was that I somehow didn't download all the files from the CVS server the first time. Don't know how this happened. I thought this might be a problem after noticing the small size of the downloaded directory. I cranked up the TCP compression to 9, re-downloaded, recompiled, and it works now. Maybe there was some problem with the server at the time I downloaded.
#9
thanks guys,
Cheers,
Richard.
01/06/2004 (1:12 am)
Changing the arg line and with a completely fresh CVS download did the trick! thanks guys,
Cheers,
Richard.
#10
You have to use compression level 3, and not more than that, as per the CVS guidelines here at GG.
01/06/2004 (9:00 am)
Leo, do not ever use compression 9, as that takes way too much CPU from the server and you're never alone on it.You have to use compression level 3, and not more than that, as per the CVS guidelines here at GG.
#11
01/06/2004 (9:53 am)
Ah, ok! I didn't know that. Thanks.
#12
The short of it is: if you comment out the default case in the base argument parser, you're good to go.
At about line 145 of example/main.cs is the new default case:
Get rid of it and torque starts up just fine.
Hope y'all find that useful.
01/16/2004 (9:37 pm)
Hey, all. I was looking through this post 'cause I also had the same problem with the latest HEAD. However, I was resistant to using the fix Mathieu suggested because I'm building for Mac as well as PC and I didn't want to mess up one fixing the other. I glanced through the old main.cs files that used to work and found that the reason the Mac version fails now is not that it's parsing all the arguments. The problem is that the newer main.cs file is now setting unknown arguments as the $userMods path by default.The short of it is: if you comment out the default case in the base argument parser, you're good to go.
At about line 145 of example/main.cs is the new default case:
//-------------------
default:
$argUsed[$i]++;
if($userMods $= "")
$userMods = $arg;Get rid of it and torque starts up just fine.
Hope y'all find that useful.
#14
01/20/2004 (3:24 pm)
I have patched the OSX platform layer in HEAD to ignore command line arguments starting with "-psn".
Torque Owner Mathieu
The main.cs files from the new demo pack tried to analyze all the arguments sent to TorqueDemo. Unfortunatly on OSX there's a psn serial number as arg 2.
Here a quick fix (assumin only one argument will be sent):
In all main.cs files change
to
We really need to talk to GG for this :o)
- sorry for my english