No main.cs
by Andrew Jackson · in Torque Game Engine · 04/05/2004 (1:13 pm) · 35 replies
Im new to the c++ language, although, I am learning it very rapidly. Where is the main.cs file located?
I compiled it with Microsoft VC++ 6, and it said it couldn't locate that file, could anyone help me? Thanks.
I compiled it with Microsoft VC++ 6, and it said it couldn't locate that file, could anyone help me? Thanks.
About the author
#2
04/05/2004 (1:26 pm)
There is a main.cs in the /example folder, however, what excatly do I compile to get the GUI program of Torque then?
#3
04/05/2004 (2:08 pm)
Main.cs is as far as I'm concerened just TorqueScript and not C++. don't quote me on that one though :P
#4
04/05/2004 (2:14 pm)
Well, how would I go abouts compiling the source code, so that I can actualy get in to the GUI Torque Game Program?
#5
After compiling torque with VC++, torqueDemo_DEBUG.exe should be created in the /example directory. When you run this exe it will look for the main script file to get everything started (main.cs).
Please explain more clearly your steps and how far you have gotten, have you managed to get a successful compile in VC++?
If you have torqueDemo_DEBUG.exe and main.cs in the example folder, you should be ready to just execute the binary and it should load up the demo.
Edit: You replied while I was typing my response, try www.garagegames.com/docs/torque.sdk/gstarted/compilers.win32.vc6.html
04/05/2004 (2:21 pm)
Do you mean when you execute the torque binary it asks for main.cs or when compiling the exe, the second shouldn't happen, I am confused on what step you are stuck on.After compiling torque with VC++, torqueDemo_DEBUG.exe should be created in the /example directory. When you run this exe it will look for the main script file to get everything started (main.cs).
Please explain more clearly your steps and how far you have gotten, have you managed to get a successful compile in VC++?
If you have torqueDemo_DEBUG.exe and main.cs in the example folder, you should be ready to just execute the binary and it should load up the demo.
Edit: You replied while I was typing my response, try www.garagegames.com/docs/torque.sdk/gstarted/compilers.win32.vc6.html
#6
04/05/2004 (2:41 pm)
You DONT have to compile main.cs. just compile the project...
#7
04/05/2004 (4:38 pm)
Which project file should I use?
#8
if you use eclipse or anything else, you need to consult others that use those...
04/05/2004 (4:48 pm)
Whatever you use. if you use VS 6.0, go to the proper folder in torque (EX: C:\Torque\vc6\torque sdk)if you use eclipse or anything else, you need to consult others that use those...
#9
Sorry to be such a bother, but I just can't get it to work. Perhaps I didn't receive all the files when I downloaded. Becasue I'm missing the \vc6\torque sdk\ folder.
04/05/2004 (4:55 pm)
I'v successfully compiled the project in \vc6. Although, when 'I execute it, it says "Failed to open main.cs.", then is says "Failed to initialize game, shutting down", And closes the program.Sorry to be such a bother, but I just can't get it to work. Perhaps I didn't receive all the files when I downloaded. Becasue I'm missing the \vc6\torque sdk\ folder.
#10
04/05/2004 (5:00 pm)
No! sorry, for not being as specific, but torque sdk is not a folder name, but the name of the file to open
#11
04/05/2004 (5:02 pm)
Perhaps an Instant message conversation would do me more benifit?
#12
04/05/2004 (5:10 pm)
Oops! I belive its going to work this time. I'll post again with the result. Thanks Cameron!
#13
04/05/2004 (5:14 pm)
Oh, this time, it says there is an error with my graphics card's OpenGL, I have an nVidia, should I get the latest support for it?
#14
04/05/2004 (5:25 pm)
I have a "very" low ensd card, so I would not know. Plz specify what the cards name is, and i could possibly find it for you
#15
04/05/2004 (5:38 pm)
Its a NVIDIA GeForce2 MX/MX 400.
#16
it says that it has updated opengl stuff. also, please post your console.log if you will.
EDIT: Stupid me :)
\
http://www.nvidia.com/object/winxp_2k_56.72
04/05/2004 (5:42 pm)
D/l this the latest forceware, it might help :) Assuming that you have windows 200/xp. it says that it has updated opengl stuff. also, please post your console.log if you will.
EDIT: Stupid me :)
\
http://www.nvidia.com/object/winxp_2k_56.72
#17
04/05/2004 (5:47 pm)
Where would that log be?
#18
this is if you have already tried to execute torque.
04/05/2004 (5:49 pm)
In C:\Torque\Examples\console.logthis is if you have already tried to execute torque.
#19
//-------------------------- 4/5/2004 -- 21:25:05 -----
Processor Init:
Intel Pentium 4, ~1.67 Ghz
(timed at roughly 1.66 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
--------- Loading MODS ---------
Loading compiled script starter.fps/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script starter.fps/client/defaults.cs.
Loading compiled script starter.fps/server/defaults.cs.
Missing file: starter.fps/client/prefs.cs!
Missing file: starter.fps/server/prefs.cs!
--------- Parsing Arguments ---------
--------- Initializing MOD: FPS Starter Kit: Client ---------
Loading compiled script starter.fps/client/ui/customProfiles.cs.
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Loading compiled script common/editor/editor.cs.
Loading compiled script common/client/scriptDoc.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
OpenGLDevice::setScreenMode -- can't switch to resolution larger than desktop in windowed mode!
Setting screen mode to 720x576x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce2 MX/AGP/SSE2
Version: 1.5.0
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 2.000000)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
3DFX_texture_compression_FXT1
NPatch tessellation
OpenAL Driver Init:
OpenAL
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
Missing file: tarter.fps/client/ui/QuitGui.gui!
Missing file: starter.fps/client/config.cs!
Binding server port to default IP
UDP initialized on port 0
Unable to locate audio profile 'AudioStartup'
Engine initialized...
keyboard0 input device created.
mouse0 input device created.
*** Load Main Menu
keyboard0 input device created.
04/05/2004 (5:57 pm)
I'v croped out some things that seemed un-important.//-------------------------- 4/5/2004 -- 21:25:05 -----
Processor Init:
Intel Pentium 4, ~1.67 Ghz
(timed at roughly 1.66 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
--------- Loading MODS ---------
Loading compiled script starter.fps/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script starter.fps/client/defaults.cs.
Loading compiled script starter.fps/server/defaults.cs.
Missing file: starter.fps/client/prefs.cs!
Missing file: starter.fps/server/prefs.cs!
--------- Parsing Arguments ---------
--------- Initializing MOD: FPS Starter Kit: Client ---------
Loading compiled script starter.fps/client/ui/customProfiles.cs.
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Loading compiled script common/editor/editor.cs.
Loading compiled script common/client/scriptDoc.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the OpenGL display device...
Activating the OpenGL display device...
OpenGLDevice::setScreenMode -- can't switch to resolution larger than desktop in windowed mode!
Setting screen mode to 720x576x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce2 MX/AGP/SSE2
Version: 1.5.0
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 2.000000)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
3DFX_texture_compression_FXT1
NPatch tessellation
OpenAL Driver Init:
OpenAL
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
Missing file: tarter.fps/client/ui/QuitGui.gui!
Missing file: starter.fps/client/config.cs!
Binding server port to default IP
UDP initialized on port 0
Unable to locate audio profile 'AudioStartup'
Engine initialized...
keyboard0 input device created.
mouse0 input device created.
*** Load Main Menu
keyboard0 input device created.
Torque 3D Owner Bruce Wallace