How to make a .exe?
by Berserk · in Torque Game Engine · 10/10/2004 (1:03 am) · 10 replies
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#2
10/10/2004 (2:33 am)
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#3
The TGE-based games (in their current state) cannot be compiled into a single file which can be distributed (for Windows, that is; Mac is a different story).
As far as binding the f10 and f11 keys, check the common/ui/GuiEditorGui.gui script. The last line shows its binding to f10. Try removing that.
As far as sound, can't help you there.
10/10/2004 (3:59 am)
An .exe is the result of a compile. VC++ is a compiler. And, since TGE compiles on Windows with VC++ then yes, you'll need VC++.The TGE-based games (in their current state) cannot be compiled into a single file which can be distributed (for Windows, that is; Mac is a different story).
As far as binding the f10 and f11 keys, check the common/ui/GuiEditorGui.gui script. The last line shows its binding to f10. Try removing that.
As far as sound, can't help you there.
#4
I haven't used Torque for a while, but I didn't have sound on some systems with the newer version of OpenAL, find what version your using and actually try an OLDER version of that driver and see if that works for you. Again no recompile necessary, just put a .DLL in the same directory as your .exe. Thats under windows anyways.
Hope that helps :)
Nick
10/10/2004 (4:38 am)
If your game is finished and runs with torqueDemo.exe just rename that .exe, there's no need to recompile anything unless you've changed the source code in anyway. If your game is just scripted then you're fine without making a new .exe.I haven't used Torque for a while, but I didn't have sound on some systems with the newer version of OpenAL, find what version your using and actually try an OLDER version of that driver and see if that works for you. Again no recompile necessary, just put a .DLL in the same directory as your .exe. Thats under windows anyways.
Hope that helps :)
Nick
#5
10/10/2004 (6:11 am)
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#6
They go from *.cs [uncompiled form] to *.cs.dso [compiled form].
I'm pretty sure torque doesn't recompile scripts that already have a *.cs.dso file, so you may have to delete the dso in order to recompile the script.
[I.E. You have aiplayer.cs, and you want torque to compile it, delete aiplayer.cs.dso, and run torque].
I hope that helps.
--Grant
10/10/2004 (6:16 am)
The scripts are automatically built when torque is run.They go from *.cs [uncompiled form] to *.cs.dso [compiled form].
I'm pretty sure torque doesn't recompile scripts that already have a *.cs.dso file, so you may have to delete the dso in order to recompile the script.
[I.E. You have aiplayer.cs, and you want torque to compile it, delete aiplayer.cs.dso, and run torque].
I hope that helps.
--Grant
#7
Scripts get compiled automatically when you run the game, if you are concerned about people using or hacking your scripts just delete the .cs files, leaving the .cs.dso files (they are the compiled versions) there ARE some .cs files you need to keep though, main.cs and I THINK prefs.cs (there are about four of these) and config.cs need to stay as .cs files. but they might get automatically created for ya... sorry I'm a bit hazy on that!
If there's a .cs.dso file already the engine will USUALLY recompile if the .cs file has been changed but if you want to make sure delete the .cs.dso files as Grant advised.
Don't know where you can find an older version of OpenAL, do a Google search and find an official OpenAL site and see what you can get there. To be honest I'm only advising what worked for me, I'm not sure older drivers are generally recommended. Try Marble Blast, Tennis Critters and Think Tanks and see if sound works for ya, and find the version of OpenAL they're using. I heard ThinkTanks at least has some custom sound code so that might not solve ALL your problems...
Clear as mud I'm sure :(
Nick
10/10/2004 (1:19 pm)
If you don't want to have the editors available you just remove the bindings from the scripts as scott described. If you REALLY want to rip them all out entirely you'll need to edit the source, I think you can change the makefile (I use MingW/MSys for compiling NOT VC++) so it doesn't link the editors into the .exe but its not really necessary.. i.e., removing the bindings from the scripts will still stop 99% of people editing stuff in game.Scripts get compiled automatically when you run the game, if you are concerned about people using or hacking your scripts just delete the .cs files, leaving the .cs.dso files (they are the compiled versions) there ARE some .cs files you need to keep though, main.cs and I THINK prefs.cs (there are about four of these) and config.cs need to stay as .cs files. but they might get automatically created for ya... sorry I'm a bit hazy on that!
If there's a .cs.dso file already the engine will USUALLY recompile if the .cs file has been changed but if you want to make sure delete the .cs.dso files as Grant advised.
Don't know where you can find an older version of OpenAL, do a Google search and find an official OpenAL site and see what you can get there. To be honest I'm only advising what worked for me, I'm not sure older drivers are generally recommended. Try Marble Blast, Tennis Critters and Think Tanks and see if sound works for ya, and find the version of OpenAL they're using. I heard ThinkTanks at least has some custom sound code so that might not solve ALL your problems...
Clear as mud I'm sure :(
Nick
#8
10/10/2004 (1:22 pm)
Oh and you don't need VC++ at all to compile Torque, its works fine with free compilers such as GCC3
#9
10/10/2004 (5:29 pm)
Thanks for the update about VC++. I'm glad we don't need to use it. I'm only working on Mac right now, but since I don't have any source changes (yet), I haven't needed to compile for Windows.
#10
10/10/2004 (9:28 pm)
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Torque Owner Davide Archetti
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About the sound, you should hear something, at least the gui sound, when you press a button, if I remember well :)