Game Development Community

Integration

by Mario N. Bonassin · in RTS Starter Kit · 01/06/2005 (4:58 pm) · 19 replies

Is it safe to just integrate/merge the new code from the RTS kit to the torque code? I don't want to break anything I can't fix.

THanks
Mario

#1
01/06/2005 (5:21 pm)
I do see that a system like the lighting pack can help with integration. because there are things I'm not sure if I should merge or not. Something like this

//--------
// RTS code

blahblah

//RTS code
//--------

would make it easy for me to figure out what needs to be added and changed.
#2
01/06/2005 (5:26 pm)
For instance in audioEmitter.cc there is a line that reads like this

Parent::inspectPreApply();

in the rts file but like this

Parent::inspectPostApply();

in the torque sdk.

so which one should it be, there seem like completely different things so which takes precedent?

Thanks
Mario
#3
01/06/2005 (10:54 pm)
Mario, in that case, the RTS kit is correct. I know because I fixed that bug, it will be in the next version of Torque. The RTS kit is actually built on like, Torque 1.3.4 (kinda), because some of the fixes for 1.4 were found from RTS.
#4
01/11/2005 (7:49 pm)
There are so many other instances of this that I don't know who would be the more correct. Would the RTS kit be more correct than the sdk or the other way around. I'm dealing with torque 1.3 + lighting pack and RTS there is none of my own code yet.
#5
01/11/2005 (8:04 pm)
Well, what exactly are you trying to integrate? The RTS SK is TGE 1.3, just has the changes specific for RTS functionality.

The Lighting Pack is a bit of work, but it's very well documented and shouldn't be hard to patch across at all.
#6
01/11/2005 (8:04 pm)
I just went ahead and took all the rts stuff over. I tried to compile and got the following errors


Linking...
terrRender.obj : error LNK2001: unresolved external symbol "public: static struct SelectionField __cdecl TerrainRender::TestSquareSelections(struct GridSquare *,int,class Point2I,struct SelectionField)" (?TestSquareSelections@TerrainRender@@SA?AUSel
ectionField@@PAUGridSquare@@HVPoint2I@@U2@@Z)
terrRender.obj : error LNK2001: unresolved external symbol "public: static unsigned int TerrainRender::mDynamicSelectionCount" (?mDynamicSelectionCount@TerrainRender@@2IA)
terrRender.obj : error LNK2001: unresolved external symbol "public: static struct TerrSelectionInfo * TerrainRender::mTerrainSelections" (?mTerrainSelections@TerrainRender@@2PAUTerrSelectionInfo@@A)
terrRender.obj : error LNK2001: unresolved external symbol "public: static void __cdecl TerrainRender::buildSelectionArray(void)" (?buildSelectionArray@TerrainRender@@SAXXZ)
../example/torqueDemo.exe : fatal error LNK1120: 4 unresolved externals


any suggestion on how to fix these??
#7
01/11/2005 (8:14 pm)
There were thing like my above post that I wasn't sure about, there was no documentation for it. I just didn't want to break anything but have everything available in one source. So I can figure it out later.
#8
01/11/2005 (8:42 pm)
Ok, but I think you may be missing the fact that there is no reason to "port" the RTS SK code to TGE 1.3, because it's already ported over--that's basically what you get in the RTS SK installer. Yes, there are some minor changes (that aren't RTS SK specific), but that's because the RTS SK actually used a slightly more mature version of 1.3 as it's base.

When 1.4 comes out, both the RTS SK and the "TGE SDK" will be pushed up to the same standard as well.

So, if all you want is the RTS SK functionality and the lighting pack, simply merge the lighting pack into the RTS SK--because all of TGE 1.3 is there (again, with the modifications made by the RTS SK pack).
#9
09/07/2007 (8:55 am)
Truth is RTS SK hasn't been "pushed up" to the same standard. It's been left behind.

I just flushed my money down the toilet on 1.5.2 upgrade and can no longer use RTS SK.

Getting same errors as Mario above, trying to use RTS with 1.5.2.

Anyone got an answer? (Going back to 1.3 not really an answer.)
#10
09/07/2007 (9:07 am)
Are you performing a merge against plain 1.5.2? There are some possible conflicts if you are using AFX.

Using this guide: http://www.garagegames.com/mg/forums/result.thread.php?qt=52939

Make sure you follow the steps in the first post, but in the later posts there is a newer patch with some files to copy over. Don't do this, as some unneeded code. I suggest just taking the patch file from it and applying it, using the steps in the first post to manually copy what is needed. I followed these steps and it worked like a charm for me.

Good luck.
#11
10/10/2007 (5:12 am)
Thanks John.

After several days of trial/error, using a combination of RTS merge forum threads, patches, and code updates, 3 different versions of Visual Studio (I found VS6 and VS2005 discs in a box under the stairs!) followed by 7x TGE 1.5.2 installs now in various states of disrepair, I became delirious and began randomly patching folders only to somehow - miraculously - get a working build on 1.5.2 with the 2004 mod "RM-BA-Villager-installer.zip" (here: www.garagegames.com/mg/forums/result.thread.php?qt=23546)

It compiled seamlessly - to my amazement. Such was my joy that I recompiled a dozen times just to experience the thrill. Yippee!!! Then ran my EXE.

*boing*

Error: "GuiControlProfile: unable to find specified profile (GuiDialogProfile) and GuiDefaultProfile does not exist"

Hence my angst, above.

The only explanation for the error anywhere in the forums was "my debug startup params had a typo".

Like a lost nomad who wakes by chance with his head in the cracked bed of a dry oasis, I cannot venture again into the desert for another attempt at a build. I have accepted I will die here with my clean compile and 'GuiDialogProfile' error. *cough*

*choke*

*scrawls note in dust - "GG pls bring RTS out of 2004!!!"*

...and back to Multiverse.
#12
10/10/2007 (5:42 am)
Well, GG has been telling us we will see this massive sweeping change and increase in services in regards to their products. But i think the RTS kit is under a 3rd party, so GG is off the hook. Even with the 1.5.2 upgrade.. you would think they would bring that code a bit more into complience with the 1.5.2 so they dont have to let new people try to merge a code blindly.

Im a experienced person, many others are not.
#13
10/10/2007 (7:05 am)
Please check out the RTS TDN and you will find full directions to update the RTS SK to 1.5.2 code level both for Mac and PC. The updates work as far as we can tell since we haven't had much in the way of negative feedback. Also, many of the bugs that were posted in the forums have been implemented in the patch update, so you'll have a better running version to boot.

Give it a shot and report any problems you may be having.
Quote:RTS kit is under a 3rd party, so GG is off the hook
Where did you hear that?
Interesting...

Cheers :)
#14
10/10/2007 (8:28 am)
Hmm i take it back you are right James. But i stand by my words, Lets see iff GG is going to update it to conform with 1.5.2 code so new users can actually use it with code that is current. True alot of it is in the forums. But a person who buys the RTS kit shouldnt have to recompile and update a program to allow for new code features to be added in. Maybe a RTS update with a working sample game maybe in order.
#15
10/10/2007 (8:56 am)
Lol Marcus.

Although your post is funny, James is right, we worked on the How-to on TDN a lot, give it a try and tell us if you have problems. On the other side, there are recently forum threads talking about that last release, you have to already saw it by now if you are following the forums.

If you are actually using the latest HowTo, and have problems, give us more data about your problem.

Forum thread: Udate, Released! - Patch 2nd revision and Console Functions List

Blog Post: RTSKit port to last TGE - 2nd Revision

Actual HowTo: RTSKit port to last TGE how-to
#16
10/10/2007 (10:57 am)
Well Edward, I agree but this is the state of things for now. There is a viable update for the Kit supplied by the community, it doesn't take long to implement (under 30 minutes), it's free and works. Both PC and Mac versions.

@ Marcus: We haven't tried applying the World Domination Mod by Stephen but will be doing so in the near future. The question is, did the RTS SK 1.5.2 update compile and work before you applied the Mod? It sounds like your approach was a bit... how should I say... unorganized?
#17
10/13/2007 (5:24 am)
I have upgraded to 1.5.2 with the RTS kit and it worked fine then I applied the World Domination mod and it still worked fine. I think there was some tweaking you had to do and if you look through the world dom thread in the resource section it should outline what you have to do.
#18
10/13/2007 (10:25 pm)
Thanks all. No clues on the EXE error?

"GuiControlProfile: unable to find specified profile (GuiDialogProfile) and GuiDefaultProfile does not exist"

M
#19
10/23/2007 (10:56 am)
KK folks, apologies for the emotional rant earlier. *blush*

I went back to square one, did a new RTS kit merge per great "HowTo" resource above. All works good this time. My best guess is I stuffed up Step 6 on the Windows port instructions and did a fuzzy 2am copy of one of the 3x prefs.cs files into the wrong spot which might explain the "GuiControlProfile" error.

To my tremendous relief Stephen Zepp's brilliant RTS upgrade works a charm over the top of the working 1.5.2 build.

I'm on my way.

Thanks Novack and all for your help.

[EDIT: Anyone else have the error where units don't move, but only turn to face the move direction?]