Game Development Community

Problems running Torque from a standalone directory

by Kirby Webber · in Torque Game Engine · 06/01/2005 (7:01 am) · 9 replies

To explain, I have been sifting through all of the scripts selecting only those that are essential for the type of application my partner and I are developing.

To cut back on clutter, I have split our project off to a stand alone directory and then ported the needed scripts one at a time to ensure that what we get is what we need.

Originally, prior to instantiating the common directory, I could run the executable and get a compile, although no content window due to the lack of a declared canvas.

The console.log file showed progress and pointed the way to the needed scripts and functions in the common directory.

Once I added these scripts however, I stopped getting any real response from the executable. The console window comes up, and sits indefinitely, although no scripts are compiled and no log file is generated.

Incidentally, this is also after deleting every *.cs.dso file and deleting the console.log file.

As an experiment, I copied our project, common folder and all back into the Torque.../example folder (after backing up the original files) and ran from there.

It goes so far as to compile all scripts and generate a canvas window (although it's currently just populated with garbage from the frame buffer).

I'm stumped - I can't imagine what might be absent in the stand alone directory that would cause this kind of disparity between the two directories?

Anyone have any thoughts on this? I'd really prefer to keep working from a stand alone directory.

#1
06/01/2005 (11:51 am)
Shameless bump. =\
#2
06/01/2005 (11:52 am)
Perhaps if you worded this more clearly, and got straight to the point, it would be easier to answer.
#3
06/01/2005 (11:57 am)
Torque runs in the example directory, but not in a different - identical directory.

- I was trying to be thorough. \C:
#4
06/01/2005 (12:02 pm)
Hmm... I am a bit confused too, though thorough is good :) knowing your steps and motivation helps others to understand what your trying for, so glad you put that... might help with some more specifics though, not sure what you mean by not "instantiating the common directory"... are you trimming things out of the common directory ?

I have cut multiple folders out (in fact this last week), just my starter.fps folder and common (along with the .exe main.cs and libraries) and mine works fine
#5
06/01/2005 (12:05 pm)
Basically, I trimmed some unwanteds out of the common directory - recordings.cs springs to mind - anything that wouldn't be used.

As far as I can tell, all the essentials are there.

In fact, using my base directory (game specific scripts, etc.) and my culled common directory, everything runs - under the example folder.

When I run it from my own folder, it gets to the command prompt and just hangs - no scripts compile, no logging, nothing. ~=\
#6
06/01/2005 (1:03 pm)
My best rocommendation to you is to start with a minimalist approach and only use the example game directory as a guide.

Here are the relevant resources to get you started:

Basic GUI Demo
MinApp Tutorial #1 - Adding console support
MinApp Tutorial #2 - Torque Tools Support
MinApp Tutorial #3 - Main Menu GUI
MinApp Tutorial #4 - More GUI Work
#7
06/01/2005 (1:04 pm)
Also note that there are some hard coded paths in the game binary itself. I think in two or three places "starter.fps" and such are forced. I'll check my sources if you don't have access (or license) to do so yourself.
#8
06/01/2005 (1:12 pm)
Ok, update on my last post... the following are hard-coded in the engine itself:

common/editor/SelectHandle
common/editor/DefaultHandle
common/editor/LockedHandle
common/lighting/whiteAlpha255
common/lighting/whiteNoAlpha
common/lighting/lightFalloffMono
common/lighting/lightFalloffMono
common/editor/fxlighticon.png
common/lighting/corona
#9
06/01/2005 (2:57 pm)
Ahhh - Interesting!

Thanks for looking that up OneST8. I'll definitely look into this first thing when I get home.

~ Pesky job. \C: