Compiling 1.4RC2 with TBE
by Sam M · in Torque Game Engine · 09/10/2005 (1:39 pm) · 7 replies
Hi, i'm really bad at compiling Torque. I only got TBE to compile 1.3 in the last month or so. So i'm wondering if someone could tell me (and anyone else who doesn't know) what changes to make in TBE to get 1.4 RC2 working. Thanks.
#2
TBE uses a Windows port of GCC. I haven't had a chance to download 1.4RC2 and see if I could get a quick hack in to compile it for myself (and not wait for the fixed Makefile, :P).
I'll get back to you though, if you'd like.
--Robert
09/10/2005 (4:17 pm)
Quote:What isn't working? What's going away?(Emphasis added by myself)
Mac projects may be broken. Linux is currently broken (as is the GCC/Cygwin toolchain). This is the last version of Torque to support VC6, but it should be working. VC7 definitely works, as I have been coding on it every day.
TBE uses a Windows port of GCC. I haven't had a chance to download 1.4RC2 and see if I could get a quick hack in to compile it for myself (and not wait for the fixed Makefile, :P).
I'll get back to you though, if you'd like.
--Robert
#3
-Ron
09/10/2005 (4:29 pm)
Robert is spot on... TBE uses GCC which is what linux uses :) There are a ton of changes needed to get TGE to compile using GCC under windows (mainly Makefile changes). This should be relatively straightforward and easy to accomplish, linux changes on the other hand will be a bit in the future seeing there are new features like Multi-Threading and Unicode support that needs to be added (new code that is) to the platform layer-Ron
#4
09/10/2005 (6:38 pm)
Thanks... guess i should look at other compilers in the meantime
#5
If there is a hack through this makefile adjustment that would be great. I was always trying to figure out why so many compilation errors with 1.3 but I can understand the GCC thing so here is hoping someone wiser than myself takes some shots at it.
Cheers
Mark
09/10/2005 (9:55 pm)
Has anyone dug into this much? To say I am not a coder is putting it mildly. Heck, it's usually more than I can handle to get my scripting to work lol. I love TBE since it's an inhouse solution and means I dont have to lay out dough for a compiler. Indie dev always = no cash =)If there is a hack through this makefile adjustment that would be great. I was always trying to figure out why so many compilation errors with 1.3 but I can understand the GCC thing so here is hoping someone wiser than myself takes some shots at it.
Cheers
Mark
#7
TBE uses gcc and targets.torque.mk instead of the VC project file. The current version of 1.4RC2 doesn't have the targets.torque.mk updated, but it is being worked on...once it has been updated the final polish for using TBE can be completed.
09/12/2005 (9:32 am)
I think he meant "dug into compiling 1.4RC2 with TBE".TBE uses gcc and targets.torque.mk instead of the VC project file. The current version of 1.4RC2 doesn't have the targets.torque.mk updated, but it is being worked on...once it has been updated the final polish for using TBE can be completed.
Torque Owner Sam M
$ make
--> Compiling lpng/png.c
--> Compiling lpng/pngerror.c
--> Compiling lpng/pnggccrd.c
--> Compiling lpng/pngget.c
--> Compiling lpng/pngmem.c
--> Compiling lpng/pngpread.c
--> Compiling lpng/pngread.c
--> Compiling lpng/pngrio.c
--> Compiling lpng/pngrtran.c
--> Compiling lpng/pngrutil.c
--> Compiling lpng/pngset.c
--> Compiling lpng/pngtrans.c
--> Compiling lpng/pngvcrd.c
--> Compiling lpng/pngwio.c
--> Compiling lpng/pngwrite.c
--> Compiling lpng/pngwtran.c
--> Compiling lpng/pngwutil.c
Creating library out.GCC3.RELEASE/lpng.a
--> Compiling zlib/adler32.c
--> Compiling zlib/compress.c
--> Compiling zlib/crc32.c
--> Compiling zlib/deflate.c
--> Compiling zlib/gzio.c
make[1]: *** No rule to make target 'out.GCC3.RELEASE/zlib/infblock.obj', needed by 'out.GCC3.RELEASE/zlib.a'. Stop.
make: *** [default] Error 2