Running multiple Torque at the same time
by PJjerry · in Torque Game Engine · 03/17/2006 (12:59 pm) · 8 replies
Is it possible to run two at the same time?
For example, I want to run my own mod and the "starter.fps" simultaneously so I can compare...
torque -game GameOfPJjerry
torque -game starter.fps
Currently when I ran it it would complained something like "another Torque is running, quit".
For example, I want to run my own mod and the "starter.fps" simultaneously so I can compare...
torque -game GameOfPJjerry
torque -game starter.fps
Currently when I ran it it would complained something like "another Torque is running, quit".
#3
03/17/2006 (1:43 pm)
You can run a debug build and a release build at the same time.
#4
They are obvious but I can't remember in what file.
03/17/2006 (2:44 pm)
There are three lines which you can comment out, then it will work.They are obvious but I can't remember in what file.
#5
You will find this being used in guiCanvas.cc and guiEffectCanvass.cc.
Take a look at the code and you'll find a statement like this:
Simply comment it out and recompile:
I do this for both the regular canvas and effect canvas allowing me to use either.
One word of caution. The engine occasionally crashes when running two or more instances in non-debug mode. Others have seen this, but I don't think anyone has root caused and resolved the issue yet. So, save early and save often if you are editing missions or GUIs.
Hall Of Worlds - For Gamers
EdM|GPGTEGTGE
03/17/2006 (3:08 pm)
In the source code, search for: excludeOtherInstancesYou will find this being used in guiCanvas.cc and guiEffectCanvass.cc.
Take a look at the code and you'll find a statement like this:
#if !defined(TORQUE_OS_MAC) // macs can only run one instance in general.
#if !defined(TORQUE_DEBUG) && !defined(INTERNAL_RELEASE)
if(!Platform::excludeOtherInstances("TorqueTest"))
return false;
#endif
#endifSimply comment it out and recompile:
//EFM_001#if !defined(TORQUE_OS_MAC) // macs can only run one instance in general.
//EFM_001#if !defined(TORQUE_DEBUG) && !defined(INTERNAL_RELEASE)
//EFM_001 if(!Platform::excludeOtherInstances("TorqueTest"))
//EFM_001 return false;
//EFM_001#endif
//EFM_001#endifI do this for both the regular canvas and effect canvas allowing me to use either.
One word of caution. The engine occasionally crashes when running two or more instances in non-debug mode. Others have seen this, but I don't think anyone has root caused and resolved the issue yet. So, save early and save often if you are editing missions or GUIs.
Hall Of Worlds - For GamersEdM|GPGTEGTGE
#6
03/17/2006 (3:15 pm)
Aaron, see above comments.
#7
I should have refreshed the thread before I posted my last message. So I just deleted the post. What I wrote made me look really clueless. :)
Anyway, thanks to you and Edward for the info. Very cool stuff.
Aaron E.
03/17/2006 (3:18 pm)
Stefan,I should have refreshed the thread before I posted my last message. So I just deleted the post. What I wrote made me look really clueless. :)
Anyway, thanks to you and Edward for the info. Very cool stuff.
Aaron E.
#8
Also thank you Edward that you pointed out the potential risk!
03/18/2006 (1:54 pm)
Thanks for your help! I really appreciate that!!!Also thank you Edward that you pointed out the potential risk!
Torque Owner Aaron E
Default Studio Name
I don't know how to get it running with TGE, but stock TSE allows multiple concurrent sessions on one system. I'm just mentioning it here to let you know that someone has figured it out and applied it to TSE -- and I'm guessing that it won't be too difficult getting it into TGE.
Aaron E.