Game Development Community

Using Visual C++ 2005 Express Edition

by Dennis De Marco · in RTS Starter Kit · 04/17/2006 (8:06 am) · 3 replies

When compiling with Visual C++ 2005 Express Edition should I be using the vc7 or vc6 directory as a starting point for compiling the project? (Using RTS Starter and TLK 1.3.5 + RTS Patch).


There seems to be a lot of mis-matched documentation on getting the project compiled, and tidbits of good information breadcrumbed throughout the forums. Once I get this working would anyone be interested in a Tutorial?

Thanks,
Dennis

#1
04/17/2006 (10:01 am)
Use the VC7 directory as the starting point for your conversion. there are a few forumn posts to help you get it to compile. A tutorial in TDN would be awesome.

dave
#2
04/17/2006 (9:39 pm)
Http://tdn.garagegames.com/wiki/RTS/Compiling

I was successful :) Here is a Wiki explaning the process for anyone else who needs to do this. My first Wiki :)
#3
04/24/2006 (12:11 pm)
Actually there is a seperate set of files that create a VS2005 directory after install
and compiling the torqueDemo_debug.exe file from that is a MUST do
if you plan to continue your project under the VC8
TGE_VS2005.zip extract to TGE install path
many think that means C:\torque
however C:\torque\SDK is the default on install of TGE 1.4
in the new folder VS2005 will be an updated .sln project solution
you build only torquedemo not the full solution from this
your output is the ../example directory
the path used by the MY documents shortcuts to load
torquedemo..game name and path and options shortcuts
the main.cs from the destination or target folder is used
and therefore allows you to create a new project and use the
debug.exe build as the running enviroment
this keeps the outta box condition of all installed torque files and resources
and supplements your install with personal changes
the supporting /cc .h and other resources like .rc (vc8 prefers .rc2) can be added to
your project/solution and there fore compile into the torqueDemo_debug.exe
it will run just like the torqueDemo if buld is successful
but will contain all you modify or correct

all you have to do is define your network to use a tcp/ip and ipx/spx protocol
and then share the source directory C:\torque

not saying for sharing of the compile or game editing features

it is ideal for a quick test of multiplayer enviroment

for about 1 year i looked at alot of game solutions
also played with my sons school copy of torque
I chose torque for my licensed solution after seeing
a great community and a very flexible product

if i didnt type so fast i wouldnt seem so long winded :)