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
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
#2
I was successful :) Here is a Wiki explaning the process for anyone else who needs to do this. My first Wiki :)
04/17/2006 (9:39 pm)
Http://tdn.garagegames.com/wiki/RTS/CompilingI was successful :) Here is a Wiki explaning the process for anyone else who needs to do this. My first Wiki :)
#3
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 :)
04/24/2006 (12:11 pm)
Actually there is a seperate set of files that create a VS2005 directory after installand 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 :)
Torque Owner David Miller
Default Studio Name
dave