Game Development Community

Installation problems

by John Doppler Schiff · in Torque Game Engine · 06/04/2006 (3:06 am) · 4 replies

I can hear folks groaning already: "Not another dimwit who can't RTFM!"

I did read it, but clearly, I didn't understand it. Here's the sitch:

I just purchased TLK, and downloaded the ZIP file (49.1 Mb).

In this post, someone mentioned that there are VC6 and VC7 project directories in the archive, but mine does not. They later found they had an incomplete download. I've downloaded it twice to ensure that I have the complete file and those directories just aren't there. Is my archive defective, or have those directories been removed?

The Developer Guide states that if you're starting fresh, you can skip the merge instructions below. Tried it, but got a veritable cornucopia of errors, mostly "Unable to instantiate non-conobject class volumeLight." and "Unable to find object: '' attempting to call function 'followPath'".

The Developer Guide PDF mentions auto-patches for the starter kits, but doesn't indicate where they might be. Where can I obtain these? I see the starter.fps directory in the TLK; is an auto-patch still needed for that kit?

In desperation, I attempted to merge the latest TGE 1.4 with TLK. It presented no great difficulties it seemed, but when attempting to compile, I got link errors up the wazoo. I'm new to C++, so this is almost certainly something I botched.

And that's the sad, silly saga of my frustrated venture into the realm of TLK. At present, I'm still unenlightened, in every sense of the word.

Take pity on the semi-clueless newb, and throw me a bone, will ya?

-- John

PS: As a thank you to the community for the helpful advice I hope to receive, I'm assembling an audio pack of shrieks, howls, moans, screams, and whimpers recording during this attempted installation. It promises to lend an aura of misery and suffering to any horror-themed project... =)

#1
06/04/2006 (4:20 am)
Problem identified.

The ZIP contains some extremely long pathnames -- too long for Windows if you're not using UNC paths and try to unpack them to something other than a very short directory name.

Per Microsloth:
Maximum Path Length
In the Windows API, the maximum length for a path is MAX_PATH, which is defined as 260 characters. A path is structured in the following order: drive letter, colon, backslash, components separated by backslashes, and a null-terminating character, for example, the maximum path on the D drive is D:\<256 chars>NUL.

So...

D:/Downloads/Torque/SynapseGaming/contentPacks/LightingPack/
example/Torque Lighting Kit.app/Contents/Frameworks/
Ogg.framework/Resources/English.lproj/NeverEndingDirectoryFromHell/InfoPlist.strings

...can create problems. Worse yet, WinXP doesn't even pop up an error dialog alerting you to the fact! Augh!
#2
06/04/2006 (4:59 am)
Try using the trial version of Winzip or WinRAR (rarlabs.com)
#3
06/04/2006 (5:12 am)
I just pulled them manually, and everything's working beautifully now.

Great galloping pig-nipples! The lighting in my game looks SO much better already... Whoo! I'm excited. =D
#4
06/05/2006 (7:57 am)
Hi John,

Quote:I can hear folks groaning already: "Not another dimwit who can't RTFM!"

Not gonna get that here, we're a very friendly forum. :)


This particular problem has popped up frequently, unfortunately no one caught it in testing (we all use the freeware program 7zip). I'll make sure the next release doesn't include the pre-compiled OSX binary, which is causing the problem, or that the PC and Mac downloads are broken up into separate files. Sorry for the confusion.

And I'm glad you're happy with the new lighting! :)