New Mac Code is on CVS
by Paul Scott · in Torque Game Engine · 09/07/2006 (3:01 pm) · 18 replies
TGE 1.4.2 is up on the CVS server, as of late yesterday.
This code contains a near total rewrite of the Torque Mac platform code.
Code on the CVS server should be viewed as release candidate code.
Code on the CVS server usually contains the most recent bug fixes.
If you're interested, please get & test this code.
I expect that there are still bugs in this code, because it's new code.
Please report bugs in the bug reporting forums.
Instructions for accessing CVS are here: tdn.garagegames.com/wiki/TGE/Getting_Started/CVS
Share and Enjoy,
/Paul
This code contains a near total rewrite of the Torque Mac platform code.
Code on the CVS server should be viewed as release candidate code.
Code on the CVS server usually contains the most recent bug fixes.
If you're interested, please get & test this code.
I expect that there are still bugs in this code, because it's new code.
Please report bugs in the bug reporting forums.
Instructions for accessing CVS are here: tdn.garagegames.com/wiki/TGE/Getting_Started/CVS
Share and Enjoy,
/Paul
#2
09/07/2006 (4:47 pm)
Excellent news. We're buying a Mactel tomorrow to get a MoM universal binary together, great timing.
#3
and the "Share and Enjoy" reminds me of hitch hikers guide, which always makes me happy.
"If you like this beverage why not share it with your friends?"
09/07/2006 (4:52 pm)
SWEET!and the "Share and Enjoy" reminds me of hitch hikers guide, which always makes me happy.
"If you like this beverage why not share it with your friends?"
#4
09/18/2006 (4:04 pm)
Update: More new Mac code on CVS, many bugfixes included.
#5
Thanks Jesse
09/19/2006 (7:59 pm)
I am using MacCvsX 3.3. I did a login sucessfully but after I entered the word torque as instructed I recieved a code 1. Is there any Mac specific instructions or can someone here help me out.Thanks Jesse
#6
09/19/2006 (9:33 pm)
Awesome...I missed this the first time around. Thanks Paul!
#7
In terminal:
$ export CVSROOT=:pserver:accountname@cvs.garagegames.com:/cvs/torque
$ cvs login
[Logging in to :pserver:accountname@cvs.garagegames.com:2401/cvs/torque
CVS password:]
$ cvs -z3 checkout torque
[A long list of files for torque scrolls here...]
------
That's it. You probably want to 'cd' to the directory you want it in or it will download at the root level of your User directory. Which is fine but is probably not what you want.
=Tod
09/19/2006 (9:41 pm)
Here are the Mac command line instructions. I wasted tons of time with two different GUI front ends.In terminal:
$ export CVSROOT=:pserver:accountname@cvs.garagegames.com:/cvs/torque
$ cvs login
[Logging in to :pserver:accountname@cvs.garagegames.com:2401/cvs/torque
CVS password:]
$ cvs -z3 checkout torque
[A long list of files for torque scrolls here...]
------
That's it. You probably want to 'cd' to the directory you want it in or it will download at the root level of your User directory. Which is fine but is probably not what you want.
=Tod
#9
09/20/2006 (1:36 pm)
Is there an updated xcode project file in the set, or am I completely blind?
#10
The stock bash shell from terminal in 10.4. I use the CLI a lot but I'm not such a Unix nut that I change my shells. ;)
If you export it "export CVSROOT=:pserver:accountname@cvs.garagegames.com:/cvs/torque" and then immediately type "export" at the prompt you'll see all the exported variables and it should be in there under CVSROOT=.
Also - the '$' in my post above are the bash shell prompts. Do NOT type in the '$' or you will get 'unknown command'. But other than that - and replacing 'accountname' you should be able to cut and paste the above into the stock 10.4 (and I believe 10.3) terminal window.
If you still have trouble let me know what it's doing.
@Rubes
There should be an xcode folder on the first level of the folder with the VC6 and VC7 etc folders. The pb folder is finally deprecated - but this is new with the 1.4.2 build.
=Tod
09/20/2006 (2:05 pm)
@JesseThe stock bash shell from terminal in 10.4. I use the CLI a lot but I'm not such a Unix nut that I change my shells. ;)
If you export it "export CVSROOT=:pserver:accountname@cvs.garagegames.com:/cvs/torque" and then immediately type "export" at the prompt you'll see all the exported variables and it should be in there under CVSROOT=.
Also - the '$' in my post above are the bash shell prompts. Do NOT type in the '$' or you will get 'unknown command'. But other than that - and replacing 'accountname' you should be able to cut and paste the above into the stock 10.4 (and I believe 10.3) terminal window.
If you still have trouble let me know what it's doing.
@Rubes
There should be an xcode folder on the first level of the folder with the VC6 and VC7 etc folders. The pb folder is finally deprecated - but this is new with the 1.4.2 build.
=Tod
#11
I can still transfer altered AIPlayer.cc and others, right? Or will it give me a big error?
09/20/2006 (3:17 pm)
This only changes platform files, right?I can still transfer altered AIPlayer.cc and others, right? Or will it give me a big error?
#12
09/20/2006 (3:22 pm)
@Tod: I do have an xcode folder, but I don't see any valid project files in there...there's a "torque_xcode_2_2_UB.xcodeproj" folder, but no associated project file...
#13
I can still transfer altered AIPlayer.cc and others, right? Or will it give me a big error?
09/20/2006 (3:36 pm)
This only changes platform files, right?I can still transfer altered AIPlayer.cc and others, right? Or will it give me a big error?
#14
Oh... do you see a CVS, project.pbxproj, yourname.mode1 etc? Because this is what I see when I do "Show Package contents" on the torque_xcode_2_2_UB.xcodeproj "file".
If so this is the project "file" but it seems to have lost the magic "don't show this as a folder but as a single file" setting in system to disguise the package contents.
If that is what happened I'm not sure how "repackage" it into an xcodeproj "file". I presume this system is the one with Xcode installed right? And can you see other Xcode packages? Is the Maya2DTS exporter an xcode project or not?
The simplest thing is to hit the CVS again and see if that doesn't fix it... I don't know how to "repackage" a project if it's broken. Maybe someone else has run into this.
=Tod
09/20/2006 (3:43 pm)
@RubesOh... do you see a CVS, project.pbxproj, yourname.mode1 etc? Because this is what I see when I do "Show Package contents" on the torque_xcode_2_2_UB.xcodeproj "file".
If so this is the project "file" but it seems to have lost the magic "don't show this as a folder but as a single file" setting in system to disguise the package contents.
If that is what happened I'm not sure how "repackage" it into an xcodeproj "file". I presume this system is the one with Xcode installed right? And can you see other Xcode packages? Is the Maya2DTS exporter an xcode project or not?
The simplest thing is to hit the CVS again and see if that doesn't fix it... I don't know how to "repackage" a project if it's broken. Maybe someone else has run into this.
=Tod
#15
09/20/2006 (4:56 pm)
@Tod: You're right, that does seem to be the case; it's registering as a folder instead of a package file. I'm hitting CVS again to be sure, but I'll look into ways of converting back.
#16
I also found out if you take a folder and just re-apply the extension (.xcodeproj), it will automatically convert to a package/file.
Very nice! It compiled first time through, and the new demo looks great. Some really nice new effects. Can't wait to see 1.5...
09/20/2006 (5:03 pm)
Strange...it worked fine this time directly from CVS.I also found out if you take a folder and just re-apply the extension (.xcodeproj), it will automatically convert to a package/file.
Very nice! It compiled first time through, and the new demo looks great. Some really nice new effects. Can't wait to see 1.5...
#18
10/01/2006 (11:45 am)
Map2difplus does not compile. First error is a resource named basgram.cc which should be BASgram.cc. Next 3 I haven't worked out yet. Please have a look.
Torque Owner Tod Kuykendall
We talked some at WWDC so I know how busy you are. I'll grab the new CVS this weekend and give it a go.
=Tod