Game Development Community

RTSKit and TGE1.5 how-to

by Guy Allard · in RTS Starter Kit · 10/28/2006 (4:18 am) · 81 replies

The completely unofficial, unsupported, DIY way to get the RTS kit to compile and run with TGE1.5 (also known as the 13 steps to enlightenment).

These Instructions assume that you are using VS2005, and that you can already compile TGE1.5 with it. If you're using a different compiler, you'll have to figure out how to set that up yourself.

Warning: Follow these instructions EXACTLY! Failure to do so may cause extreme stress!
Although I've tested for a couple of days, there may be issues with this conversion that I've not been lucky enough to experience yet.

These instructions, and the stuff I did to get it working with 1.5 are based heavily on William Fox's excellent RTSkit to 1.4 solution.


1) prepare:
Create a folder on you hard drive and name it RTSKitMerge


2) Install TGE1.5:
Install TGE1.5 (TorqueGameEngineSDK-1-5-0.exe) into the new RTSKitMerge folder.
De-select the 'Desktop Shortcut' and 'View Readme' check boxes when it asks you which components to install.
After this, you will have an RTSKitMerge\SDK folder containing the new TGE1.5 SDK. Don't do anything else with this yet!


3) Install RTS Starter Kit:
Install the RTS Starter Kit (RTSStarterKit-1-0.exe) into the RTSKitMerge folder.
Again, De-select the 'Desktop Shortcut' and 'View Readme' check boxes.
After this you will have the folders: RTSKitMerge\SDK and RTSKitMerge\RTSStarterKit


4) Copy RTS Kit source files:
Browse to the RTSKitMerge\RTSStarterKit\engine\game directory.
Right-click on the RTS folder, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\engine directory.
Right click on the game folder, and choose paste from the pop-up menu.
You should now have the folder RTSKitMerge\SDK\engine\game\RTS which contains the RTS files


5) Copy terrSelection.cc:
Browse to the RTSKitMerge\RTSStarterKit\engine\terrain directory.
Right-click on the terrSelection.cc file, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\engine directory.
Right-click on the terrain folder, and choose paste from the pop-up menu.
You should now have the file RTSKitMerge\SDK\engine\terrain\terrSelection.cc
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#1
10/28/2006 (4:19 am)
6) Copy the starter.RTS directory:
Browse to the RTSKitMerge\RTSStarterKit\example directory.
Right-click on the starter.RTS folder, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\ directory
Right-click on the example folder, and choose paste from the pop-up menu.
You should now have the folder RTSKitMerge\SDK\example\starter.RTS which contains the RTS assets.


7) Copy common script files:
Browse to the RTSKitMerge\RTSStarterKit\example\common\server directory.
CTRL-select these 3 files: server.cs, prefs.cs and clientConnection.cs
Right-click on one of the files, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\example\common directory.
Right-click on the server folder, and select paste from the pop-up menu. Answer 'yes to all' when it asks you if you want to over-write existing files.


8) Patch the SDK:
Download this small zip file: www.pigsie.com/RTS/RTSKit_to_TGE1.5_Patch.zip
Unzip it into the RTSKitMerge\SDK directory.
You should now have the files patch.exe, RTSKitPatch.bat and RTSKitPatch.patch in the RTSKitMerge\SDK folder, along with the orinal files that were there (getdxver.exe, Makefile, ReadMe.html and uninst-tsdk.exe).

Double-click on the RTSKitPatch.bat file to apply the patch.
If you see any errors, then you've done something wrong, and you'll have to try again (oops).
#2
10/28/2006 (4:19 am)
9) Prepare VS2005 to compile:
Navigate to the RTSKitMerge\SDK\VS2005 folder, and double-click on the file 'torque SDK.sln' to launch visual studio 2005. (the next section is copied directly from William Fox's 1.4 build solution):

in the source explorer find under Torque Demo- Source files -the "game" filter/folder
right click on game add new filter and type RTS
highlight new RTS (select) and add existing existing item
navigate to C:\RTSKitMerge\SDK\engine\game\RTS (where we put 19 files)
click in files list hit ctrl A (select all)then ADD button
if done properly -game will display
+fps
+fx
+net
- RTS
and all 19 files will be added to source files for Torque Demo using new project under VS2005 folder

need to also do for Torque Tool Lib -Source Files -game add as above and get all 19 files added
now under the solution explorer
-Torque Demo
-Source Files
-terrain
left click and select/highlight terrain
right click choose add existing item
find
C:\RTSKitMerge\SDK\engine\terrain\terrSelection.cc
select it in directory listing and ADD
should appear between terrRender.h and waterBlock.cc

once again repeat for Torque Tool Lib

at this time is very much suggested you save all changes to project
after Save all Ctrl+Shift +S or use the file option menu
be sure to hightlight Torque Demo under opengl2d3d (line 15 in solution pane)
if no trees are expanded.


10) Compile!
From the 'Build' menu, choose 'Clean Torque Demo' (not 'clean solution').
From the 'Build' menu, choose 'Build Torque Demo' (not 'build solution')

If you've done everything right, then the build should get some pragma warnings (ignore 'em), and things should finish with the line:
========== Build: 7 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

If you don't get that, then you've done something wrong, so go back to the beginning and try again.
#3
10/28/2006 (4:19 am)
11) Run it:
Navigate to the RTSKitMerge\SDK\example directory.
Right-click on some white-space, and choose 'New' -> 'Text Document' from the pop-up menu.
Name this document starter.RTS.debug.bat (answer yes when windows asks you if you want to change the extension).
Right-click on starter.RTS.debug.bat, and choose 'edit' from the pop-up menu.
Enter the following text:
torqueDemo_DEBUG.exe -game starter.RTS -console
Save the file, and close it.

Now, double-click on starter.RTS.debug.bat, and you're away!!


12) optional
You can delete the folders example\starter.racing, example\starter.fps, example\demo and example\tutorial.base from RTSKitMerge\SDK if you want, although I've found it's quite handy to have these directories remaining so you can see how the new torque lighting and environment stuff works.

You can now move the RTSKitMerge\SDK folder somewhere else on your hardrive if you want it somewhere specific. You can also now delete the entire RTSKitMerge\RTSStarterKit directory, as it's no longer needed.


13) TODO:
The integration of TLK with TGE1.5 means that the code for specifying whether a unit should cast a shadow or not (datablock member doShadow) is now effectively redundant, as TLK offers its own method of specifying whether or not a shapebase derived object should or should not cast shadows. All code relating to that ought to be removed/altered, although everything still works as is.


Courtesy of the Sixth Extinction RTS demo team
#4
10/28/2006 (5:28 am)
Thanks Guy. Being on a Mac, the patch file won't work for me but I can still read through it and make the changes. Faster then trying to figure this all out on my own which I couldn't... well, not before the next TGE version update anyway :)

Cheers!
#5
10/28/2006 (11:59 am)
You rock, Guy! Thanks.

All, we'll get this up on the website soon as well. Just sent an email about it a few minutes ago... hopefully happen next week.
#6
10/28/2006 (3:54 pm)
Guy, i tried the patch under Linux (ubuntu 6.10) using the linux SDK and it fails to patch properly. I have created a version for use with it and script to remove the extra ctrl-m cotained in the file but don't have anywhere to host it. Its yours if you want it.
#7
10/30/2006 (1:50 am)
Yay!! I was hoping this would get released soon! Great job Guy! Thanks Sixth Extinction team!
#8
10/30/2006 (8:38 am)
Huge thanks Guy, this really will help a lot of your fellow users, great work!
#9
11/01/2006 (12:12 pm)
Hi,

i have a little problem..

i did all as you explained and i could compile WITHOUT any errors..

but when i start the starter.RTS.debug.bat file i get this message:


www.testlevel.de/Unbenannt.PNG
can you help please
#10
11/01/2006 (12:29 pm)
These are the warnings in the "dos"-box

Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'back'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'side'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'fall'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'jump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'standjump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'land'!
Loading compiled script starter.RTS/server/scripts/avatars/rifleman.cs.
Validation required for shape: starter.RTS/data/shapes/rifleman/rifleman.dts
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'back'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'side'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'fall'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'jump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'standjump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'land'!
Loading compiled script starter.RTS/server/scripts/avatars/shocker.cs.
Validation required for shape: starter.RTS/data/shapes/shocker/shocker.dts
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'back'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'side'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'fall'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'jump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'standjump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::pr


Error: shape starter.RTS/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!


Validation required for shape: starter.RTS/data/shapes/building/building.dts
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'root'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'run'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'back'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'side'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'fall'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'jump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'standjump'!
Warning: (e:\programme\rtskitmerge\sdk\engine\game\player.cc @ 294) PlayerData::preload - Unable to find named animation sequence 'land'!
Loading compiled script starter.RTS/server/scripts/core/game.cs.
Loading compiled script starter.RTS/data/terrains/grassland/propertyMap.cs.
Loading compiled script starter.RTS/data/terrains/highplains/propertyMap.cs.
Warning, overwriting material properties for: grass
Warning, overwriting material properties for: patchy

Loading compiled script creator/ui/lightEditorNewDB.gui.
Engine initialized...
keyboard0 input device unacquired.
joystick0 input device unacquired.
DirectInput deactivated.
Activating DirectInput...
keyboard0 input device acquired.
joystick0 input device acquired.
keyboard0 input device unacquired.
joystick0 input device unacquired.

*** Load Main Menu
Could not locate texture: starter.RTS/client/ui/mainMenu/startgame
Could not locate texture: starter.RTS/client/ui/mainMenu/joingame
Could not locate texture: starter.RTS/client/ui/mainMenu/viewDemo
Could not locate texture: starter.RTS/client/ui/mainMenu/options
Could not locate texture: starter.RTS/client/ui/mainMenu/about
Could not locate texture: starter.RTS/client/ui/mainMenu/quit

joystick0 input device acquired.
keyboard0 input device unacquired.
joystick0 input device unacquired.
DirectInput deactivated.
Activating DirectInput...
keyboard0 input device acquired.
joystick0 input device acquired.
keyboard0 input device unacquired.
joystick0 input device unacquired.
DirectInput deactivated.
keyboard0 input device created.
mouse0 input device created.
joystick0 input device created.
Activating DirectInput...
keyboard0 input device acquired.
joystick0 input device acquired.
keyboard0 input device unacquired.
joystick0 input device unacquired.
DirectInput deactivated.
Activating DirectInput...
keyboard0 input device acquired.
#11
11/01/2006 (12:56 pm)
I changed now the starter.RTS.debug.bat

from
torqueDemo_DEBUG.exe -game starter.RTS -console
to

torqueDemo.exe -game starter.RTS

and it is working...??!!

did i make something wrong?
#12
11/02/2006 (12:09 am)
Ah, looks like you did a release build in visual studio. Was that the default option? Mine always defaults to debug build the first time I open it in VC++.

Does everything work like the original starter kit now?
#13
11/02/2006 (9:51 am)
Guy, i build both.. debug and release...

everything is working now. but i can not compare. because i had it never used before.
#14
11/27/2006 (5:38 pm)
Thanks Guy, this is EXCELLENT!! Works perfect.
#15
11/30/2006 (9:05 am)
Hey Guy, just to let you know, I successfully compiled on the Mac. Downside is loading a mission causes it to crash part way through the datablock load.
I've done something bad but not sure what yet. I'll let you know once I figure it.

Still, the thing compiled! Sweeeet!

Thanks for sharing this with us.
#16
11/30/2006 (7:31 pm)
Quick update: It appears that the update/upgrade files are not 100% compatible on the Mac. applied the patch and changes to a PC version of the SDK and it ran just fine. I then copied those files over to the Mac and recompiled but same problem - it crashs on loading the Datablocks.

It seems to crash on loading the player and textures. If anyone here can read Mac reports, I'll post them.

Cheers!
#17
12/01/2006 (8:39 pm)
Crap. I must be the only Mac person using the RTS kit and wanting to update it to 1.5.

Nuts.
#18
12/12/2006 (12:30 pm)
James: You are not the only Mac person who is looking forward for RTS Kit update. Too sad that GarageGames forgot about their old customers and care only about new sales, not about the support.
#19
12/12/2006 (2:33 pm)
@Kostya - well, I don't think GG has forgotten us but it sure feels that way sometimes. If they spring a surprise on us in the next week or two with an update... I doubt I'll cheer just mutter under my breath "... 'bout time..."

Sorry - just not feeling very chipper at the moment - must be the holiday blues.
#20
12/13/2006 (5:19 pm)
@James ... Nah mate, I'm the same. I want to develop my RTS on my Mac, but due to the lack of coding on the RTS side of things, I've kinda put that on the backburner and am now working on my FPS project with 1.5

I only just got an email from GG (December Newsletter) that I found out about 1.5 -- I was still working off 1.42. Imagine my surprise, when I found out it 1.5 came out in late October. So, you're not wrong about looking after old customers ...
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