TGE wont compile with TBE???
by Pete Border · in Torque Game Engine · 04/13/2007 (7:09 pm) · 2 replies
Hi folks:
This is probably some stupid error on my part, but I cannot get Torque Game Engine to compile with the TBE. I put everything in the default places, opened eclipse, right-clicked on torque, and selected "Rebuild Project", as the instructions say. A lot of status messages whiz by, but then there is an error:
cannot create directory 'out.GCC3.RELEASE/gui/containers': No such file or directory
Many more errors follow. Does anyone have any hints?
Thanks;
Pete
This is probably some stupid error on my part, but I cannot get Torque Game Engine to compile with the TBE. I put everything in the default places, opened eclipse, right-clicked on torque, and selected "Rebuild Project", as the instructions say. A lot of status messages whiz by, but then there is an error:
cannot create directory 'out.GCC3.RELEASE/gui/containers': No such file or directory
Many more errors follow. Does anyone have any hints?
Thanks;
Pete
#2
I have a 2 Ghz Athlon with a Nvidia GeForce FX 5200, and am trying to get Torque 1.4.2 SDK to work. However, after installing everything to the default locations, when I clicked on the tutorial.base button, or even on the Torque Demo button, nothing happened. No torque, no nothing. Running the file from a DOS window had the same effect- the computer would be busy for a little, but then it would come back, and no torque window ever appeared.
The console.log was a little more helpful- messages continued up to the lines:
--------- Initializing TTB: Client ---------
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Video Init:
Accelerated OpenGL display device detected.
After that there was nothing. Changing screen resolution, getting new drivers from nvidia, etc didnt change anything.
So I tried downloading the Torque Build Environment and installed that. Torque did not compile with TBE, I got an error at
cannot create directory 'out.GCC3.RELEASE/gui/containers': No such file or directory
and many more errors followed. Screwing around with creating directories, commenting out lines of code that didnt look important, etc. went nowhere.
So I posted to this forum, and Tim Heldna told me to try the MS Express edition of C++ compiler. This worked just fine (it compiled without downloading the platform SDK, btw) and finally let me see where the problem was happening (I did have to change the working directory to be c:\torque\sdk\example, but that was all).
The whole problem comes from a line in winV2video.cc, in DisplayDevice* Voodoo2Device::create() where it calls grSstQueryBoards( &hwConfig );
This evidently hits some hardware error and crashes. It looks like the program is trying to see if there is a Voodoo 2 video board out there, which I dont have, so I just added a line that routes the flow around this section and returns saying there is no such board (which is true).
And now Torque does compile and works. It runs fine on my machine, no more mystery crashes, etc.
So here's the lessons:
-dont bother with the TBE, use the MS Visual C++ Express Edition, which is free nowadays
-the console log is your friend
-the forums are a fabulous resource
-thanks again Tim Heldna!
Huzzah!
Pete
04/14/2007 (9:16 am)
Thanks Tim! That fixed it. Here's the problem in detail:I have a 2 Ghz Athlon with a Nvidia GeForce FX 5200, and am trying to get Torque 1.4.2 SDK to work. However, after installing everything to the default locations, when I clicked on the tutorial.base button, or even on the Torque Demo button, nothing happened. No torque, no nothing. Running the file from a DOS window had the same effect- the computer would be busy for a little, but then it would come back, and no torque window ever appeared.
The console.log was a little more helpful- messages continued up to the lines:
--------- Initializing TTB: Client ---------
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Video Init:
Accelerated OpenGL display device detected.
After that there was nothing. Changing screen resolution, getting new drivers from nvidia, etc didnt change anything.
So I tried downloading the Torque Build Environment and installed that. Torque did not compile with TBE, I got an error at
cannot create directory 'out.GCC3.RELEASE/gui/containers': No such file or directory
and many more errors followed. Screwing around with creating directories, commenting out lines of code that didnt look important, etc. went nowhere.
So I posted to this forum, and Tim Heldna told me to try the MS Express edition of C++ compiler. This worked just fine (it compiled without downloading the platform SDK, btw) and finally let me see where the problem was happening (I did have to change the working directory to be c:\torque\sdk\example, but that was all).
The whole problem comes from a line in winV2video.cc, in DisplayDevice* Voodoo2Device::create() where it calls grSstQueryBoards( &hwConfig );
This evidently hits some hardware error and crashes. It looks like the program is trying to see if there is a Voodoo 2 video board out there, which I dont have, so I just added a line that routes the flow around this section and returns saying there is no such board (which is true).
And now Torque does compile and works. It runs fine on my machine, no more mystery crashes, etc.
So here's the lessons:
-dont bother with the TBE, use the MS Visual C++ Express Edition, which is free nowadays
-the console log is your friend
-the forums are a fabulous resource
-thanks again Tim Heldna!
Huzzah!
Pete
Torque Owner Tim Heldna
I highly recommend using Microsoft Visual C++ 2005 Express Edition. It's free and Torque will successfully compile with it. You will also need to download the Platform SDK.
Download links:
Microsoft Visual C++ 2005 Express Edition
Platform SDK