Where is my TGE console ?
by Marcos Andr · in General Discussion · 10/15/2007 (4:00 pm) · 5 replies
Hi people!
I've just downloaded my TGE_1.5.2 sdk and compiled it.
Well I've seen that a directory called example was generated in my project folder and , inside is a exe file called TorqueDemo.exe.
I could notice that all the starter programs run upon this TorqueDemo, and I also noticed that this demo is a kind of platform where I can lunch the Gui editor , mission editor , world editor and so on ( including the console window).
Well... I read some documentation from here (TGE's site) and understood that the games can be written in torque script (cs files) an than can be executed by the TGE console. For instance, on the Hello world example from "3D game programming all in one ", a hello world script is executed as the following:
tge -ch2 HelloWorld.cs.
I supposed that tge is the console program
My questions are the folowing:
1) where was the tge.exe compilled
2) Can I use the console separated from the TorqueDemo.exe
3) Do I must publish my game with the torqueDemo.exe
4) Is TorqueDemo de Console?
5) If 4 is true , so will my game have built in world editor, Gui editor, and mission editor ? Just for increasing the game size and allowing the user to change the game without our agreement?
I've just downloaded my TGE_1.5.2 sdk and compiled it.
Well I've seen that a directory called example was generated in my project folder and , inside is a exe file called TorqueDemo.exe.
I could notice that all the starter programs run upon this TorqueDemo, and I also noticed that this demo is a kind of platform where I can lunch the Gui editor , mission editor , world editor and so on ( including the console window).
Well... I read some documentation from here (TGE's site) and understood that the games can be written in torque script (cs files) an than can be executed by the TGE console. For instance, on the Hello world example from "3D game programming all in one ", a hello world script is executed as the following:
tge -ch2 HelloWorld.cs.
I supposed that tge is the console program
My questions are the folowing:
1) where was the tge.exe compilled
2) Can I use the console separated from the TorqueDemo.exe
3) Do I must publish my game with the torqueDemo.exe
4) Is TorqueDemo de Console?
5) If 4 is true , so will my game have built in world editor, Gui editor, and mission editor ? Just for increasing the game size and allowing the user to change the game without our agreement?
#2
I examined some products made with Torque and figured out that there are some differences between them and the TorkeDemo based applications:
Let us take "Think Tanks" as an example: ThinkTanks.exe has only 518 kB of size while TorqueDemo has more than 5 MB . I think there is a way to compile the exe without the editors. 5MB is too large for publishing it on the internet.
10/16/2007 (2:59 am)
Well ...I examined some products made with Torque and figured out that there are some differences between them and the TorkeDemo based applications:
Let us take "Think Tanks" as an example: ThinkTanks.exe has only 518 kB of size while TorqueDemo has more than 5 MB . I think there is a way to compile the exe without the editors. 5MB is too large for publishing it on the internet.
#3
I examined some products made with Torque and figured out that there are some differences between them and the TorkeDemo based applications:
Let us take "Think Tanks" as an example: ThinkTanks.exe has only 518 kB of size while TorqueDemo has more than 5 MB . I think there is a way to compile the exe without the editors. 5MB is too large for publishing it on the internet.
10/16/2007 (3:06 am)
Well ...I examined some products made with Torque and figured out that there are some differences between them and the TorkeDemo based applications:
Let us take "Think Tanks" as an example: ThinkTanks.exe has only 518 kB of size while TorqueDemo has more than 5 MB . I think there is a way to compile the exe without the editors. 5MB is too large for publishing it on the internet.
#4
10/16/2007 (6:18 am)
You can compile out the editors and you can also run an exe optimizer/compressor to ease the download. Plus, ThinkTanks (and most published Torque games) have modified the source code to provide the specific functionality that their game required.
#5
10/18/2007 (5:43 am)
Marcos, you can strip down what is in your project to include just the code that is relevant to your project. Not all of it necessarily will be.
Torque Owner Shawn Simas
Bigfoot Studios
2) What do you mean by console? The ~ console? If so, no, it cannot be used separately.
3) torqueDemo.exe (or whatever you rename it to) must be published of course, for it is the executable of your game.
4) TorqueDemo is just the default name of the executable. It can be renamed whatever you like, and the console is just a function of the engine.
5. The console, world editor, gui editor, and mission editor can be disabled. Search around the forums for ways of doing this.
The easiest way of removing the editors (GUI and world/mission) is by editing two quick lines of script.
In common/main.cs locate the function initBaseClient(),
delete or comment out the line "exec("./editor/editor.cs");"
That will remove mission/world editor.
In common/client/canvas.cs locate the function initCanvas()
delete or comment out the line "exec("~/ui/guieditorgui.gui");"
That will remove the GUI editor.
To remove the console,
In starter.fps/client/default.bind.cs go to the very bottom in the Misc. section
delete or comment out the line "GlobalActionMap.bind(keyboard, "tilde", toggleConsole);"
That will remove access to the console.
Enjoy.