Compiling Torque ver. 1.2 with MS Visual C++ 6.0
by Bill Walters · in General Discussion · 09/23/2002 (9:00 am) · 19 replies
Running Torque ver 1.2 and MS Visual C++ 6.0, what are the steps needed to compile the code? (I heard there were more steps to it than general intuition offers).
#2
You are compiling Torque in C++? Seems kind of hard since you are not an sdk owner.
Jeff Tunnell GG
09/23/2002 (10:26 am)
Bill,You are compiling Torque in C++? Seems kind of hard since you are not an sdk owner.
Jeff Tunnell GG
#3
09/23/2002 (12:09 pm)
Hmm.. this ones gonna get interesting :)
#4
Man I laughed so hard when I read this . . . you have no idea . . .
09/23/2002 (12:49 pm)
Ahahahahahahaahhahahaha!Man I laughed so hard when I read this . . . you have no idea . . .
#5
09/23/2002 (1:40 pm)
Wow, that takes balls. lol Guess it was only a matter of time.
#6
- Melv.
09/23/2002 (2:23 pm)
Watch out for the, "I can't afford to purchase the engine but does anyone know how to use 3D-Studio v4" question soon. 8)- Melv.
#7
09/23/2002 (2:35 pm)
Hee. Yes, this is funny. :)
#8
I happen to be involved in putting together an after-school game development club at the local high school I work at as a staff member.
We plan on offering the students a development curriculum involving, perhaps, the TGE.
In order to get this progam off the ground, I need to have a program outline and detailed syllabus ready to be presented to the board including any and all software, hardware, man-hours, required for this.
We already have licensed copies of MS Visual Studio 6.0 and are moving to provide the remaining hardware and software for this project.
We do not have any version of Torque as of yet. My understanding is that ver 1.2 is the current version. If there are other apps that are needed for this project, we need to know about them prior to receiving the grant/funding.
I need to know exactly how this program will be structured, how will it work, and how much time and expertise will be required to make this program work.
If you have any questions, please feel free to email me or even call me with the valid information I put into the GG membership database.
:-(
-Bothered Bill
09/23/2002 (2:50 pm)
Well, gents. I certainly don't appreciate the innuendo. :-( I happen to be involved in putting together an after-school game development club at the local high school I work at as a staff member.
We plan on offering the students a development curriculum involving, perhaps, the TGE.
In order to get this progam off the ground, I need to have a program outline and detailed syllabus ready to be presented to the board including any and all software, hardware, man-hours, required for this.
We already have licensed copies of MS Visual Studio 6.0 and are moving to provide the remaining hardware and software for this project.
We do not have any version of Torque as of yet. My understanding is that ver 1.2 is the current version. If there are other apps that are needed for this project, we need to know about them prior to receiving the grant/funding.
I need to know exactly how this program will be structured, how will it work, and how much time and expertise will be required to make this program work.
If you have any questions, please feel free to email me or even call me with the valid information I put into the GG membership database.
:-(
-Bothered Bill
#9
09/23/2002 (3:08 pm)
Bill, everything you need to know is included with the SDK.
#10
09/23/2002 (3:13 pm)
Perhapse if you had stated what was just in your last post you would have prevented some of the "innuendo" that was directed towards you in the other posts.
#11
I reread your post and it states that you are trying to compile v1.2 of Torque then proceeds to ask technical questions that only an sdk owner would need to ask. I'm sorry if it bothered you, but perhaps more explanation on your part would have been appropriate.
We do not give technical support in an open forum even for potential licensees, regardless of the reason.
Jeff Tunnell GG
09/23/2002 (9:29 pm)
Bill,I reread your post and it states that you are trying to compile v1.2 of Torque then proceeds to ask technical questions that only an sdk owner would need to ask. I'm sorry if it bothered you, but perhaps more explanation on your part would have been appropriate.
We do not give technical support in an open forum even for potential licensees, regardless of the reason.
Jeff Tunnell GG
#12
09/24/2002 (4:23 am)
It appears to me that he is asking if he needs any other software, other than MSVC6, to compile Torque version 1.2. Bill, if this is your question, then MSVC6 is all that you need to compile version 1.2 of the TGE. (The latest version is actually 1.1.2.) :-)
#13
Sorry about the confusion. I generally try not to be long-winded in my posts/questions (seriously).
I simply needed to know if there are other programs, libraries, convertors, etc. we will need to be aware of to get this stuff to work.
Thanks to your posts, my new understanding is that MS C++ 6.0 and the latest TGE sdk will include everything (including instructions) we will need for the students to make their projects successful (programming-wise).
If I'm missing something, please advise.
Thanks for your responses.
-Bill
09/24/2002 (9:15 am)
All, thanks for responding. Several of you have answered my question. Sorry about the confusion. I generally try not to be long-winded in my posts/questions (seriously).
I simply needed to know if there are other programs, libraries, convertors, etc. we will need to be aware of to get this stuff to work.
Thanks to your posts, my new understanding is that MS C++ 6.0 and the latest TGE sdk will include everything (including instructions) we will need for the students to make their projects successful (programming-wise).
If I'm missing something, please advise.
Thanks for your responses.
-Bill
#14
I withdrawn my comment and offer an apology.
No hard feelings man. 8)
- Melv.
09/24/2002 (9:18 am)
Bill,I withdrawn my comment and offer an apology.
No hard feelings man. 8)
- Melv.
#15
Im not sure that TGE, as it is, will be viable for your project, as i see it, its $100 per programming seat, if you have access to the source code, (as your students would need to) they have to buy the licence.
This means each of your students would need to pay up for a licence?.
09/24/2002 (11:19 am)
BillIm not sure that TGE, as it is, will be viable for your project, as i see it, its $100 per programming seat, if you have access to the source code, (as your students would need to) they have to buy the licence.
This means each of your students would need to pay up for a licence?.
#16
Using Torque at the C++ level may not be your best bet, not only because of the cost as Taron mentioned, but also because it will be overwhelming for a casual user. While things are improving, it takes a committed amount of digging around in the forums, tutorials and source code to start to get a handle on how it works.
Your other option is to access Torque at the scripting level. Here you don't need Torque licenses or a C++ compiler. The free Tribal script IDE, free Quark map editor, $20 milkshape modeler, free gimp image editor and the in-game editors will allow your students to create their own games.
James
09/24/2002 (1:02 pm)
Bill,Using Torque at the C++ level may not be your best bet, not only because of the cost as Taron mentioned, but also because it will be overwhelming for a casual user. While things are improving, it takes a committed amount of digging around in the forums, tutorials and source code to start to get a handle on how it works.
Your other option is to access Torque at the scripting level. Here you don't need Torque licenses or a C++ compiler. The free Tribal script IDE, free Quark map editor, $20 milkshape modeler, free gimp image editor and the in-game editors will allow your students to create their own games.
James
#17
At this time, we have about 18 students interested in this program. Although 50% are probably in it for the game-playing aspect, the other 50% are expressing interest in the development side of it.
Tentatively, we will divide these students up into perhaps two or more smaller groups depending on how many will sign up for this club/class.
Further, some kids express an interest in doing pure programming, while others want to do the artwork, sounds, game design, etc.
I need to talk to Jeff Tunnell about educational licensing if this even qualifies as such. After-school clubs don't qualify from my understanding (Maybe there's another forum on this subject?)
TGE may not even be a viable solution for this first year either. Depending on what we can afford, how much talent we are dealing with here, how fast they pick up on this stuff, etc. They are some pretty bright kids. I was quite impressed with this bunch.
We may simply start these kids off on modding of popular existing games using sdk's included in the games themselves for the first semester/year depending on the progress. (Again, funding makes a huge difference in school activities)
We are not a full blown class yet, but our track record indicates that this after-school club will evolve into an accredited class here. We had done this last year with an after-school computer/networking club, and got it accredited in 6 months. It's now in the curriculum. So this is very doable we think.
I just need plenty of options and knowledge before we get started. I need to go to my superiors with a distinct, well-defined plan, outline, program, and be prepared for a plethera of questions thrown in my direction.
I'm pretty excited about this.
Anyhow, I'll keep in touch with you all on how it evolves.
Thanks for your input fella's.
-Bill
"The way I see it, you either get busy livin' or you get busy dyin'" -Shawshank Redemption
09/24/2002 (1:06 pm)
All,At this time, we have about 18 students interested in this program. Although 50% are probably in it for the game-playing aspect, the other 50% are expressing interest in the development side of it.
Tentatively, we will divide these students up into perhaps two or more smaller groups depending on how many will sign up for this club/class.
Further, some kids express an interest in doing pure programming, while others want to do the artwork, sounds, game design, etc.
I need to talk to Jeff Tunnell about educational licensing if this even qualifies as such. After-school clubs don't qualify from my understanding (Maybe there's another forum on this subject?)
TGE may not even be a viable solution for this first year either. Depending on what we can afford, how much talent we are dealing with here, how fast they pick up on this stuff, etc. They are some pretty bright kids. I was quite impressed with this bunch.
We may simply start these kids off on modding of popular existing games using sdk's included in the games themselves for the first semester/year depending on the progress. (Again, funding makes a huge difference in school activities)
We are not a full blown class yet, but our track record indicates that this after-school club will evolve into an accredited class here. We had done this last year with an after-school computer/networking club, and got it accredited in 6 months. It's now in the curriculum. So this is very doable we think.
I just need plenty of options and knowledge before we get started. I need to go to my superiors with a distinct, well-defined plan, outline, program, and be prepared for a plethera of questions thrown in my direction.
I'm pretty excited about this.
Anyhow, I'll keep in touch with you all on how it evolves.
Thanks for your input fella's.
-Bill
"The way I see it, you either get busy livin' or you get busy dyin'" -Shawshank Redemption
#18
Students interested in programming can use TorqueScript (a C-like scripting language) which does not require compiling. There is a pretty good documentation for the language.
Students can use the built in mission editor (press F-11 in RW to access) to create levels. Quark is a free open source "building" editor that is used to make buildings and other objects which are imported into RW and accessed through the mission editor.
Additional models can be created with Milkshape a $20 modeling tool or you can wait for Ryan Parker to complete the exporter plug in for Blender which is a free open source modeling program.
Lastly, it is very easy to import 2D shapes and art into the GUI editor which is accessible from RW as well.
Send me an email at jefft@garagegames.com if you want more information on going this route. I truly think it is the best way to go. No licensing issues and much better progress for your students. Eventually, I would like this process to be mroe formalized so anybody could plug into it.
Jeff Tunnell GG
09/24/2002 (1:28 pm)
You would probably be better off just "modding" Realm Wars with TorqueScript. It is free, there are no licensing issues, and would be much easier for the level of student you are teaching.Students interested in programming can use TorqueScript (a C-like scripting language) which does not require compiling. There is a pretty good documentation for the language.
Students can use the built in mission editor (press F-11 in RW to access) to create levels. Quark is a free open source "building" editor that is used to make buildings and other objects which are imported into RW and accessed through the mission editor.
Additional models can be created with Milkshape a $20 modeling tool or you can wait for Ryan Parker to complete the exporter plug in for Blender which is a free open source modeling program.
Lastly, it is very easy to import 2D shapes and art into the GUI editor which is accessible from RW as well.
Send me an email at jefft@garagegames.com if you want more information on going this route. I truly think it is the best way to go. No licensing issues and much better progress for your students. Eventually, I would like this process to be mroe formalized so anybody could plug into it.
Jeff Tunnell GG
#19
I would reccomend purchasing perhaps 2 or 3 licenses. I doubt you'll be able to scare up more than maybe 2 coders out of the bunch that will be able to accomplish anything as far as fundamental gameplay/engine changes are concerned. I agree that the majority of what you'll likely be wanting to do will be entirely possible through the scripting language -- a mod, if you will. However, starting from a clean slate will likely mean you'll end up with stuff that's going to be a lot more fun and original than if you mod Realm Wars.
Here's to hoping you get the grant. :)
09/25/2002 (7:17 pm)
Hey, Bill! Cool that you're working on this. I really, really wish I had gone to a school that was that progressive.I would reccomend purchasing perhaps 2 or 3 licenses. I doubt you'll be able to scare up more than maybe 2 coders out of the bunch that will be able to accomplish anything as far as fundamental gameplay/engine changes are concerned. I agree that the majority of what you'll likely be wanting to do will be entirely possible through the scripting language -- a mod, if you will. However, starting from a clean slate will likely mean you'll end up with stuff that's going to be a lot more fun and original than if you mod Realm Wars.
Here's to hoping you get the grant. :)
Torque Owner Mz
http://www.garagegames.com/docs/torque.sdk/gstarted/compilers.win32.vc6.html#win32_vc6_4