Game Development Community

TGE to TGEA upgrade effort

by Ingo Seidel · in General Discussion · 02/10/2009 (6:10 am) · 3 replies

Hi,

what I have read so far, the TGE code seems to be largely included in TGEA. However, how big is the effort to port a TGE game to TGEA if you have made alterations to the C++ source code and created a lot of scripts? Can the C++ source code/script code be ported easily? Are there any major structural differences in the code bases between TGE and TGEA?

thanks

#1
02/10/2009 (8:15 am)
Almost all of your TGE scripts can be ported stright into a TGEa projects with a few "gotchas", and there are a few console function name changes and additions/removals, refer to the documentation for those. Primarily you'll have to fix filepaths, a few particle datablocks, and change every instance of AudioDescription & AudioProfile to their SFX exquivalent (SFXDescription & SFXProfile). Porting script is easy, if a bit tedious. Again you'll be best informed by referring to the TGEa porting documentation.

Souce code changes can be a bit trickier. But almost everything you have done in TGE can be reproduced or ported into TGEa. The complexity of this task depends on the specific changes/additions made -- especially in the graphics department!
#2
02/11/2009 (6:47 am)
Sounds good! Where can I find the TGEA porting documentation you mentioned? Is it an official resource? I could not find it in the TGEA documentation and only found a community resource on porting the TGE Starter.FPS pack to TGEA 1.0.3.
#3
02/11/2009 (3:47 pm)
Check in your documentation folder that came with the SDK, in the overview is a Porting Guide. There's a few forum threads about some porting gotchas also -- I thought I had them bookmarked but can't find them now.