Please Help Me With Recompiling
by Jared Kidd · in Torque Game Engine · 02/21/2009 (11:57 am) · 8 replies
ok i have visual studios c++ 2008 express edition. i am following the aiguard unit tutorial in the resources at garagegames. my question is which file do i open up in visual studios the .cc file or .h file and is there a button i can push to recompile or how do i do it. please help because this problably is a easy question
About the author
i'm 16 and i really enjoy making games and testing them. i started making games when i was 11 using game maker, but then i started using torque when i was about 13 and now i fell in love with game designing and look forward to making a career out of it.
#2
It's been a while, but from what I remember TGE doesn't require much of a setup in VS in order to complile so it's pretty much a one click operation. Select your build type (Debug/Release) -> Build/Rebuild. You may have to adjust the output directory if you can't find your "new" executable.
02/21/2009 (1:22 pm)
If the resource in question modifies both the .cc and .h files then you have to open both up in VS and make the changes. It's been a while, but from what I remember TGE doesn't require much of a setup in VS in order to complile so it's pretty much a one click operation. Select your build type (Debug/Release) -> Build/Rebuild. You may have to adjust the output directory if you can't find your "new" executable.
#3
02/21/2009 (7:54 pm)
Thank You So Much!!! I Am A 3d modeler for a game team so i don't know much about compiling and programming thanks again.
#4
02/21/2009 (9:39 pm)
ok how do i debug/release. i don't see that anywhere in the debug dropdown.
#5

EDIT: Debug compiles with extra debugging tools enabled, runs a bit slower and the exe size will be larger because of this. Release would be for the compiled executable once you feel your game is ready to go. It's always good to test both configurations. Some people compile for Debug explicitely. Me, I compile for Release and if (when) I have a problem then I go for a Debug compile.
02/22/2009 (7:28 am)
The build-type configuration dropdown is on the Toolbar directly under the Menubar. Sorry for the confusion.
EDIT: Debug compiles with extra debugging tools enabled, runs a bit slower and the exe size will be larger because of this. Release would be for the compiled executable once you feel your game is ready to go. It's always good to test both configurations. Some people compile for Debug explicitely. Me, I compile for Release and if (when) I have a problem then I go for a Debug compile.
#6
02/22/2009 (8:46 am)
ok that helps a lot but for some reason i am still get the same problem in torque. i followed all the steps and when i open a mission it just says torque has stopped working then shuts off. any suggestions
#7
I haven't personally tried the aiGuard resource, but if I get some time later I'll give it a try.
EDIT: I just browsed through all of the pages of problems over the years with that resource. Yikes! Here's an alternative that according to comments is an "improved" and script only version of the resource by Mark Holcomb if it continues to give you problems: Improved AI Guard Unit, but I must mention that I haven't tried that one either so I don't know the differences between the two.
02/22/2009 (9:08 am)
Are there any specific error messages that occur before it "quits"? You may have to look in console.log since it's shutting down on you.I haven't personally tried the aiGuard resource, but if I get some time later I'll give it a try.
EDIT: I just browsed through all of the pages of problems over the years with that resource. Yikes! Here's an alternative that according to comments is an "improved" and script only version of the resource by Mark Holcomb if it continues to give you problems: Improved AI Guard Unit, but I must mention that I haven't tried that one either so I don't know the differences between the two.
#8
02/22/2009 (3:35 pm)
thank you for the link i went to and checked out the beginner ai tutorial. i did that tutorial just fine so i might try the more advanced later sometim, but let me know when you do that tutorial if you have time
Associate Scott Burns
GG Alumni