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Need help following old advice on createing .exe file

by Phillip Cushenberry · in Torque Game Engine · 06/07/2009 (7:27 am) · 6 replies

I found out how!

1. Buy one of the liscenses
I have TGE_1_5_2

2. Download Xcode (or any c++ compiler)
I Have Microsoft Visual Studio 2008

3. Find the TGE icon and replace it with yours (with the same name as the original)
I have no idea what this means

4. Compile the engine
I have compiled Torque SDK.sln, it had one error
Unable to start program
torqueDemo_DUBUG.exe
Cannot find file

However I do have
torqueDemo.exe

5. Use the Deletpref command
Is deletpref
supposed to be delpref?

6. Drag TGE, your game's folder, and main.cs onto your desktop (or where you want your game to be)
Haven't gotten to this step yet

7. Delete all of your .cs files in your game folder (NOT the .cs.dso files)
Haven't gotten to this step yet

Thanks for the help.

About the author

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  • Need some help

  • #1
    06/07/2009 (9:31 am)
    You haven't purchased a license for the engine, how did you get the source?
    #2
    06/07/2009 (1:58 pm)
    I have purchased a license that,s how i got it.
    Download it off the website.
    #3
    06/07/2009 (2:22 pm)
    Click on my name, or on Ted's. Now click on your own. See the difference?
    #4
    06/07/2009 (2:38 pm)
    Same person here all I did was create non school account. Mainly I have gotten the problem down to the engine defaulting to defaults to starter.fps and that not where my files are saved.
    #5
    06/07/2009 (2:55 pm)
    As well now messages also don't go to my email address, which also is a pain.

    Well never mind since I created the thread with my other name it still defaults to my email address.
    #6
    06/07/2009 (7:37 pm)
    You should always use your licensed profile when asking questions that touch the source code (which compiling does). Using your licensed profile also gives you access to the private forums, which is where the question can get a detailed explanation.

    There are no defaults in starter.fps or any other mod/game/project that should be causing any conflicts. From what I remember the exe will compile and then be saved to the example folder, but then in main.cs (the one where the exe is located) you tell it what mod/game/project to read the scripts from.