Game Development Community

Torque 3D Beta 3+ Bug - Compiling with -compileAll

by Konrad Kiss · in Torque 3D Professional · 07/09/2009 (2:37 pm) · 7 replies

When using the Torque3D exclusive -compileAll parameter, there is a problem - it doesn't compile anything because of a badly formatted file filter.

A quick fix is to use the below code instead of the compileFiles call that is in root's main.cs:
compileFiles("/*.cs");
   compileFiles("/*.gui");
   compileFiles("/*.ts");

I'm not sure who we need to thank for this, but this is a very useful addition. So, many thanks.
Also thank you for not having to set defines in torqueConfig.h and wait for eternity to recompile just to create a compiled version of every single script and gui file - perfect for creating quick client distributions!

Maybe it should be included with the Torque Toolbox when creating a package.

#1
08/17/2009 (3:55 pm)
Logged as THREED-653
#2
08/25/2009 (3:06 pm)
@Konrad
How were you actually making use of this? I have applied your fix but launching from a shortcut with -compileAll doesn't seem to do anything at all...

As an aside, you can also precompile (to dso) from Torsion under the project menu.
#3
08/25/2009 (3:09 pm)
Ok, it works, it just also happens to put up the splashscreen and complain about addResPath, but it works.

Fix will be in the next release, thanks Konrad.
#4
08/25/2009 (4:47 pm)
I am calling the executable with the -compileAll param within a larger script that creates a new version / distro.

I forgot to mention that I rearranged main.cs a bit so it would be handled much like -dedicated and it quits after the compilation is done - so I never experienced the issues you had.

Thank you, James.
#5
08/25/2009 (8:42 pm)
does this make the dso files ?
#6
08/25/2009 (10:01 pm)
If you ever rebuilt T3D to generate any DSO at all, which is handled by the define in the TorqueConfig.h, yes.
#7
08/26/2009 (6:29 am)
I thought the DSO's built automatically, every time the exe was ran, is this something that changed over the years?