1.1.3 - installer bug, mac & linux versions
by Gary "ChunkyKs" Briggs · in Torque Game Builder · 11/29/2006 (6:59 pm) · 29 replies
First off, a generic windows bug report:
I just downloaded the 1.1.3 installer, and tried to install it on win2k. Since the default install of win2k, the only things I've done to the system are: I've used windows update and let it do whatever it is that it does, have installed Visual Studio 2005, AVG Free, tortoiseCVS and tortoiseSVN. I *think* it's win 2k professional, but I don't remember and don't know how to check.
I tried to run it... double click the installer, the splash screen comes up, then vanishes. And that's the end of that. Tried again... nothing in the process table after it disappears. It's like it's just vanishing but without leaving any trace or anything, not even a crash dialog thingy in windows.
That put something of a dampener on that, but I did successfully extract it on win2k3 in another VM.
Next up, making it run on the Mac:
I added t2dTextObject.{cc,h} to the XCode build. I had to modify macCarbFont.cc thusly:
No idea why that fontfamily thing is there since it seems to be ignored. This is a dirty ugly hack and completely ignores the root of the problem [and probably breaks something else], but it worked for me.
Click build and run and yay, stuff's working.
Finally, Linux.
Changes to the stock download:
1) Add t2dTextObject.{cc,h} to the build [targets.torque.mk]
2) X11_KeyToUnicode Fixes from Pacula
3) Silly off-by-one recursion fix
4) Linking dynamically against libGLU [because I don't have a static libGLU on my FC6 VM]
I did find one other bug to do with opening projects that I haven't been bothered to fix yet [you try to open a project, TGB can't find TGB.bin when it tries to exec itself again. No, PATH molestation doesn't fix it, but when you run the game again it loads up the one you tried to load, so that's hardly a showstopper]
I have a dream that one day these things will be done with the rest of the release, and linux and mac users will stop being expected to fend for themselves [or just suck it up, if they can't afford the two hundred and fifty dollar license]. The linux release is now two versions behind!
Gary (-;
I just downloaded the 1.1.3 installer, and tried to install it on win2k. Since the default install of win2k, the only things I've done to the system are: I've used windows update and let it do whatever it is that it does, have installed Visual Studio 2005, AVG Free, tortoiseCVS and tortoiseSVN. I *think* it's win 2k professional, but I don't remember and don't know how to check.
I tried to run it... double click the installer, the splash screen comes up, then vanishes. And that's the end of that. Tried again... nothing in the process table after it disappears. It's like it's just vanishing but without leaving any trace or anything, not even a crash dialog thingy in windows.
That put something of a dampener on that, but I did successfully extract it on win2k3 in another VM.
Next up, making it run on the Mac:
I added t2dTextObject.{cc,h} to the XCode build. I had to modify macCarbFont.cc thusly:
// void enumeratePlatformFonts( Vector<StringTableEntry>& fonts, UTF16* fontFamily )
void enumeratePlatformFonts( Vector<StringTableEntry>& fonts, char* fontFamily )
// Change the type of fontfamily
{
ATSFontApplyFunction (_MacCarbEnumFontsCallback, (void*)&fonts);
}No idea why that fontfamily thing is there since it seems to be ignored. This is a dirty ugly hack and completely ignores the root of the problem [and probably breaks something else], but it worked for me.
Click build and run and yay, stuff's working.
Finally, Linux.
Changes to the stock download:
1) Add t2dTextObject.{cc,h} to the build [targets.torque.mk]
2) X11_KeyToUnicode Fixes from Pacula
3) Silly off-by-one recursion fix
4) Linking dynamically against libGLU [because I don't have a static libGLU on my FC6 VM]
I did find one other bug to do with opening projects that I haven't been bothered to fix yet [you try to open a project, TGB can't find TGB.bin when it tries to exec itself again. No, PATH molestation doesn't fix it, but when you run the game again it loads up the one you tried to load, so that's hardly a showstopper]
I have a dream that one day these things will be done with the rest of the release, and linux and mac users will stop being expected to fend for themselves [or just suck it up, if they can't afford the two hundred and fifty dollar license]. The linux release is now two versions behind!
Gary (-;
#23
I bet this won't be the last time I miss finding code posted in these forums...
02/04/2007 (11:38 pm)
Doh!I bet this won't be the last time I miss finding code posted in these forums...
#24
Gary (-;
02/05/2007 (1:03 am)
Well, it could be argued that your code is better since it uses Xft, while I use standard X11. Matter of personal taste, really :-)Gary (-;
#25
-Peter
02/08/2007 (3:56 pm)
Hay thanks for the 1.1.3 compile, gary. I've been tring to get a windows version of my game built but I can only download 1.1.3 for windows and 1.1.1 for mac which is causing me all kinds of heart ache. I would perfer that the files that I use for the mac build be exactly the same as the windows build but the different versions are messing that up. So can I basicly just drop this in the place of 1.1.1 app? What was the major changes between 1.1.1 and 1.1.3 that's keeping my 1.1.1 torque script from working on 1.1.3? Thanks.-Peter
#26
-Peter
02/08/2007 (7:28 pm)
Well I should metion that 1.1.3 worked fine for Mac. So that's not the problem with my windows version. But thanks for 1.1.3 anyway. I have this feeling that the next official Mac release will be 1.1.4.-Peter
#28
03/06/2007 (6:16 pm)
When I first downloaded the 1.1.3 build for Mac it kept crashing when I tried to use the text object. I built a debug version to see if I could figure out what was causing the crash. The debugger popped up something about enumerating the fonts. It turns out it didn't like that I had a subfolder in one of my font folders. I removed that folder and it worked like a charm.
#29
(Okay, I'll probably have more helpful comments once I play with it some more, cut me some slack) :(
03/07/2007 (7:08 pm)
Oh wow. Thanks for the release guys! I'm playing with the new documentation and it's looking very polished. Based on my indepth two and a half minute playtime, this release gets not one, but TWO thumbs up. Huzzah!(Okay, I'll probably have more helpful comments once I play with it some more, cut me some slack) :(
Torque Owner Andy
This code goes inside platformX86UNIX/x86UNIXFont.cc, and you'll need to have t2dTextObject.cc, levelBuilderTextObjectTool.cc, and levelBuilderTextEditTool.cc added to targets.torque.mk for it to stand any chance of working.
It doesn't pay any attention to the fontFamily parameter...
void enumeratePlatformFonts( Vector<StringTableEntry> &fonts, char* fontFamily) { Display *display = XOpenDisplay(getenv("DISPLAY")); int screen; XftFontSet *fs; char *name; int i; Con::printf("enumeratePlatformFonts: howdy!"); if (!display) AssertFatal(false, "enumeratePlatformFonts: cannot connect to X server"); screen = DefaultScreen(display); fs = XftListFonts(display, screen, 0, XFT_FAMILY, NULL); for (i = 0; i < fs->nfont; i++) { if (XftPatternGetString(fs->fonts[i], XFT_FAMILY, 0, &name) == XftResultMatch) { Con::printf("enumeratePlatformFonts: name=%s", name); StringTableEntry steBuffer = StringTable->insert( name ); fonts.push_back( steBuffer ); } } XftFontSetDestroy(fs); XCloseDisplay(display); Con::printf("enumeratePlatformFonts: bye bye"); }