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TX2D 3.1.5 Beta - Project templates create wrong References

by Giuseppe De Francesco · in Torque X 2D · 06/08/2010 (2:23 pm) · 10 replies

Build: 3.1.5 Beta

Platform: Windows 7, 32 bit (I think it doesn't matter)

Target: Visual Studio

Issues: After creating the Xbox copy of the engine the Xbox TX2D references are messed up and the reference to Xbox TXCore is not set.

Steps to Repeat:
1. Create a TX project
2. Generate the Xbox projects
3. It doesn't compile: have a look to Xbox TX2D references

About the author

In the software eng. field since 1981, in charge of R&D during last 10 years. IEEE Senior Member (and volunteer).


#1
06/08/2010 (4:41 pm)
Are you using Visual Studio Express or one of the full editions?
#2
06/08/2010 (11:46 pm)
I've the Team System Architect edition.
#3
06/09/2010 (8:02 am)
I have the same issues with VS2008 pro.

What is funny is when I make a project with the SV version we worked on it automatically creates Xbox360 Game, xbox TX2D and Xbox TXcore. However when I create the automatic project it only makes the Xbox360 game, I have to manually make xbox360 version of both TX2D and TX Core.

#4
06/25/2010 (10:01 am)
This is still a bug in the new beta.
#5
06/25/2010 (3:33 pm)
logged as TQA-430.
#6
07/12/2010 (6:00 pm)
Has this been resolved? I have the same problem.
#7
07/12/2010 (8:34 pm)
If you are using the latest beta, only make a copy of your game. The Xbox projects already exist, just add them to the soulution using add existing project.
#8
07/13/2010 (8:36 am)
Perhaps the better solution here would be that the template creates both PC and Xbox versions of the game. Then for those who do not target Xbox they simply can right click and remove them as opposed to the circus we have now where we copy projects, fix references and go through all the fixes in the configuration manager.

I think it would cut down on confusion.
#9
07/13/2010 (11:48 am)
Right now when you create a new Torque X Pro project you get local copies of both the engine and the Xbox 360 projects. You still have to add these projects manually to your solution but at least you don't have to navigate to the Torque X install directory and it makes is easier to make optimizations to the engine on a per project basis.

We would have loved to just add it to the project but the only method we could find involved each project being associated with source code, meaning you would have two copies of the engine (PC and 360) per project which resulted in bloat and the possibility for bad states where a person made changes to the PC engine but forgot to make the same changes to the 360 engine.
#10
07/14/2010 (12:01 am)
Actually the process is pretty dang easy. Just make a 360 copy of game and add existing TX and Core projects. Still have to fix the references only on the xbox copy of game, but I think most users will get it.