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package projecti wa

by Louis Marchant · in Torque 3D Beginner · 10/31/2012 (5:10 pm) · 35 replies

s wanting to package a project , so i could deploy it on other systems to test various features.

only problem is when i hit package program, in the toolbox, nothing happens, nothing at all, i can click it a million times, and it's as if i never clicked it.
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#1
10/31/2012 (5:30 pm)
Yep I can confirm this.
#2
10/31/2012 (10:07 pm)
Package Project button works for T3D prior to the change to MIT license.
When the engine went to MIT License, some of the code could not be released without the old License which protected the "secret sauce" code.
My best guess is the MIT version is missing the code so that license agreements are not broken.

I can confirm it does not work in the MIT version, as well.
#3
11/01/2012 (8:37 am)
Yes, that functionality was not able to be included with the MIT version due to licensing issues.
#4
11/01/2012 (8:52 am)
ok, understandable explanation, although makes the whole thing pretty useless if i can't actually deploy anything
#5
11/01/2012 (9:08 am)
You can package your game directory. That is pretty much what it did anyway. You could write a batch file to prune any .dae or .cs files that you did not want to ship either. This feature will be removed from the next version of the Toolbox to avoid confusion in the future.
#6
11/01/2012 (9:27 am)
hmmm, if i had the slightly clue how to package it that is, guess i'll start googleing lol
#7
11/01/2012 (9:30 am)
You can name the game folder whatever you like (name of your game, most likely), and then zip it up. You will most likely want to prune the Collada and .cs script files out of it, though.
#8
11/01/2012 (9:36 am)
hmm thats it? thought it would take more, seeing as when i was reading the end of the FPS tutorial it mentions creating .DSOs that run faster and such.
#9
11/01/2012 (9:43 am)
If you have run through your game, all of your DSO's should have been created when they were initially executed.
#10
11/01/2012 (10:57 am)
To package a game for distribution is easy:
  • It's your choice to use DSOs or not. Automatic generation of them is turned off by default. You can enable automatic generation by commenting out #define TORQUE_NO_DSO_GENERATION inside of torqueConfig.h and recompile. Or, you can use the compileFiles() function found within the root main.cs. This can be used from the console by supplying a file extension pattern like so: compileFiles("*.cs");. Or you may find it easier to simply place the global variable $compileAll = true; at the top of main.cs, save, run the game, DSOs will be generated (for scripts and gui files), and the game will exit.
  • If you are distributing nothing but DSOs you have to remove all but the root main.cs script file, it must remain in uncompiled script (.cs) format.
  • Remove all procedural shaders. Client machines will generate them. A CleanShaders.bat batch file exists to make this easier.
  • Remove all prefs.cs (client and server), config.cs, banlist.cs, etc files. Client machines will generate them. A DeletePrefs.bat batch file exists to make this easier.
  • It's your choice of distributing collada files as cached.dts or the source art format (.dae).
  • Archive the game folder. There are also many optional (3rd party) methods of creating self-extracting executables or installation apps.
  • Distribute.
#11
11/01/2012 (11:30 am)
yea im not concerned about installers, thetere a million and 1 apps out there for that, it was more to do with what files needed keeping and/or compiling or whatever, your reply seems pretty thorough michael, thanks.
#12
11/01/2012 (11:54 am)
hmm something it really doesnt like after doing that, followed it to the letter and my camera view is completely changed from the RTS mode, back to original FPS ones o_O

on secondary note , is there an easy way to protect the game, because like that anyone can just bung it in a torque my project folder and start editing - part of the reason of this stage of my testing was to make sure people couldnt cheat by typing stuff into the console, which likely they can - although im sure i can always dissable console completely.
#13
11/01/2012 (11:57 am)
in relation to the camera issue, it seems to work fine again if i just put the server/gamecore.cs file back
#14
11/01/2012 (4:17 pm)
You can just find the F10 and F11 keybindings in default.bind.cs and remove them - stops access to the GUI editor and World Editor respectively unless you know what script function to call to launch them. Also, removing the ` key mapping stops console access....
#15
11/01/2012 (4:28 pm)
Quote:
hmm something it really doesnt like after doing that, followed it to the letter and my camera view is completely changed from the RTS mode, back to original FPS ones o_O
Check the console and especially the script where you made your camera changes for any errors. Any single error in a script file will prevent that script from compiling to a DSO. You may be experiencing limited functionality of a script up to the point at which an error occurs. So you think things are working ok, but as soon as start compiling to DSO and removing the scripts then things will go wrong.
#16
11/01/2012 (8:53 pm)
ok, yea i guess i could remove out hte f10 and f11 keys, along with hte console, just seems odd, most games keep consoles, but nonetheless not a problem to do so i guess.

and yes michael that would be my next step, tomorrow, although the RTS camera functions, are litterally just a copy of those in the RTS tutorial, nonetheless i'll check it in the morning.
#17
11/02/2012 (10:46 am)
Quote:If you are distributing nothing but DSOs you have to remove all but the root main.cs script file, it must remain in uncompiled script (.cs) format.
Are you sure about that? MoM ships with a main.cs.dso file in the root directory. Has that ability to start from dso changed since TGE 1.3? It would seem to make it hard to control users writing scripts if you didn't want that.

Edit:
There should probably be a guide on how to do this. I just looked in one of my project folders and there are no dsos anywhere. So the game must be deleting them. So how do you tell the game not to delete them? It is probably something simple, but it is the simple stuff we search for hours finding.
#18
11/02/2012 (10:54 am)
I can't speak for MoM, but from my Torque experience which began with Tribes and eventually TGE, the root level main.cs was never compiled for distribution, there are even safeguards to prevent it from compiling to a DSO.
#19
11/02/2012 (10:56 am)
Quote:
There should probably be a guide on how to do this. I just looked in one of my project folders and there are no dsos anywhere. So the game must be deleting them. So how do you tell the game not to delete them? It is probably something simple, but it is the simple stuff we search for hours finding.

Autogen of DSOs has been disabled since sometime during TGEa's era of development. See Post#10 for how to compile DSOs.
#20
11/02/2012 (10:57 am)
This has been part of Torque for a long, long time. I think MoM got around it with a similar change to this resource.
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