Building a Tech Demo. Documentation?
by Kevin Mitchell · in Torque 3D Professional · 01/08/2013 (6:08 am) · 14 replies
Is there any one centralized place with a step by step on how to build a release? I've found this:
This does make the dso files.
Defining this causes the tools to disable F10 F11 etc. But the game crashes when I hit the play button.
I've Enabled this. But it does not disable the tools.
In the end I had to manually comment out the bindings for F10 and F11 as well as comment out the Tilda bind for the console window.
Which o made a easy to enable flag for.
But when making the package and excluding the *.cs files. I load with a black screen. And the game does not start...
Is there something I'm missing or forgetting?
This does make the dso files.
/// Define me if you don't want Torque to compile dso's //#define TORQUE_NO_DSO_GENERATION
Defining this causes the tools to disable F10 F11 etc. But the game crashes when I hit the play button.
#define TORQUE_PLAYER // Define me if this build is a tools build #ifndef TORQUE_PLAYER # define TORQUE_TOOLS #else # undef TORQUE_TOOLS #endif
I've Enabled this. But it does not disable the tools.
/// Define me if this is a shipping build; if defined I will instruct Torque /// to batten down some hatches and generally be more "final game" oriented. /// Notably this disables a liberal resource manager file searching, and /// console help strings. #define TORQUE_SHIPPING
In the end I had to manually comment out the bindings for F10 and F11 as well as comment out the Tilda bind for the console window.
Which o made a easy to enable flag for.
But when making the package and excluding the *.cs files. I load with a black screen. And the game does not start...
Is there something I'm missing or forgetting?
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
I also found that if you add any code that loads the CS/MIS or GUI you need to memic the file handling they have for DSO's. This was part of my issue as well.
The other thing I'm looking for is if there is anything that automatically reads .DAE and loads the .cached.dts instead. I'm hoping this is in the engine al ready and be where i have to go and code file handling for all DAE files in the whole system.
01/08/2013 (9:12 am)
I have not seen Torque_release I'll look for that. I also found that if you add any code that loads the CS/MIS or GUI you need to memic the file handling they have for DSO's. This was part of my issue as well.
The other thing I'm looking for is if there is anything that automatically reads .DAE and loads the .cached.dts instead. I'm hoping this is in the engine al ready and be where i have to go and code file handling for all DAE files in the whole system.
#3
01/08/2013 (11:12 am)
The engine should look for the .cached.dts automatically without the DAE being present - I remember this being fixed back in 1.1.
#4
01/08/2013 (11:43 am)
I'll see when I get home. I'm trying to make a tech demo for some beta testers to see if there are any errors in system.
#5
you may need some others but that's the one I remember.
01/08/2013 (5:36 pm)
I seem to remember you need some of the .cs files, I think from memory its the main.cs in your game directory.you may need some others but that's the one I remember.
#6
01/08/2013 (7:09 pm)
The main.cs file in the game directory is required (don't know why, could just as easily load a .dso). Shouldn't have to worry about the rest of them, though.
#7
It's saying mission group is not found....
01/08/2013 (8:44 pm)
It's building now. I had to move pathCopy out of tools #define. But there's an issue loading the mission DsO.It's saying mission group is not found....
#8
01/09/2013 (3:51 am)
I recall that in some occasions you need to add the .cs.dso extension in script, but I haven't find the reason why. Luckely, the console.log file is still available, so you can browse through that to see if there are missing files.
#9
The mission file works but the dso is not. I don't really know if there's an issue with the binary version the engine makes.
01/09/2013 (5:10 am)
The console error is this: Quote:
Mapping string: MsgLoadFailed to index: 7
onServerMessage:
+- a: No 'MissionGroup' found in mission "levels/maps/SimpleTown/SimpleTown.mis.dso".1
The mission file works but the dso is not. I don't really know if there's an issue with the binary version the engine makes.
#10
01/09/2013 (11:58 am)
Pretty certain that you're not supposed to dso .mis.
#11
01/09/2013 (12:03 pm)
But the engine does it. Why would you not though wouldn't u need to protect map layouts?
#12
As far as security goes, with the server being authoritative even if a client changed anything within the mission file, the server's version of the .mis data would still be transmitted to the client.
01/09/2013 (12:15 pm)
That's the first time I've ever heard of .dso'ing a .mis file... As far as security goes, with the server being authoritative even if a client changed anything within the mission file, the server's version of the .mis data would still be transmitted to the client.
#13
01/09/2013 (1:00 pm)
But it's an issue in the single game world. Looks like it should work though, unless there's an issue with it.
#14
There are no comments on why this was like this and this is why the binary mission files were not working.
Fixed it with this:
gotta add this to the main.cs :
01/09/2013 (5:45 pm)
They were explicitly ignoring the binary mission files in the exec( command. There are no comments on why this was like this and this is why the binary mission files were not working.
Fixed it with this:
bool compiled = (dStricmp(ext, ".mis")||!Con::getBoolVariable("Scripts::ignoreMisDSOs")) && !journal && !Con::getBoolVariable("Scripts::ignoreDSOs");gotta add this to the main.cs :
$Scripts::ignoreMisDSOs =false;
Richard Marrevee
R.G.S - Richards Game Studio
comment out the #define TORQUE_NO_DSO_GENERATION
As you said this will generate the dso's.
But I agree with you, a nice tutorial or manual about building a release version would be nice, also a more detailed description of the various defines in the torqueConfig.h file would be a great help.