Game Development Community

Torque3D Linux Status

by Luis Anton Rebollo · in Torque 3D Professional · 09/19/2013 (12:36 pm) · 168 replies

img833.imageshack.us/img833/9893/4q3c.pngimagizer.imageshack.us/v2/800x600q90/853/99ok.png

Torque 3D on Linux

This branch is based on the work of RonOHara-GG that you can find at: github.com/GarageGames/Torque3D/tree/linux-rnd. I removed everything related to Nvidia CG because it was not useful for my OpenGL project. The current state is very basic, but enough to be a good starting point.

Changes or updates on Linux, will be posted on this thread. If you have any questions feel free to post.

You can find the code at:

  • github.com/BeamNG/Torque3D/tree/dev_linux_opengl

  • How to compile

  • dl.dropboxusercontent.com/u/28887086/T3D%20CMake%20docs/mdwiki.html#!index.md

  • Status:

    • Only tested on Ubuntu, compiled with gcc.
    • To modify TorqueScript, is needed an editor that can save with Windows EOF.
    • Use CMake for build project.

    Torque 3D Version:

    This branch is based on Torque3D 3.5.1 development.

    What to do if you want to help?


    Reporting bugs:

    If possible, Github is a great place to post issues to a forum.
    I appreciate any donation to help the project. https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif.
    #141
    05/10/2014 (6:51 am)
    ../../../../Engine/source/gfx/gl/x11/gfxGLDevice.x11.cpp:40:41: fatal error: windowManager/x11/x11Window.h: No such file or directory
    #include "windowManager/x11/x11Window.h"
    ^
    compilation terminated.
    make: *** [Release/Full/gfx/gl/x11/gfxGLDevice.x11.cpp.o] Error 1
    #142
    05/10/2014 (12:43 pm)
    I had the same problem. I believe you have to use CMake.
    #143
    05/11/2014 (2:17 am)
    Used CMake to generate project files using CodeBlocks-UnixMakefiles.


    Opened project in Code Blocks. Clicked Build.

    CMakeFiles/SDL2.dir/src/timer/unix/SDL_systimer.c.o -lm -ldl -lGL -m32 -pthread
    /usr/bin/ld: cannot find -lGL
    collect2: error: ld returned 1 exit status
    make[2]: *** [../../game/libSDL2-2.0.so.0.2.1] Error 1
    make[1]: *** [Tools/CMake/sdl2/CMakeFiles/SDL2.dir/all] Error 2
    make: *** [all] Error 2
    make[2]: Leaving directory `/home/manson/Darbvirsma/Torque/Torque3D-dev_linux_opengl/My Projects/Flare/buildFiles/CMake'
    make[1]: Leaving directory `/home/manson/Darbvirsma/Torque/Torque3D-dev_linux_opengl/My Projects/Flare/buildFiles/CMake'
    Process terminated with status 2 (0 minute(s), 4 second(s))
    1 error(s), 0 warning(s) (0 minute(s), 4 second(s))



    #144
    05/11/2014 (10:21 am)
    Did you install all of the dependencies listed in the Setting up T3D to compile on linux documentation?
    #145
    05/11/2014 (10:59 am)
    I installed all the dependencies.

    I was wondering how to compile it using CMake, I couldn't follow the tutorial too easily.
    #146
    05/11/2014 (11:13 am)
    @Ritvars
    Quote:/usr/bin/ld: cannot find -lGL
    This means that the linker can not find OpenGL 32bit library.

    Try installing propietary drivers of your graphics card.

    If that does not solve the problem, you will need to locate libGL and add the path to CMake variable TORQUE_ADDITIONAL_LINKER_FLAGS.

    @raa
    Quote: I was wondering how to compile it using CMake, I couldn't follow the tutorial too easily.
    My english is horrible, sorry. Tell me if you need me to clarify some step of the manual.
    #147
    06/06/2014 (1:40 am)
    I can't get the software to compile an a 64-bit linux Mint (essentially Ubuntu)
    Is there a possibillity to compile with a 64 bit system or do I still have to use chroot?
    #148
    06/06/2014 (5:16 am)
    Install the i386 libs and use the -m32 compiler flag.
    #149
    06/08/2014 (7:38 am)
    Updated dev_linux_opengl to Torque3D development branch.

    @Felix
    You have information on thread's header about compile and report problems. We need more information for solve your problem.

    Quote:Is there a possibillity to compile with a 64 bit system or do I still have to use chroot?
    We can use a 64bit OS. CHROOT are not necessary.
    #150
    06/08/2014 (2:15 pm)
    @Felix In our case we use a crosscompiler. As of yet there is no 64bit build of Torque3D.
    #151
    07/29/2014 (12:07 pm)
    @Luis: What Linux Distro are you using?

    I have almost got mine compiling on Linux and want to just run through a few test compiles again, but I had to do a few things differently to your documentation.

    If I am happy with the next few test builds, I am going to create some documentation on the steps I took to get it working.

    Thanks again for all your work on this and other steering committee work. 8-}
    #152
    08/03/2014 (4:22 am)
    I use Ubuntu.

    Compile documentation con help a lot :)

    We can merge all for easy use.

    Thx :)
    #153
    08/11/2014 (7:07 am)
    I'm on Ubuntu 14.04 64bit and it says:

    The following packages will be REMOVED:
    bbswitch-dkms binutils dkms g++ g++-4.8 gcc gcc-4.8 libcaca-dev
    libfontconfig1-dev libfreetype6-dev libpng12-dev libsdl-image1.2-dev
    libsdl1.2-dev libslang2-dev nvidia-331 nvidia-prime oracle-java8-installer
    playonlinux

    Now I still need libsdl1.2 etc. Why does it want to remove those? 64bit instructions are from:
    https://dl.dropboxusercontent.com/u/28887086/T3D%20CMake%20docs/mdwiki.html#!wiki/Prepare_Linux_for_Torque3D.md
    #154
    08/12/2014 (4:50 am)
    When I last used ubuntu a few versions ago there was a package manager bug that prevented installing 32bit sdl 1.2 on a 64bit system because it was try to remove all the 64bit libraries. That looks like what you have. You'll need to install 32bit sdl 1.2 manually.
    #155
    08/12/2014 (10:57 pm)
    Well it seems I took the wrong 2nd option. Choosing the first (64and32bit) option it doesn't want to remove anything.
    I'll try that later as I run out of HD space right now.
    #156
    09/27/2014 (5:56 am)
    hi

    i cloned the repo/dev_linux_opengl branch and followed the instructions provided here:

    compile/build instructions

    using CMake, all seemed to go well, when i go to run the project i get an error "Failed to set light manager"

    here is my console.log:

    console.log

    which i think is telling me it isnt finding my graphics card ?

    and here is the output if i run
    strace ./Full

    strace output

    im running arch linux 64-bit with equivalent libs/deps installed, i would like to try fix this without installing the proprietary driver if possible as that would mean downgrading xorg to 1.12 ! which is a massive headache in itself :D

    I have an ATI Radeon 2400 HD Pro and 3GB Core 2 Duo RAM (if it helps)

    I do have an Ubuntu 64 bit machine available (specs unavailable at this time, but its better than my Arch tower) which i might try to follow the instructions on and see if i have any better success.

    Any other information can be given upon request.

    EDIT: i do play a game which uses an older version of the torque game engine, the game is called "Auteria". it too has a console.log and it has no problems finding my graphics card/driver:

    auteria console.log

    i know torque will have changed over the years but surely it should find my graphics card in a new version if it can in old version ?

    EDIT 2: i made a fresh install on ubuntu 14.04 64-bit and get the exact same failed to set light manager error

    Thankyou
    #157
    11/11/2014 (6:11 am)
    A little late but anyway, use AMD's GPU driver and it should be ok.
    #158
    11/11/2014 (1:44 pm)
    i was hoping i wouldnt have to do that :( on Arch linux that means downgrading xorg to 1.12 and i broke it when i tried :P it should be a lot easier on ubuntu tho, will give it a run through this weekend hopefully and have some success . . .
    #159
    11/11/2014 (2:22 pm)
    One problem you may come across is if the catalyst drivers actually support that card? it may well need the legacy drivers which are horrible :/
    #160
    11/11/2014 (2:53 pm)
    it does need the legacy drivers, which i know from experience arent amazing :D

    the open source alternative (Gallium) performs better in my opinion in most cases, supporting gallium as well as proprietary drivers could be a good idea ? do we know if this is the plan ?