Publish My Game
by User97684 · in Torque 3D Professional · 04/16/2015 (5:43 am) · 11 replies
When I Have Completed My Game. I Have Publish It Online.
So I Have To Disable All The Editors and Protect Resources Of
My Game. How I Can Do It. In Some Game Engines, Editor Will Build
Game As Exe. In Torque Game Was The Editor. Can Build The Game Or
Disable All Editors One By One from Modifying The Scripts.
So I Have To Disable All The Editors and Protect Resources Of
My Game. How I Can Do It. In Some Game Engines, Editor Will Build
Game As Exe. In Torque Game Was The Editor. Can Build The Game Or
Disable All Editors One By One from Modifying The Scripts.
About the author
Developing Games
#2
04/20/2015 (9:04 pm)
I Can't Understand It Correctly From Your Post. Can You Give More Information About .DSO Generation, Witch .cs I have Delete. How i Can Lock The Models And Sounds Of My Game, Where I can Find And Delete The Tools And Other Developer Tools.
#3
Generate Compiled Scripts
To ship your product we are going to exclude your source scripts, so you will need to generate precompiled scripts to ship with your game. For example, if you use the tutorial you would follow these steps:
Open the command prompt and navigate to your project directory. In a default installation this will be c:Torque 3D 1.2My ProjectsFPS Tutorialgame.
Run your game from the command line with the -dedicated and -compileAll switches, like so:
FPS Tutorial.exe -dedicated -compileAll
A new command line window will appear, launch the engine, compile your scripts and then exit.
Just read that page - it explains it all pretty thoroughly. Pages 2 to 5 are mostly irrelevant - you'll need to find an installer maker like InstallShield or something to make a setup program.
04/20/2015 (10:02 pm)
Seriously, read the whole first page....Generate Compiled Scripts
To ship your product we are going to exclude your source scripts, so you will need to generate precompiled scripts to ship with your game. For example, if you use the tutorial you would follow these steps:
Open the command prompt and navigate to your project directory. In a default installation this will be c:Torque 3D 1.2My ProjectsFPS Tutorialgame.
Run your game from the command line with the -dedicated and -compileAll switches, like so:
FPS Tutorial.exe -dedicated -compileAll
A new command line window will appear, launch the engine, compile your scripts and then exit.
Just read that page - it explains it all pretty thoroughly. Pages 2 to 5 are mostly irrelevant - you'll need to find an installer maker like InstallShield or something to make a setup program.
#4
I used the Project Manager to create a new project called Social and am using Torque Physics only - did not select any other modules for now.
In Visual Studio 2012, I am receiving the following errors when I load my .sln file from the Visual Studio 2010 build folder (I do not have VS 2010 not can I seem to download it):
VS 2012 won't even let me continue. How do I get all of these problems solved so I can build my game? Granted, I have not really created my game yet, just did a bit of level editing and am now making sure my pipeline works so I CAN compile to an .exe.
I have not made ANY alteration to code, neither c++ or torquescript (which is what I will be using mostly. I do not know the first thing about c++ and will not even try to mess with it).
Thanks for anyone's help.
Mike
04/21/2015 (7:28 am)
I, too, am having terrible trouble trying to compile my game. I did go to that link and read it, but the problems I am having are pretty immediate and I cannot continue until I solve them all.I used the Project Manager to create a new project called Social and am using Torque Physics only - did not select any other modules for now.
In Visual Studio 2012, I am receiving the following errors when I load my .sln file from the Visual Studio 2010 build folder (I do not have VS 2010 not can I seem to download it):
Unsupported This version of Visual Studio does not have the following project types installed or does not support them. You can still open these projects in the version of Visual Studio in which they were originally created. - Social, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsSocial.vcxproj" - librecast, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslibrecast.vcxproj" - NP Social Plugin, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsNP Social Plugin.vcxproj" - IE Social Plugin, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsIE Social Plugin.vcxproj" - Social DLL, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsSocial DLL.vcxproj" - collada_dom, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectscollada_dom.vcxproj" - ljpeg, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsljpeg.vcxproj" - lmng, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslmng.vcxproj" - lpng, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslpng.vcxproj" - lungif, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslungif.vcxproj" - opcode, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsopcode.vcxproj" - pcre, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectspcre.vcxproj" - squish, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectssquish.vcxproj" - tinyxml, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectstinyxml.vcxproj" - zlib, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectszlib.vcxproj" - convexDecomp, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectsconvexDecomp.vcxproj" - libogg, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslibogg.vcxproj" - libvorbis, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslibvorbis.vcxproj" - libtheora, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010projectslibtheora.vcxproj" No changes required These projects can be opened in this version of Visual Studio without changing them. They will continue to open in Visual Studio 2010 SP1 and in this version of Visual Studio. - Social, "C:Torque3D-3-6-1My ProjectsSocialbuildFilesVisualStudio 2010Social.sln"
VS 2012 won't even let me continue. How do I get all of these problems solved so I can build my game? Granted, I have not really created my game yet, just did a bit of level editing and am now making sure my pipeline works so I CAN compile to an .exe.
I have not made ANY alteration to code, neither c++ or torquescript (which is what I will be using mostly. I do not know the first thing about c++ and will not even try to mess with it).
Thanks for anyone's help.
Mike
#5
Is Torque Toolbox Still Available And Is It Can Be Used With
Version 3.6.x ?
For Mike:
Are You Changed or Add Anything To The Source?
Visual Studio Takes A Small Time To Load All Projects, Headers and CPP sources.
You Have To Wait Till Everything Loaded Correctly, If Not You Get Some Errors and
Warnings.
Try Close Visual Studio And ReOpen Solution.
This Forum Talks About Publishing. not Compiling
04/30/2015 (12:50 am)
I am Using Torque 3D 3.6.Is Torque Toolbox Still Available And Is It Can Be Used With
Version 3.6.x ?
For Mike:
Are You Changed or Add Anything To The Source?
Visual Studio Takes A Small Time To Load All Projects, Headers and CPP sources.
You Have To Wait Till Everything Loaded Correctly, If Not You Get Some Errors and
Warnings.
Try Close Visual Studio And ReOpen Solution.
This Forum Talks About Publishing. not Compiling
#6
Compiling is publishing - to get it down to a .exe file.
Mike
05/15/2015 (12:48 pm)
I have not added anything to the source.Compiling is publishing - to get it down to a .exe file.
Mike
#7
follow the steps
1 . close Visual Studio Window.
2. delete SQL File with your project name in the folder of SLN file.( not important)
3. re open "your project".sln.
4. see the bottom right of the visual studio window for current project loading progress.
5. after load completes, select build mode debug or release.
6. Start build, this takes some minutes to finish.
7. "yourproject".exe on torque3D/my projects/"your project"/game/"yourproject".exe
write here, if you have more problems on compiling
compiling publishes the game engine. not the game.
05/15/2015 (8:05 pm)
first when you compile your product, that include all the editors like GUI, Level editors. Shortcut keys . so when publishing the game we have to disable all the editors.follow the steps
1 . close Visual Studio Window.
2. delete SQL File with your project name in the folder of SLN file.( not important)
3. re open "your project".sln.
4. see the bottom right of the visual studio window for current project loading progress.
5. after load completes, select build mode debug or release.
6. Start build, this takes some minutes to finish.
7. "yourproject".exe on torque3D/my projects/"your project"/game/"yourproject".exe
write here, if you have more problems on compiling
compiling publishes the game engine. not the game.
#8
The normal publish process involves packaging the final executable and assets (including scripts) using an installer builder that will help to install any necessary support software (like the DX9 runtimes, the current C++ runtimes, etc) when the end user installs the game. Otherwise you will have a metric butt-load of users complaining that your game doesn't run.
So, no - "compile" and "publish" are absolutely not the same.
05/18/2015 (7:24 am)
"Compile" and "Publish" are generally pretty different - What, you build an executable and just drop it to someone? Done? Let us know how that works out for you....The normal publish process involves packaging the final executable and assets (including scripts) using an installer builder that will help to install any necessary support software (like the DX9 runtimes, the current C++ runtimes, etc) when the end user installs the game. Otherwise you will have a metric butt-load of users complaining that your game doesn't run.
So, no - "compile" and "publish" are absolutely not the same.
#9
but no one talking about my question. is there tools to pack a torque project?
05/19/2015 (9:07 pm)
MR. Richard. I think you explained it correctly. I m sure Mr mike understood it. forums are accessible by anyone around the world. visitors are looking answer for my question.but no one talking about my question. is there tools to pack a torque project?
#10
05/19/2015 (9:11 pm)
unsupported,? Visual Studio automatically upgrade the 2010 project to 2012. try testing a fresh project or get vs 2015,2010
#11
You'll have to use InstallShield, Inno Setup, Advanced Installer, etc.
05/22/2015 (6:05 am)
No, there are no longer any provided tools.You'll have to use InstallShield, Inno Setup, Advanced Installer, etc.
Torque Owner Richard Ranft
Roostertail Games
Of course since the old Torque Toolbox isn't available you can't do it exactly like that but the general method remains - remove the tools scripts, disable the hotkeys for editors in your action map, enable .dso generation and recompile your scripts, then remove your .cs files and leave the .dso files except for the top level main.cs. Use your favorite install build tool to make the installer, done.