Game Development Community

Torque for non-OpenGL systems

by Gibby · in Technical Issues · 03/20/2002 (3:15 pm) · 11 replies

Question:

Is it possible to get Torque to run on systems that don't have OpenGL installed/running? I have tried Tribes2 and RealmWars on systems that have DX8 but no OpenGL and they simply do not run. In each case, the engine crashes before giving the user the option to run DirectX versus OpenGL. It would be nice to be able to deliver the game to people who may not be savvy enough to deal with OpenGL setup (which is still a BETA anyway)...

#1
03/20/2002 (6:20 pm)
What systems are you running on that have DX8 and not GL? That's fairly infrequent.

Why it crashes, I can't say. I just run, and it runs. But admittedly I've never been on a machine without GL of some form.

Always make sure you have the latest drivers for your video board.

And DO use SetupGL if you don't have GL already on your machine. It has been out for a LONG time ... he might still call it 'beta', but if you don't have GL already, it should be great for you.

Of course, my opinion is we need to figure out why it crashes in the first place. ;)

d
#2
03/20/2002 (10:05 pm)
Torque relies on GL for a lot of it's GUI implementations as well and not just the engine renderer. Basically it's not currently possible (as far as I know) to run Torque with out atleast the basics of OGL on your system.

If this is incorrect, someone please let us know.
#3
03/21/2002 (6:07 am)
That's wholly incorrect. They use the API stylings, and re-wrapper it for 'any' 3D API. That's how they HAVE a GL and a DX implementation in the first place, as separate DLLs.

You shouldn't NEED to have GL -- however, it is only older machines, older OSes, older video boards, older drivers, that don't end up with GL installed somehow, someway.

d
#4
03/21/2002 (1:48 pm)
FYI it doesn't seem to run on my PIII/800/128 RAM/GeForce2(32MB)/ with DX8 and the most recent setup of OpenGL. I have been through the whole movie of checking the latest drivers, calling tech support, etc. but to no avail. i have installed the most recent version of nVidia's 'detonator, which includes the most recent OpenGL drivers. I have no problems at all with Quake and Unreal Engine games, but I can't even get far enough with v12/Torque to change the preferences to DirectX instead of OpenGL. This worries me that potential consumers will suffer the same fate...
#5
03/22/2002 (8:52 pm)
Hmmm. That's interesting.. On what OS?

I have had TGE running on XP against multiple NV cards, including a TNT2U and a Ge3, and seems to be just fine in OpenGL mode. Admittedly, I haven't even tried DX mode (I build my own app, direct-linked to GL).

Sounds like something to debug further with the GG guys.

d
#6
04/06/2002 (8:55 am)
The opengl tekdemos crash on my machine every time I try to run them. I can run open-gl based game engines like quake 3 and many games based on it, and I can run my own custom opengl applications. I have an AMD 1.2GHz TBird, 640 MB DDR 2100 RAM, 7200 RPM IBM DeskStar HD, and an ATI Radeon 8500 64MB.
#7
04/06/2002 (9:41 am)
Gil, are you sure it's even running OpenGL? Can you run the test app with the "-log 1" option. This should produce a console.log file. Look for the lines starting with "Video Init:" in the file, you should be able to see what's being initialized.
#8
04/06/2002 (10:16 am)
Gil, I just checked in a fix for the command line "common mod" argument parsing... if you update to the HEAD revisiong, you should be able to run the the app using the "-directX" argument to force DX8... If it doesn't come up, you can still check the console log file to make sure it's initializing correctly.
#9
04/06/2002 (12:54 pm)
I have a 950Mhz Athlon with a Radeon 8500 on Win2K, and have been successfully running Torque engine stuff for months (in fact, used to be running WinME and upgraded). I've also tested TGE against TNT2U and Ge3.

However, I AM running the Codewarrior IDE build, which IS a different app than the makefiles or the pre-built apps. I believe it currently has OpenGL static-bound in (i.e., no DLLs, no DX), and it uses inline ASM and C instead of the NASM files.

It's possible that something in these differences are making it work for me, where it is failing for others. I'm more than willing to put a new Win RW exe-only build together in the next week, and make it available for download so people can test that out.

I'd also make sure you try out Tim's suggestions, and let us know about what the log is spitting out, and whether forcing DX makes a difference.

Of course, if you are a licensed TGE owner, if you can run in a debugger and see where things are going wrong, that'd be even more useful. ;)

-d
#10
04/06/2002 (1:20 pm)
I think your problem is that you haven't installed the openAL sound drivers! But i might be wrong:)
Try! or, if you don't want sound, add "-nosound" to the command line!
#11
04/07/2002 (2:17 pm)
The app shouldn't ever crash bc of OpenAL not being there -- on both Mac and Win (and I assume on Linux), the OpenAL libraries are dynamically loaded, and stubbed out if they don't exist. You just get no sound.

d