RTSKit and TGE1.5 how-to
by Guy Allard · in RTS Starter Kit · 10/28/2006 (4:18 am) · 81 replies
The completely unofficial, unsupported, DIY way to get the RTS kit to compile and run with TGE1.5 (also known as the 13 steps to enlightenment).
These Instructions assume that you are using VS2005, and that you can already compile TGE1.5 with it. If you're using a different compiler, you'll have to figure out how to set that up yourself.
Warning: Follow these instructions EXACTLY! Failure to do so may cause extreme stress!
Although I've tested for a couple of days, there may be issues with this conversion that I've not been lucky enough to experience yet.
These instructions, and the stuff I did to get it working with 1.5 are based heavily on William Fox's excellent RTSkit to 1.4 solution.
1) prepare:
Create a folder on you hard drive and name it RTSKitMerge
2) Install TGE1.5:
Install TGE1.5 (TorqueGameEngineSDK-1-5-0.exe) into the new RTSKitMerge folder.
De-select the 'Desktop Shortcut' and 'View Readme' check boxes when it asks you which components to install.
After this, you will have an RTSKitMerge\SDK folder containing the new TGE1.5 SDK. Don't do anything else with this yet!
3) Install RTS Starter Kit:
Install the RTS Starter Kit (RTSStarterKit-1-0.exe) into the RTSKitMerge folder.
Again, De-select the 'Desktop Shortcut' and 'View Readme' check boxes.
After this you will have the folders: RTSKitMerge\SDK and RTSKitMerge\RTSStarterKit
4) Copy RTS Kit source files:
Browse to the RTSKitMerge\RTSStarterKit\engine\game directory.
Right-click on the RTS folder, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\engine directory.
Right click on the game folder, and choose paste from the pop-up menu.
You should now have the folder RTSKitMerge\SDK\engine\game\RTS which contains the RTS files
5) Copy terrSelection.cc:
Browse to the RTSKitMerge\RTSStarterKit\engine\terrain directory.
Right-click on the terrSelection.cc file, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\engine directory.
Right-click on the terrain folder, and choose paste from the pop-up menu.
You should now have the file RTSKitMerge\SDK\engine\terrain\terrSelection.cc
These Instructions assume that you are using VS2005, and that you can already compile TGE1.5 with it. If you're using a different compiler, you'll have to figure out how to set that up yourself.
Warning: Follow these instructions EXACTLY! Failure to do so may cause extreme stress!
Although I've tested for a couple of days, there may be issues with this conversion that I've not been lucky enough to experience yet.
These instructions, and the stuff I did to get it working with 1.5 are based heavily on William Fox's excellent RTSkit to 1.4 solution.
1) prepare:
Create a folder on you hard drive and name it RTSKitMerge
2) Install TGE1.5:
Install TGE1.5 (TorqueGameEngineSDK-1-5-0.exe) into the new RTSKitMerge folder.
De-select the 'Desktop Shortcut' and 'View Readme' check boxes when it asks you which components to install.
After this, you will have an RTSKitMerge\SDK folder containing the new TGE1.5 SDK. Don't do anything else with this yet!
3) Install RTS Starter Kit:
Install the RTS Starter Kit (RTSStarterKit-1-0.exe) into the RTSKitMerge folder.
Again, De-select the 'Desktop Shortcut' and 'View Readme' check boxes.
After this you will have the folders: RTSKitMerge\SDK and RTSKitMerge\RTSStarterKit
4) Copy RTS Kit source files:
Browse to the RTSKitMerge\RTSStarterKit\engine\game directory.
Right-click on the RTS folder, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\engine directory.
Right click on the game folder, and choose paste from the pop-up menu.
You should now have the folder RTSKitMerge\SDK\engine\game\RTS which contains the RTS files
5) Copy terrSelection.cc:
Browse to the RTSKitMerge\RTSStarterKit\engine\terrain directory.
Right-click on the terrSelection.cc file, and choose copy from the pop-up menu.
Browse to the RTSKitMerge\SDK\engine directory.
Right-click on the terrain folder, and choose paste from the pop-up menu.
You should now have the file RTSKitMerge\SDK\engine\terrain\terrSelection.cc
About the author
Recent Threads
#22
12/16/2006 (9:44 pm)
I merged the RTS kit with I.5. The RTS kit works fine. BUT the FPS and Racing kits' missions do not load. It says LOADING MISSION but nothing happens. Also in the tutorial base the World editor does not load. Does any one have a fix for this.
#23
Hope that helps. I'm sure if there is a way, someone here will help you out.
Cheers :)
12/17/2006 (4:45 am)
Swaroop - The FPS and Racing kits will not work with the RTS kit. Ordinarily, they would be deleted. Guy recommends in his guide to leave them there so you have easy access to some of the useful bits of code they contain.Quote:
12) optional
You can delete the folders example\starter.racing, example\starter.fps, example\demo and example\tutorial.base from RTSKitMerge\SDK if you want, although I've found it's quite handy to have these directories remaining so you can see how the new torque lighting and environment stuff works.
Hope that helps. I'm sure if there is a way, someone here will help you out.
Cheers :)
#24
12/17/2006 (6:42 am)
That's odd, I can load the FPS starter in my 1.5+RTS engine. Everything seems to work okay, too.
#25
Thanks.
12/17/2006 (7:31 am)
Are you sure that your FPS starter is working on the newly compiled Torque executable? Your short cut or batch may still be pointing to the original Torque Demo exe file. I would like to be able to switch to the 1st person POV in the RTS game. Does anyone have any sugestions on how to implement this? Does any one know why the FPS starter wont work? Thanks.
#26
Edit: the starter.racing works fine too, for me. Also using the debug build.
12/17/2006 (10:05 am)
Absolutely certain. I just did a clean and rebuild (VS2005) of the debug torque demo, and ran the Stronghold mission from the 1.5 FPS starter. Aside from eleventy billion error messages about it not finding a texture named "unnamed", it works fine. Can you post the error messages from your console.log where it stops loading your FPS starter? Also, are you using debug or release build? Which compiler?Edit: the starter.racing works fine too, for me. Also using the debug build.
#27
12/18/2006 (10:06 pm)
I used VS2005 debug build. The Torquedemo_DEBUG.exe will work fine if placed in the 1.5 example folder but not in the merged example folder. I am assuming it is because the script files and mission files are altered in the creator and common folders. I dont get any errors when I try to run the FPS starter, it just says LOADING MISSION and stays there with no progress. I tried pasting the screen Image here but I am not able to. How do I paste it here?
#28
If you're running the FPS starter with a batch file, and using the debug version, the batch file should be:
torqueDemo_DEBUG.exe -game starter.fps
Does yours look like that? Something else you might try is adding "-console" to the end of that line, like so:
torqueDemo_DEBUG.exe -game starter.fps -console
That should let you see what the engine is doing while it sits at the loading screen. You should at least be able to see what line it stops on. Also, you might want to rename the release build "torquedemo.exe" to something else (so if you're accidentally running that instead of the merged version it will give you an error - I did this myself once, the old exe doesn't like the new scripts).
If you're not using a batch file, could you post the command line you're using? I'd like to try it myself and see if I can replicate your problem. (Sorry, I have no idea how to put images in these posts =/ )
12/19/2006 (5:23 am)
I'm running it from the RTSKitMerge\SDK\example directory. I doublechecked that I've followed all the steps listed at the beginning of this thread, to the letter.If you're running the FPS starter with a batch file, and using the debug version, the batch file should be:
torqueDemo_DEBUG.exe -game starter.fps
Does yours look like that? Something else you might try is adding "-console" to the end of that line, like so:
torqueDemo_DEBUG.exe -game starter.fps -console
That should let you see what the engine is doing while it sits at the loading screen. You should at least be able to see what line it stops on. Also, you might want to rename the release build "torquedemo.exe" to something else (so if you're accidentally running that instead of the merged version it will give you an error - I did this myself once, the old exe doesn't like the new scripts).
If you're not using a batch file, could you post the command line you're using? I'd like to try it myself and see if I can replicate your problem. (Sorry, I have no idea how to put images in these posts =/ )
#29
Why would you want to run starter.fps from the RTSKit? You've got the stock torque 1.5 SDK to do that with.
12/19/2006 (8:31 am)
I'm a bit confused here. Why would you want to run starter.fps from the RTSKit? You've got the stock torque 1.5 SDK to do that with.
#30
12/19/2006 (9:07 am)
I can't speak for anyone else here, but my reason is that now I have one codebase to do all my development on, and it can run any game I give it.
#31
Would it be possible to start a new thread for discussing that, so we can keep this one dedicated to getting the RTSKit working with TGE 1.5?
12/20/2006 (12:48 am)
OK, I see.Would it be possible to start a new thread for discussing that, so we can keep this one dedicated to getting the RTSKit working with TGE 1.5?
#32
Thanks
C:\RTSKitMerge\SDK\example>torqueDemo_DEBUG.exe -game starter.FPS -console
setModPaths: invalid mod path directory name: 'starter.FPS'
--------- Loading MODS ---------
Loading compiled script starter.FPS/main.cs.
setModPaths: invalid mod path directory name: 'starter.FPS'
Loading compiled script common/main.cs.
Loading compiled script starter.FPS/client/defaults.cs.
Loading compiled script starter.FPS/server/defaults.cs.
Loading compiled script starter.FPS/client/prefs.cs.
Loading compiled script starter.FPS/server/prefs.cs.
Loading compiled script creator/main.cs.
setModPaths: invalid mod path directory name: 'starter.FPS'
Loading compiled script common/main.cs.
%
--------- Parsing Arguments ---------
%
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
%
--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script starter.FPS/client/init.cs.
Loading compiled script starter.FPS/server/init.cs.
Loading compiled script starter.FPS/data/init.cs.
Loading compiled script starter.FPS/data/terrains/grassland/propertyMap.cs.
Loading compiled script starter.FPS/data/interiors/propertyMap.cs.
%
--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script starter.FPS/server/scripts/commands.cs.
Loading compiled script starter.FPS/server/scripts/centerPrint.cs.
Loading compiled script starter.FPS/server/scripts/game.cs.
%
--------- Initializing MOD: FPS Starter Kit: Client ---------
Loading compiled script starter.FPS/client/ui/customProfiles.cs.
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
%
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Intel
Renderer: Intel 945GM
Version: 1.4.0 - Build 4.14.10.4431
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 4)
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
WGL_EXT_swap_control
%
Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Loading compiled script common/ui/ColorPickerDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Loading compiled script common/ui/MessageBoxOkDlg.gui.
Loading compiled script common/ui/MessageBoxYesNoDlg.gui.
Loading compiled script common/ui/MessageBoxOKCancelDlg.gui.
Loading compiled script common/ui/MessagePopupDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Loading compiled script common/ui/RecordingsDlg.gui.
Loading compiled script common/ui/NetGraphGui.gui.
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.
Loading compiled script common/client/recordings.cs.
%
OpenAL Driver Init:
OpenAL
Vendor: Creative Labs Inc.
Version: 1.1
Renderer: Software
Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_
EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
%
Loading compiled script starter.FPS/client/scripts/audioProfiles.cs.
Loading compiled script starter.FPS/client/ui/defaultGameProfiles.cs.
Loading compiled script starter.FPS/client/ui/PlayGui.gui.
Loading compiled script starter.FPS/client/ui/ChatHud.gui.
Loading compiled script starter.FPS/client/ui/playerList.gui.
Loading compiled script starter.FPS/client/ui/mainMenuGui.gui.
Loading compiled script starter.FPS/client/ui/aboutDlg.gui.
Loading compiled script starter.FPS/client/ui/startMissionGui.gui.
Loading compiled script starter.FPS/client/ui/joinServerGui.gui.
Loading compiled script starter.FPS/client/ui/loadingGui.gui.
Loading compiled script starter.FPS/client/ui/endGameGui.gui.
Loading compiled script starter.FPS/client/ui/optionsDlg.gui.
Loading compiled script starter.FPS/client/ui/remapDlg.gui.
Loading compiled script starter.FPS/client/ui/StartupGui.gui.
Loading compiled script starter.FPS/client/scripts/client.cs.
Loading compiled script starter.FPS/client/scripts/game.cs.
Loading compiled script starter.FPS/client/scripts/missionDownload.cs.
Loading compiled script starter.FPS/client/scripts/serverConnection.cs.
Loading compiled script starter.FPS/client/scripts/playerList.cs.
Loading compiled script starter.FPS/client/scripts/loadingGui.cs.
Loading compiled script starter.FPS/client/scripts/optionsDlg.cs.
Loading compiled script starter.FPS/client/scripts/chatHud.cs.
Loading compiled script starter.FPS/client/scripts/messageHud.cs.
Loading compiled script starter.FPS/client/scripts/playGui.cs.
Loading compiled script starter.FPS/client/scripts/centerPrint.cs.
Loading compiled script starter.FPS/client/scripts/default.bind.cs.
Loading compiled script starter.FPS/client/config.cs.
Binding server port to default IP
UDP initialized on port 0
%
--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Loading compiled script creator/ui/GuiEditorGui.gui.
Loading compiled script creator/ui/lightEditor.gui.
Loading compiled script creator/ui/lightEditorNewDB.gui.
Engine initialized...
*** Load Main Menu
keyboard0 input device created.
mouse0 input device created.
createServer: mission name unspecified
Connect request from: IPX:CFCFCFCF:CFCFCFCFCFCF:53199
Connection established 1509
common/server/clientConnection.cs (33): Unable to find function sendStatsListToC
lient
common/server/clientConnection.cs (34): Unable to find function sendTeamInfoToCl
ient
CADD: 1510 local
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadInfoDone to index: 3
Mapping string: MsgClientJoin to index: 4
Mapping string: Welcome to the RTS Lobby, %1. to index: 5
Mapping string: Fresh Meat to index:
%
12/20/2006 (11:30 am)
My concern was that if the FPS starter doesnt work with the merged exe file will I be able to use Non RTS type units and Non RTS type camera with 1stP POV and 3rdP POV. This problem would be unique to the merged exe file. Anyway I tried -concole and I got the following. I can post this in a new thread if you still think this is unrelated.Thanks
C:\RTSKitMerge\SDK\example>torqueDemo_DEBUG.exe -game starter.FPS -console
setModPaths: invalid mod path directory name: 'starter.FPS'
--------- Loading MODS ---------
Loading compiled script starter.FPS/main.cs.
setModPaths: invalid mod path directory name: 'starter.FPS'
Loading compiled script common/main.cs.
Loading compiled script starter.FPS/client/defaults.cs.
Loading compiled script starter.FPS/server/defaults.cs.
Loading compiled script starter.FPS/client/prefs.cs.
Loading compiled script starter.FPS/server/prefs.cs.
Loading compiled script creator/main.cs.
setModPaths: invalid mod path directory name: 'starter.FPS'
Loading compiled script common/main.cs.
%
--------- Parsing Arguments ---------
%
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
%
--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script starter.FPS/client/init.cs.
Loading compiled script starter.FPS/server/init.cs.
Loading compiled script starter.FPS/data/init.cs.
Loading compiled script starter.FPS/data/terrains/grassland/propertyMap.cs.
Loading compiled script starter.FPS/data/interiors/propertyMap.cs.
%
--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script starter.FPS/server/scripts/commands.cs.
Loading compiled script starter.FPS/server/scripts/centerPrint.cs.
Loading compiled script starter.FPS/server/scripts/game.cs.
%
--------- Initializing MOD: FPS Starter Kit: Client ---------
Loading compiled script starter.FPS/client/ui/customProfiles.cs.
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
%
Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Intel
Renderer: Intel 945GM
Version: 1.4.0 - Build 4.14.10.4431
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 8)
EXT_blend_color
EXT_blend_minmax
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 4)
OpenGL Init: Disabled Extensions
EXT_paletted_texture
NV_vertex_array_range
WGL_EXT_swap_control
%
Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Loading compiled script common/ui/ColorPickerDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Loading compiled script common/ui/MessageBoxOkDlg.gui.
Loading compiled script common/ui/MessageBoxYesNoDlg.gui.
Loading compiled script common/ui/MessageBoxOKCancelDlg.gui.
Loading compiled script common/ui/MessagePopupDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Loading compiled script common/ui/RecordingsDlg.gui.
Loading compiled script common/ui/NetGraphGui.gui.
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.
Loading compiled script common/client/recordings.cs.
%
OpenAL Driver Init:
OpenAL
Vendor: Creative Labs Inc.
Version: 1.1
Renderer: Software
Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_
EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
%
Loading compiled script starter.FPS/client/scripts/audioProfiles.cs.
Loading compiled script starter.FPS/client/ui/defaultGameProfiles.cs.
Loading compiled script starter.FPS/client/ui/PlayGui.gui.
Loading compiled script starter.FPS/client/ui/ChatHud.gui.
Loading compiled script starter.FPS/client/ui/playerList.gui.
Loading compiled script starter.FPS/client/ui/mainMenuGui.gui.
Loading compiled script starter.FPS/client/ui/aboutDlg.gui.
Loading compiled script starter.FPS/client/ui/startMissionGui.gui.
Loading compiled script starter.FPS/client/ui/joinServerGui.gui.
Loading compiled script starter.FPS/client/ui/loadingGui.gui.
Loading compiled script starter.FPS/client/ui/endGameGui.gui.
Loading compiled script starter.FPS/client/ui/optionsDlg.gui.
Loading compiled script starter.FPS/client/ui/remapDlg.gui.
Loading compiled script starter.FPS/client/ui/StartupGui.gui.
Loading compiled script starter.FPS/client/scripts/client.cs.
Loading compiled script starter.FPS/client/scripts/game.cs.
Loading compiled script starter.FPS/client/scripts/missionDownload.cs.
Loading compiled script starter.FPS/client/scripts/serverConnection.cs.
Loading compiled script starter.FPS/client/scripts/playerList.cs.
Loading compiled script starter.FPS/client/scripts/loadingGui.cs.
Loading compiled script starter.FPS/client/scripts/optionsDlg.cs.
Loading compiled script starter.FPS/client/scripts/chatHud.cs.
Loading compiled script starter.FPS/client/scripts/messageHud.cs.
Loading compiled script starter.FPS/client/scripts/playGui.cs.
Loading compiled script starter.FPS/client/scripts/centerPrint.cs.
Loading compiled script starter.FPS/client/scripts/default.bind.cs.
Loading compiled script starter.FPS/client/config.cs.
Binding server port to default IP
UDP initialized on port 0
%
--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Loading compiled script creator/ui/GuiEditorGui.gui.
Loading compiled script creator/ui/lightEditor.gui.
Loading compiled script creator/ui/lightEditorNewDB.gui.
Engine initialized...
*** Load Main Menu
keyboard0 input device created.
mouse0 input device created.
createServer: mission name unspecified
Connect request from: IPX:CFCFCFCF:CFCFCFCFCFCF:53199
Connection established 1509
common/server/clientConnection.cs (33): Unable to find function sendStatsListToC
lient
common/server/clientConnection.cs (34): Unable to find function sendTeamInfoToCl
ient
CADD: 1510 local
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadInfoDone to index: 3
Mapping string: MsgClientJoin to index: 4
Mapping string: Welcome to the RTS Lobby, %1. to index: 5
Mapping string: Fresh Meat to index:
%
#33
looks like the usual excess baggage from proting from the original 1.0 RTS
however ... I have a a nice project underway
and its proceeding nicely
a new RTS basic build this will be a real time
version of risk using a single mission area
(1 zone)
and the armies will aquire skills as they win fights
my son and I both felt my 1.4 version would be best for the new RTS
basic demo and editor however if this build floats its a possibility
only one real draw back to using TGE1.5
despite having purchased tge and rts just before may19th
and having paid for TLK in july around the 23rd (totally unused by me)
I am expected to pay for TGE1.5
and I dont see that happening anytime soon
also on a note to site developer
if you change your email address
it is almost impossible to reset your forum subscriptions
as NONE appear on view all
i logged out navigated to rts then logged in on respond to get here
12/29/2006 (4:07 pm)
I am impressed to see this solutionlooks like the usual excess baggage from proting from the original 1.0 RTS
however ... I have a a nice project underway
and its proceeding nicely
a new RTS basic build this will be a real time
version of risk using a single mission area
(1 zone)
and the armies will aquire skills as they win fights
my son and I both felt my 1.4 version would be best for the new RTS
basic demo and editor however if this build floats its a possibility
only one real draw back to using TGE1.5
despite having purchased tge and rts just before may19th
and having paid for TLK in july around the 23rd (totally unused by me)
I am expected to pay for TGE1.5
and I dont see that happening anytime soon
also on a note to site developer
if you change your email address
it is almost impossible to reset your forum subscriptions
as NONE appear on view all
i logged out navigated to rts then logged in on respond to get here
#34
01/25/2007 (3:27 pm)
Thanks Guy! Works 100%
#35
The patcher does not seem to want to run properly - so when I go to compile I get 1 error - as I look back at the log it all seems to be in the areas of the gui.
ANYWAY - I tried running it - I can load it - but I can never get past the menus - my assumption is that this is the cause of the errors in the compiling.
ANYWAY - I am wondering if anyone else has had this problem. If anyone would be willing to share any of the compiled files they have done (I am a TGE1.5 and RTS Kit owner) OR if my best bet is to load up VS2005 on my xp machine at home and run all the steps there.
Any input would be great! Thanks in advance. :)
03/07/2007 (1:07 pm)
I tried all the steps from above - only problem I have is that I am using Vista.The patcher does not seem to want to run properly - so when I go to compile I get 1 error - as I look back at the log it all seems to be in the areas of the gui.
ANYWAY - I tried running it - I can load it - but I can never get past the menus - my assumption is that this is the cause of the errors in the compiling.
ANYWAY - I am wondering if anyone else has had this problem. If anyone would be willing to share any of the compiled files they have done (I am a TGE1.5 and RTS Kit owner) OR if my best bet is to load up VS2005 on my xp machine at home and run all the steps there.
Any input would be great! Thanks in advance. :)
#36
03/07/2007 (1:37 pm)
I had the same issues... If you look inside the patch files, it details what the changes are. I just made the changes by hand and went from there... I do have a TGE1.5 with RTSKit setup though... I could maybe set that up someplace for you to download it from...
#37
03/07/2007 (5:14 pm)
I emailed you Eric. :)
#38
04/09/2007 (10:46 am)
Has anyone gotten this to work on Mac yet?
#39
04/09/2007 (12:09 pm)
@Swaroop: not to my knowledge and I have my doubts GG will be either.
#40
emitTerrChunk(n, 0.0f, 0, false, false, false);
to
emitTerrChunk(n, 0.0f, 0, n->selectionMask, false, false, false);
I know this kit changes the networking alot, but has anyone managed to get the other fps like starter.fps to work on this .exe & common/server/.cs changes without extensive patching?
04/15/2007 (3:14 am)
For compiling on 1.5.1 I had to alter the pigsie patch slightly and change (after the patch applied) terrRender.cc line 612 from emitTerrChunk(n, 0.0f, 0, false, false, false);
to
emitTerrChunk(n, 0.0f, 0, n->selectionMask, false, false, false);
I know this kit changes the networking alot, but has anyone managed to get the other fps like starter.fps to work on this .exe & common/server/.cs changes without extensive patching?
Torque 3D Owner James
Thanks Mates!