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Getting Started tutorial doesn't work with v1.5

by Pectabyte · in Torque Game Engine · 02/06/2007 (1:44 am) · 22 replies

At the very beginning of the "getting started" tutorial that comes with Indie Torque it says to change the name of the "tutorial.base" name to "GameOne" and also to change the $defualtGame = "GameOne" but when I do that the World Editor WONT load. The only time the world editor will load is if both the folder and the defualt game are named "tutorial.base". Also the tutorial says that it is case sensative. This is untrue. Main.cs is all lower case where my folder is all uppercase and it still works when called "tutorial.base". Where can I find a tutorial for 1.5?
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#1
02/06/2007 (7:52 am)
On OS's that are case sensitive, it does matter.

Windows is not case sensitive.
#2
02/06/2007 (1:13 pm)
Alright so what is the problem with mine?
#3
02/06/2007 (1:27 pm)
I'm not sure if you mistyped it when posting or if you copy-and-pasted it, but it should be $defaultGame.

Did you copy the directory for tutorial.base and then rename it...and then change it and try to load it? Did you make sure to place a semi-colon after the $defaultGame call? That's a common mistake. If it is not there, it won't load.
#4
02/06/2007 (1:29 pm)
Nope I did all that.

Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

$defaultGame = "DamageReport";
$displayHelp = false;

and i changed the name of the folder to DamageReport

No go.
#5
02/06/2007 (1:32 pm)
Strange. I just did it with no problem whatsoever.

Are you running TorqueDemo.exe?

EDIT:
Or the OSX App, if on a Mac?
#6
02/06/2007 (1:53 pm)
I am Running TorqueDemo.exe

This is like a joke. Torque is disapointing me and frankly I am sorry I bought it now.
#7
02/06/2007 (2:05 pm)
And strangely I'm not having any of this issues you're seeing with a base 1.5 install directory.

For example:
www.godsendproductions.com/images/radiant_example.png
#8
02/06/2007 (2:37 pm)
And if you were curious as to why the window is still called "Torque Tutorial Base" even though I changed it, it is because I did not edit the canvas title in the main.cs script in the DamageReport directory.

www.godsendproductions.com/images/changing_window_name_tge.png
#9
02/06/2007 (3:39 pm)
And the czest1dm.map from OpenArena. I did nothing but convert and copy textures, so there are no internal lightmaps that I know of. I just dropped the blue guy on it after loading into Torque. The caveat is that many of the OpenArena maps were made in Quark rather than Radiant.

www.godsendproductions.com/images/open_arena_czest1dm.jpg
#10
02/06/2007 (4:37 pm)
You are talking alot about things I have no way of understanding. I have followed the "Getting Started" PDF to the letter and I cannot get the world editor to even open.
#11
02/06/2007 (6:05 pm)
I think the problem you having is there is a hard path to the mission file, tutorial.base/data/mission/flat.mis. I am testing this and that what I got. The fun thing is I cant find the path.
#12
02/06/2007 (6:16 pm)
Don't get discouraged Pectabyte. You are working with a complex engine, and you aren't going to have everything work at first.

At this point, you should start looking at your console output while in the game, and also by checking console.log.

When put press F11, and nothing happens, check the console (using ~). Are you seeing any errors or messages related to your problem?

Also, are you using notepad to edit your scripts, or another application such as Torsion?
#13
02/06/2007 (6:34 pm)
I found it, if you check the console you will see it is try to load the mission from hard path, tutorial.base/data/missions/flat.mis. I am assume you follow the GettingStarted.pdf. Go to GameOne/main.cs and open it with a text editor.
Go to line 29 and change from

$Editor::newMissionOverride = "tutorial.base/data/missions/flat.mis";

To

$Editor::newMissionOverride = "GameOne/data/missions/flat.mis";

You can use your name for you project if you want, make sure you change it here. The GettingStarted.pdf does not cover this, it need to be change so people that is new to Torque does not get this error.
#14
02/06/2007 (6:52 pm)
=) ZOMG! =)

The console is your friend, learn to use it often.

Quote:Read. Read Code. Code

#15
02/06/2007 (7:50 pm)
I am using notepad to edit scrips. I was able to find the hard path to the folder and I changed it and it worked but as soon as I saved the mission it stop letting me load the world editor.
#16
02/06/2007 (9:52 pm)
Notepad is not a very good editor to be using--for one, it will automatically add .txt to the end of your files if you save them as *txt (which is default, and will be selected every single time you try to save a file), which then will not be loaded by Torque.

You should learn to start working with Torsion early, as it is an exceptional editor, and will make your life MUCH easier while getting to learn Torque.
#17
02/06/2007 (10:03 pm)
Okay, here I am on my laptop with a fresh install of TGE 1.5 Indie from the download under My Account (not the demo, not that it matters since I am using the default demo that ships without a recompile or anything fancy). These are the steps you see in the screenshot above.

In Windows XP:
1. Open Windows Explorer (Windows Key + E)
2. Navigate to the install directory and then into SDK and the Example directories (default = C:\Torque\SDK\Example).
3. Right-Click the tutorial.base directory and select copy.
4. Right-Click inside the folder (Example) and click Paste. You will now have a folder called Copy of tutorial.base. Right-click the Copy of tutorial.base folder and select Rename. Change the name to DamageReport.
5. Now that you have a fresh copy of tutorial.base renamed as DamageReport, you need to change the game's startup directory.
6. In Notepad (Start -> Run -> "notepad"), open main.cs in the Example directory.
7. Copy the line that reads $defaultGame= "tutorial.base";, press enter and paste it directly below the line you just copied.
8. Comment out the first $defaultGame= "tutorial.base"; with a double-forward slash (//) at the start of the line.
9. Now change the starter.fps to DamageReport inside the quotes. It should look like the following:

//-----------------------------------------------------------------------------
// Torque Game Engine 
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

//$defaultGame = "tutorial.base";
$defaultGame = "DamageReport";
$displayHelp = false;

10. Save the file.
11. Now, go into the DamageReport folder in Windows Explorer.
12. Open main.cs in Notepad.

=== THIS IS THE SECTION NOT INCLUDED ===
13. Scroll down to the onStart() Function and comment out the $Editor::newMissionOverride = ""tutorial.base/data/missions/flat.mis"; with two forward slashes. You could also change the tutorial.base to DamageReport.
=== THIS IS THE SECTION NOT INCLUDED ===

14. Scroll down to the initClient() Function and change the initCanvas value from Torque Tutorial Base to Damage Report.
15. Save the file and go back to the example folder.
16. Run torqueDemo.exe
17. Click the World Editor icon.

You will now be in the correct directory. You will not have the correct terrain textures, however. This is because the terrain files (ter) are hardcoded to the tutorial.base directory. Yes, it is annoying. There is a solution but it requires a recompile.

That should get you up and running.
#18
02/06/2007 (10:06 pm)
And I strongly recommend Torsion as well for your IDE on Windows. I used notepad in the screenshot and example because I assumed you were using the same.

EDIT:
As a note to those who are confused about my Radiant screenshots and such, I consolidated two topics into this one. The Radiant topic is located here.
#19
02/07/2007 (5:16 am)
Here two free Tribal IDE and Codeweaver. I think codeweaver is free if I am wrong someone will correct me. I use Tribal IDE to me it is easy to use and it will open and save all of Torque file about 5 years now. If you open your file in notepad just make sure you go to File/Save As. Then enter the original extension, For example main.cs make sure you enter this in the File Name box. It is no big deal if you use notepad in the beginning as long as you pay attention to the type of file your opening. Now once you go to c++ I would use IDE. To fix your problem just load the main.txt back in Notepad and File/Save As and rename to main.cs then save. You should be good to go.

Tribal IDE

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1413

Codeweaver

www.garagegames.com/blogs/25217/12256
#20
02/07/2007 (5:34 am)
Adding on to what Stephen said, it should be noted that on rare occasions notepad will put hidden characters into your code if you copy and paste stuff into the file or use odd key stroke combinations. I had to use my own text file parser just to find the hidden character, and I haven't used notepad since.

Keep in mind that when you save out a mission file, and change the name or path, you'll have to change that hard coded path again. Eventually this probably won't be an issue for you if you have mission select GUI.

Keep at it, we got your back.
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