Missing info in GettingStarted.PDF
by Mitovo · in Torque Game Engine · 03/13/2008 (12:44 pm) · 8 replies
Hello,
I've started working through the GettingStarted.PDF tutorial, following it step by step and so forth.
So far so good, and everything's working as the tutorial says it should... until I tried to save my progress and come back to it later.
When I reloaded the tutorial (having changed the value in example\main.cs tutorial.base to GameOne as instructed), I found that the mission I was working on (having added the Torque logos and the large "block" DIF) was not there. It loaded the flat.mis file by default, and when I went to open up the gameonemission.mis file I saved per the tutorial, it wasn't listed.
I went into the GameOne > Data > Missions folder and it wasn't there. So... knowing that I'd saved it every time the tutorial instructed to, I went looking for it.
It turns out that gameonemission.mis was being saved into the tutorial.base > data > missions folder instead, even though I had altered the main.cs file, per the instructions, to point Torque to the GameOne folder.
I tried copying the mission files from the tutorial.base > data > missions into GameOne > data > missions, but it still wouldn't work.
So... if changing the value in example\main.cs isn't properly resulting in the mission files being saved under GameOne > data > missions as the tutorial indicates it will, then it seems there's an important step missing from the tutorial.
In the meantime, can someone help me out with what I need to do to make sure the mission files are, in fact, being saved to the GameOne > data > missions location, and not tutorial.base > data > missions?
I appreciate it.
I've started working through the GettingStarted.PDF tutorial, following it step by step and so forth.
So far so good, and everything's working as the tutorial says it should... until I tried to save my progress and come back to it later.
When I reloaded the tutorial (having changed the value in example\main.cs tutorial.base to GameOne as instructed), I found that the mission I was working on (having added the Torque logos and the large "block" DIF) was not there. It loaded the flat.mis file by default, and when I went to open up the gameonemission.mis file I saved per the tutorial, it wasn't listed.
I went into the GameOne > Data > Missions folder and it wasn't there. So... knowing that I'd saved it every time the tutorial instructed to, I went looking for it.
It turns out that gameonemission.mis was being saved into the tutorial.base > data > missions folder instead, even though I had altered the main.cs file, per the instructions, to point Torque to the GameOne folder.
I tried copying the mission files from the tutorial.base > data > missions into GameOne > data > missions, but it still wouldn't work.
So... if changing the value in example\main.cs isn't properly resulting in the mission files being saved under GameOne > data > missions as the tutorial indicates it will, then it seems there's an important step missing from the tutorial.
In the meantime, can someone help me out with what I need to do to make sure the mission files are, in fact, being saved to the GameOne > data > missions location, and not tutorial.base > data > missions?
I appreciate it.
About the author
#2
Using the default scripts, you need to have set the $defaultGame = "GameOne";
Learn and use a TorqueScript Integrated Development Environment such as CodeWeaver or the commercial Torsion. These will let you know if you have a syntax error before running. Check your "console" occasionally. Getfamiliar with what is reported there so you can notice reported problems if they crop up. (Use the default tilde key ~ to access the console.)
My procedure is to load the desired mission normally, then start the mission editor with the F11 key once inside it. If you start the mission editor from the main menu, it appears to open a sample template mission.
Be sure you go through the menu items and actually save your mission after you change it in the mission editor. Be aware that the mission file contains the name of the terrain file within it. If you change the name of the mission file for some reason when you save it, you will have to open the mission file itself and change the terrain file (if required to make sure you are still accessing the terrain file you want.) Some of my missions access common terrain files, but this can be confusing if you don't keep careful track of what you are up to. Most missions would probably call out a terrain file with the same name as the mission.
Don't use spaces in mission names or paths. (This can cause trouble with argument processing once you get to the point of operating a "dedicated" multiplayer server.)
03/14/2008 (7:46 am)
In the mission editor, select the "File" menu item, then "save mission as". Make sure you select the correct folder. Using the default scripts, you need to have set the $defaultGame = "GameOne";
Learn and use a TorqueScript Integrated Development Environment such as CodeWeaver or the commercial Torsion. These will let you know if you have a syntax error before running. Check your "console" occasionally. Getfamiliar with what is reported there so you can notice reported problems if they crop up. (Use the default tilde key ~ to access the console.)
My procedure is to load the desired mission normally, then start the mission editor with the F11 key once inside it. If you start the mission editor from the main menu, it appears to open a sample template mission.
Be sure you go through the menu items and actually save your mission after you change it in the mission editor. Be aware that the mission file contains the name of the terrain file within it. If you change the name of the mission file for some reason when you save it, you will have to open the mission file itself and change the terrain file (if required to make sure you are still accessing the terrain file you want.) Some of my missions access common terrain files, but this can be confusing if you don't keep careful track of what you are up to. Most missions would probably call out a terrain file with the same name as the mission.
Don't use spaces in mission names or paths. (This can cause trouble with argument processing once you get to the point of operating a "dedicated" multiplayer server.)
#3
I have done what you suggested in the first two sentences as they're part of the tutorial itself. Anything beyond that (learning the Torquescript IDE, etc) is outside the scope of the tutorial at this point. Doing all that at this point (in the context of completing the tutorial) is defeating the purpose of doing the tutorial in the first place.
I don't want to add additional steps to the process as then if something doesn't work, it only makes it harder to pin-point what's wrong. I'll certainly take your suggestions about the IDE and such into account for when I move forward. For right now, I just want to focus on the tutorial and get through that first. One step at a time, and all that jazz :).
I'll go through again and repeat the steps and see what happens. I've gone through it twice now, though, with the same results. Maybe the third time will be a charm, as they say.
03/14/2008 (9:55 am)
Hello and thank you for the reply.I have done what you suggested in the first two sentences as they're part of the tutorial itself. Anything beyond that (learning the Torquescript IDE, etc) is outside the scope of the tutorial at this point. Doing all that at this point (in the context of completing the tutorial) is defeating the purpose of doing the tutorial in the first place.
I don't want to add additional steps to the process as then if something doesn't work, it only makes it harder to pin-point what's wrong. I'll certainly take your suggestions about the IDE and such into account for when I move forward. For right now, I just want to focus on the tutorial and get through that first. One step at a time, and all that jazz :).
I'll go through again and repeat the steps and see what happens. I've gone through it twice now, though, with the same results. Maybe the third time will be a charm, as they say.
#4
Don't forget to check the console for script compilation and other errors. (This isn't likely to be your problem.)
Also, it might be a good idea to get into the habit of running the DeleteDSOs.bat batch file (or similar for non-Windows operating systems). This deletes compiled versions of scripts just in case something you changed in a script has not yet been compiled. (Again, this isn't likely to be the source of your problem, but still is good practice.)
I tried running the F11 mission editor from the main menu, and it created a new defauilt mission and placed it where it said it would. You would then open this by "Start Mission" button.
Sounds like you did this and the mission you copied into GameOne/data/missions didn't appear in the "Select Mission" dialog box? Note that the reported name of the new mission might be something like "New Mission": you can set it to whatever you like by editing the "Name" field of the MissionInfo object of the mission .mis file:
You might also confirm the value of $defaultGame in the console, using:
echo("$defaultGame=" SPC $defaultGame);
03/14/2008 (10:43 am)
One potential problem is forgetting the semicolon at the end of a line. Something as simple as that can cause a wide range of confusing problems depending on which line of which script the error is in. Don't forget to check the console for script compilation and other errors. (This isn't likely to be your problem.)
Also, it might be a good idea to get into the habit of running the DeleteDSOs.bat batch file (or similar for non-Windows operating systems). This deletes compiled versions of scripts just in case something you changed in a script has not yet been compiled. (Again, this isn't likely to be the source of your problem, but still is good practice.)
I tried running the F11 mission editor from the main menu, and it created a new defauilt mission and placed it where it said it would. You would then open this by "Start Mission" button.
Quote:and when I went to open up the gameonemission.mis file I saved per the tutorial, it wasn't listed.
Sounds like you did this and the mission you copied into GameOne/data/missions didn't appear in the "Select Mission" dialog box? Note that the reported name of the new mission might be something like "New Mission": you can set it to whatever you like by editing the "Name" field of the MissionInfo object of the mission .mis file:
new ScriptObject(MissionInfo) {
desc0 = "A simple new mission template.";
name = "New Mission";
descLines = "1";
};You might also confirm the value of $defaultGame in the console, using:
echo("$defaultGame=" SPC $defaultGame);
#5
Okay I've tracked down the problem.
I guess it goes to show that you shouldn't do everything a tutorial says to the letter heheh.
Basically I was changing everything in the scripts and all correctly. What happened was even though I was working out of a new project folder (GameOne) and everything was being done from within that folder, for some reason it was still saving the project into the Tutorial.base project structure. I didn't look to see that was the case, I saw the GameOne folder and saw the Data > Missions.. and figured "ah okay, it's in the right spot". What I overlooked is that the GameOne was actually a separate, still-collapsed folder structure listed above it. In my mind, I saw GameOne and subconsciously figured it was the right location.
So... all's cool :)
Thanks for the help, and the extra advice.
03/14/2008 (3:12 pm)
Hello..Okay I've tracked down the problem.
I guess it goes to show that you shouldn't do everything a tutorial says to the letter heheh.
Basically I was changing everything in the scripts and all correctly. What happened was even though I was working out of a new project folder (GameOne) and everything was being done from within that folder, for some reason it was still saving the project into the Tutorial.base project structure. I didn't look to see that was the case, I saw the GameOne folder and saw the Data > Missions.. and figured "ah okay, it's in the right spot". What I overlooked is that the GameOne was actually a separate, still-collapsed folder structure listed above it. In my mind, I saw GameOne and subconsciously figured it was the right location.
So... all's cool :)
Thanks for the help, and the extra advice.
#6
Okay I've tracked down the problem.
I guess it goes to show that you shouldn't do everything a tutorial says to the letter heheh.
Basically I was changing everything in the scripts and all correctly. What happened was even though I was working out of a new project folder (GameOne) and everything was being done from within that folder, for some reason it was still saving the project into the Tutorial.base project structure. I didn't look to see that was the case, I saw the GameOne folder and saw the Data > Missions.. and figured "ah okay, it's in the right spot". What I overlooked is that the GameOne was actually a separate, still-collapsed folder structure listed above it. In my mind, I saw GameOne and subconsciously figured it was the right location.
So... all's cool :)
Thanks for the help, and the extra advice.
03/14/2008 (4:26 pm)
Hello..Okay I've tracked down the problem.
I guess it goes to show that you shouldn't do everything a tutorial says to the letter heheh.
Basically I was changing everything in the scripts and all correctly. What happened was even though I was working out of a new project folder (GameOne) and everything was being done from within that folder, for some reason it was still saving the project into the Tutorial.base project structure. I didn't look to see that was the case, I saw the GameOne folder and saw the Data > Missions.. and figured "ah okay, it's in the right spot". What I overlooked is that the GameOne was actually a separate, still-collapsed folder structure listed above it. In my mind, I saw GameOne and subconsciously figured it was the right location.
So... all's cool :)
Thanks for the help, and the extra advice.
#7
Haha. That's a refreshing remark to hear =)
When it comes to instructions, I like to take the following stance:
Technical Official Documentation - Read and trust unless extremely dated. If dated, create your own.
C++ Tutorials - Follow along closely, and branch off at the end of the lesson
Torque Tutorials - Treat them like the Pirate Code. Loose guidelines to follow when you want, but allow for you to plunder your project as you see fit =)
Office Furniture Instructions - Throw away the instructions before you begin building. Follow those horrid booklets results in cussing and many crying sessions in the corner. Besides, if you can build it and left over parts? Guess what? You just built it more efficiently than the creators intended =)
Btw, good job on finding your bug. Remember to always check the console and your log first.
03/15/2008 (8:13 am)
Quote:
I guess it goes to show that you shouldn't do everything a tutorial says to the letter heheh.
Haha. That's a refreshing remark to hear =)
When it comes to instructions, I like to take the following stance:
Technical Official Documentation - Read and trust unless extremely dated. If dated, create your own.
C++ Tutorials - Follow along closely, and branch off at the end of the lesson
Torque Tutorials - Treat them like the Pirate Code. Loose guidelines to follow when you want, but allow for you to plunder your project as you see fit =)
Office Furniture Instructions - Throw away the instructions before you begin building. Follow those horrid booklets results in cussing and many crying sessions in the corner. Besides, if you can build it and left over parts? Guess what? You just built it more efficiently than the creators intended =)
Btw, good job on finding your bug. Remember to always check the console and your log first.
#8
03/15/2008 (9:39 am)
I would HIGHLY recommend Torsion as an IDE, I've been using it for a couple of weeks now and its been great.
Torque Owner Mitovo