Undesirable files in package
by Keith Merrill · in Combat Starter Kit · 01/11/2009 (6:09 pm) · 5 replies
These files shouldn't be installed with the CSK package:
1. StarterBFT.torsion.exports
2. StarterBFT.torsion.opt
3. Torque SDK.ncb
They're transient files that will differ from installation to installation and are subject to change when you work with either the C++ source or Torque script. In particular, they're an annoyance to anyone using Perforce SCM since it makes them ready-only after checking in. This screws up both Torsion and Visual Studio when they attempt to write to them as per normal workflow.
I also came across tank.cc and tank.h in the vehicles folder which appear to be zombie source files i.e. aren't referenced in the CSK vcproj. If they aren't used (and I'm not 100% sure since I've just embarked on the CSK adventure) then they shouldn't be there.
1. StarterBFT.torsion.exports
2. StarterBFT.torsion.opt
3. Torque SDK.ncb
They're transient files that will differ from installation to installation and are subject to change when you work with either the C++ source or Torque script. In particular, they're an annoyance to anyone using Perforce SCM since it makes them ready-only after checking in. This screws up both Torsion and Visual Studio when they attempt to write to them as per normal workflow.
I also came across tank.cc and tank.h in the vehicles folder which appear to be zombie source files i.e. aren't referenced in the CSK vcproj. If they aren't used (and I'm not 100% sure since I've just embarked on the CSK adventure) then they shouldn't be there.
#2
01/15/2009 (1:30 pm)
Add console.log to the undesirables list please.
#3
01/15/2009 (5:15 pm)
I could swear i saw a (Global?) Variable somewhere that turned the console.log file saving Off.
#4
As per my first post, if I blindly checkin all of the CSK's files into Perforce after receiving an update (*as I should be able to do*) CSK should both run and compile flawlessly as well as allow me to reprocess/reexport art assets. The presence of a write protected (courtesy of Perforce) console.log file will crash the engine.
Likewise the other files I've mentioned break workflow in other ways and force me to house-clean.
01/15/2009 (6:17 pm)
Fair enough. My point is that it shouldn't there in the first place whether or not it is generated later (by running the game) or not. Incidentally, I wasn't familiar with that flag so thank you for mentioning it.As per my first post, if I blindly checkin all of the CSK's files into Perforce after receiving an update (*as I should be able to do*) CSK should both run and compile flawlessly as well as allow me to reprocess/reexport art assets. The presence of a write protected (courtesy of Perforce) console.log file will crash the engine.
Likewise the other files I've mentioned break workflow in other ways and force me to house-clean.
#5
Combat_starterv1.02\example\starter.combat\data\shapes\combat
This is something akin to the proverbial shoebox filing system with source art, processed art and various bits random weirdness. What a freakin mess! *sigh*
01/16/2009 (11:02 am)
Found a lot more undesirables here:Combat_starterv1.02\example\starter.combat\data\shapes\combat
This is something akin to the proverbial shoebox filing system with source art, processed art and various bits random weirdness. What a freakin mess! *sigh*
Torque Owner Keith Merrill
1. Combat_starterv1.02\source_ART\Tank\dump.dmp
2. Combat_starterv1.02\example\starter.combat\data\shapes\rifle\dump.dmp
3. Combat_starterv1.02\example\starter.combat\data\shapes\rocket_launcher\dump.dmp
4. Combat_starterv1.02\example\starter.combat\data\shapes\turrets\dump.dmp
5. Combat_starterv1.02\example\starter.combat\data\shapes\players\dump.dmp
6. Combat_starterv1.02\example\starter.combat\data\shapes\combat\dump.dmp
Ironically, these could cause milkshape itself to crash upon failed export. Double dump anyone? ;-)