Game Development Community

TGEA 1.8.1 What directories and files are needed for the client?

by Scottie Sirius · in Technical Issues · 03/18/2009 (6:02 pm) · 6 replies

I've got a dedicated server running on a Win2003 machine and can connect to it from my laptop where TGEA 1.8.1 is installed. But now I want to zip up the minimum directories and files needed to run the client from a remote machine. I've looked for a few hours now but haven't found a list of what exactly is needed to make the client run. Also, are there any changes needed in prefs.cs or anywhere else before zipping them up? Thanks in advance for any help!

#1
03/18/2009 (8:29 pm)
Zip files no longer work in TGEA 1.8 - this is a known bug.
#2
03/19/2009 (5:58 am)
I just want to zip them long enough for the other party to download them and unzip them on their end. Are you saying that doesn't work?
Mostly I need to know what folders and files are needed to run the client, whether I zip them up for easy downloading or not at this point doesn't matter. Also, what files need to be edited before moving them to another computer? I noticed I'm getting an error when trying to run the client from a remote machine saying something like "X3DAudio1_5.dll was not found. Try re-installing the software..." does that mean Torque actually needs to be installed on a client machine or does that relate to the client machine not having all it needs...or...is it something I can edit out of a file before sending it to a remote machine?

Thanks in advance for any help!
#3
03/19/2009 (9:03 am)
No, of course zipping and then uzipping works. What doesn't work is having torque read directly from the zip files, which is what I thought you were asking. This used to work in 1.7, but broke in 1.8.

The missing xaudio dll is because the person doesn't have the latest DirectX installed. Ship them the contents of your DirectX SDK redist folder, and have them run the setup.

As for what files are not needed on the client, you could remove the tools folder, and then they will not have access to any of the editors. Beyond that, it's probably best to strip out unused assets as well, as those probably use the most space. Tom Bampton wrote a perl script to find them here: www.garagegames.com/community/resources/view/6605 I've never used it (always just did it by hand). Be sure to look at every item, and don't just take it's word for it, if you decide to use the script.

#4
03/19/2009 (9:35 am)
Cool, yeah, after trial and error I got a remote client connected by installing the latest Direct X and copying the entire contents of the Game folder over to that machine but it's a huge bunch of files. Without the Tools folder I got an error so I must have to adjust the script somewhere so it doesn't look for the mod stuff. Still plugging away at it...
Atm, I have 2 computers connected to the stronghold example running as a dedicated server but we can't see each other. Any clues as to why that is? There must be some simple solution.

Thanks for your help!
#5
03/19/2009 (3:03 pm)
Scot, the only folder you need is the game folder (minus the tools folder) Look in main.cs (the one where the stronghold.exe is) and scroll down.

Find:
//------------------------------------------------------------------------------
// Process command line arguments

// Run the Torque Creator mod by default, it's needed for editors.


$isDedicated = false;
$dirCount = 2;
$userDirs = "tools;" @ $defaultGame;

Change that part to read:
//------------------------------------------------------------------------------
// Process command line arguments

// Run the Torque Creator mod by default, it's needed for editors.


$isDedicated = false;
$dirCount = 1; // change this line
$userDirs = $defaultGame; // change this line
and you'll be good to go.
#6
03/20/2009 (12:56 pm)
I can't use the esc key to exit out of the game after removing the tools directory and changing the code as described...
I noticed this in the log...
Mapping string: MsgLoadInfo to index: 2
scriptsAndAssets/client/scripts/loadingGui.cs (16): Unable to find function CloseMessagePopup