TGEA setup and install
by Thomas Salisbury · in Plastic Tweaker · 07/27/2009 (6:49 pm) · 15 replies
Holy crap what is up with your instructions?
Ok, for starters, they are WAY wrong, and impossible for a new person to understand.
1).
2.)
3.)
4.)
I have NO idea what to even edit or where your code changes even go.
5.)
Can you please fix your install instructions for this PURCHASED product?
Ok, for starters, they are WAY wrong, and impossible for a new person to understand.
1).
Quote:1) Place the plastic folder from the included zip file, in your project’s tools folder.wrong. doesn't exist that way.
2.)
Quote:3) Now we will execute the server side files only on the server. In YOURGAMEPROJECT/server/scripts/game.cs in the onServerCreated() function add the following script code before any other files get executed.wrong again. YOURGAMEPROJECT\game\scriptsAndAssets\server\scripts\game.cs. ??
3.)
Quote:TGEA 2.0+ Note: The following C++ code changes do NOT need to be applied as they are already a part of the TGEA 2.0 codebase.What is that? Never seen or heard of a 2.0 version of TGEA. there is a 1.8.1 version.
4.)
Quote:4) In console\fileSystemFunctions.cpp before ConsoleFunctionGroupEnd( FileSystem ); comment out the old console method and add the following codewth is that? Is it possible you could actually write the install directions in plain english. Here is how most people write them: Find -
(NOTE: Make sure this function is NOT commented out via the macroprocess #ifdef TORQUE_TOOLS Block)
ConsoleToolFunction(pathCopy, bool, 3, 4, "pathCopy(fromFile, toFile [, nooverwrite = true])")
{
bool nooverwrite = true;
if( argc > 3 )
nooverwrite = dAtob( argv[3] );
static char fromFile[1024];
static char toFile[1024];
static char qualifiedFromFile[1024];
static char qualifiedToFile[1024];
Con::expandScriptFilename( fromFile, sizeof( fromFile ), argv[1] );
Con::expandScriptFilename( toFile, sizeof( toFile ), argv[2] );
Platform::makeFullPathName(fromFile, qualifiedFromFile, sizeof(qualifiedFromFile));
Platform::makeFullPathName(toFile, qualifiedToFile, sizeof(qualifiedToFile));
return dPathCopy( qualifiedFromFile, qualifiedToFile, nooverwrite );
} AND REPLACE WITH : (your code)..I have NO idea what to even edit or where your code changes even go.
5.)
Quote:(NOTE: Make sure this function is NOT commented out via the macroprocess #ifdef TORQUE_TOOLS Block)If is is, does that mean post your code OUTSIDE that comment out macroprocess? like before it, or after it, what?
Can you please fix your install instructions for this PURCHASED product?
About the author
Managing Partner DarkForge LLC
#2
07/27/2009 (8:58 pm)
Dude.. I understand you are confused and unhappy at the moment, but please try to use some tact and professionalism when you expect the developers to help you out with your issues. Thank you.
#3
What would you think if you bought something from a store, say a bed, that you had to put together, and the directions were completely wrong, and didn't work? Would you be "tactful" when you contacted them?
I am not the one "selling" a product as a complete product that is not complete. If it said "beta" then I would understand that maybe they are working on it, and the instructions would be updated.
How long has this tool been for sell?
Since the first post is back from march, and will assume since then. wow......
07/27/2009 (9:03 pm)
professionalism? How about a developer around here actually put out instructions that are right for the product they are selling!What would you think if you bought something from a store, say a bed, that you had to put together, and the directions were completely wrong, and didn't work? Would you be "tactful" when you contacted them?
I am not the one "selling" a product as a complete product that is not complete. If it said "beta" then I would understand that maybe they are working on it, and the instructions would be updated.
How long has this tool been for sell?
Since the first post is back from march, and will assume since then. wow......
#4
07/27/2009 (9:33 pm)
Along this topic, where is the developer? why has there not been a single reply in this forum from them? At least not an apparent one?Quote:Dude..I don't think that is a proper way to reply to a customer, do you?
#5
2) What's the confusion? When you create a project, you can find that script file (game.cs) in the location stated here.
3) This is a reference to Torque 3D, which was originally referred to as TGEA 2.0
4) This is a C++ modification made to the engine. This requires you to go into the source code, make the suggested changes. The actual change can not be stated more clearly.
5) I have not read through the docs for this yet, so I don't know what to say here.
If can calm down (especially after our e-mail exchange), I can find someone to help you further.
07/28/2009 (10:27 am)
1) The directions are referring to the contents found in the TGEA folder2) What's the confusion? When you create a project, you can find that script file (game.cs) in the location stated here.
3) This is a reference to Torque 3D, which was originally referred to as TGEA 2.0
4) This is a C++ modification made to the engine. This requires you to go into the source code, make the suggested changes. The actual change can not be stated more clearly.
5) I have not read through the docs for this yet, so I don't know what to say here.
If can calm down (especially after our e-mail exchange), I can find someone to help you further.
#6
The file structure in the included zip looks like this: PlasticTweakerRelease\scripts\TGEA So that line is wrong, and from a post I assumed, change the TGEA folder name to Plastic, but is it CAP P, or lower p, and does that make a difference?
Now I am lost. this class:ShapebaseImageData is listed in that file almost 10 times.. What exactly does the line look like, that I am looking for, because there is NO
and thats it. Now since my source will not compile now, I have to guess I didn't do it right.
This is as plain and to the point I can get. It is word, for word the directions.
07/28/2009 (10:59 am)
ok, I will quote exactly the installation instructions.Quote:1) Place the plastic folder from the included zip file, in your project’s tools folder.
The file structure in the included zip looks like this: PlasticTweakerRelease\scripts\TGEA So that line is wrong, and from a post I assumed, change the TGEA folder name to Plastic, but is it CAP P, or lower p, and does that make a difference?
Quote:2) Add the following script code to the top of main.cs from the project’s root folder. (YOURGAMEPROJECT/main.cs)This one was easy even though the file reference is wrong. Its actually YOURGAMEPROJECT\Game\main.cs no big deal.
// > pg isJugg $plasticRef = "tools/plastic/"; // < pg isJugg
Quote:3) Now we will execute the server side files only on the server. In YOURGAMEPROJECT/server/scripts/game.cs in the onServerCreated() function add the following script code before any other files get executed.Again the file reference is wrong, so I had to assume again. YOURGAMEPROJECT\game\scriptsAndAssets\server\scripts\game.cs but I don't know that my assumption is correct still as of yet.
// > pg plasticFolder exec($plasticRef@"server/init.cs"); // < pg plasticFolder
Quote:4) In console\fileSystemFunctions.cpp before ConsoleFunctionGroupEnd( FileSystem ); comment out the old console method and add the following codeok the last part. Mine cpp file it is commented out, so do I un comment it, becasue there are more functions that just the code they want you to put in, or do I just add the code right before that line they talk about?
(NOTE: Make sure this function is NOT commented out via the macroprocess #ifdef TORQUE_TOOLS Block)
Quote:5) We have to declare an interface to reload the states on the ShapeBaseImageData state machine. In game(T3D)/shapebase.h at the bottom of the ShapebaseImageData class add
Now I am lost. this class:ShapebaseImageData is listed in that file almost 10 times.. What exactly does the line look like, that I am looking for, because there is NO
class ShapebaseImageData;in that file at all.
Quote:6) Define reloadStates and expose it as a console function. In game(T3D)/shapeimage.cc after ShapeBaseImageData::~ShapeBaseImageData(){} addok, there is no shapeimage.cc there is a shapeimage.cpp, so I asuume its that one.
and thats it. Now since my source will not compile now, I have to guess I didn't do it right.
This is as plain and to the point I can get. It is word, for word the directions.
#7
1) In the current build the 'plastic' folder was unfortunetly named TGE or TGEA depending on the engine. So that means you need to take the version you need and rename it plastic
2) When I use "YOURGAMEPROJECT" I mean it in an abstract sense, if you used starter.fps that would replace YOURGAMEPROJECT, if you choose to rename the folder to superAwesomeCoolGame you would you use that. I hope this clears up the confusion
3)Don't sweat it
4/5) We provided a free version of the tweaker with the same installation requirements to insure those who which to use the product will know what technical hurdles are required to get the tweaker working.
6) "ok, there is no shapeimage.cc there is a shapeimage.cpp." Depending on the engine you will find differant extensions .cc and .cpp Sorry for the confusion
Good Luck and happy Tweaking
07/31/2009 (6:41 am)
Hi Thomas, I would like to say sorry for your fustration. Several of these issues have be adressed in other blogs or resources and well I was not even aware of this forum until 10 minutes ago BUT here would be a good place to adress them1) In the current build the 'plastic' folder was unfortunetly named TGE or TGEA depending on the engine. So that means you need to take the version you need and rename it plastic
2) When I use "YOURGAMEPROJECT" I mean it in an abstract sense, if you used starter.fps that would replace YOURGAMEPROJECT, if you choose to rename the folder to superAwesomeCoolGame you would you use that. I hope this clears up the confusion
3)Don't sweat it
4/5) We provided a free version of the tweaker with the same installation requirements to insure those who which to use the product will know what technical hurdles are required to get the tweaker working.
6) "ok, there is no shapeimage.cc there is a shapeimage.cpp." Depending on the engine you will find differant extensions .cc and .cpp Sorry for the confusion
Good Luck and happy Tweaking
#8
07/31/2009 (7:29 am)
So, does Plastic Tweaker work with T3d?
#9
You sell a product, you need to support it.
07/31/2009 (7:36 am)
The GG guys already fixed my issue for you. There are posts in the forums from MARCH. Thats interesting that you didn't even know about it. How did you intend on supporting you product? Just rely on everyone to pay you $35, then read 30 blogs to figure out how to work it. Doesn't work that way buddy.You sell a product, you need to support it.
#10
07/31/2009 (9:42 am)
@ Steven, It will probably need a new set of dso to run. Once T3d is out of beta we will evaluate to see if it is a valid market for the tweaker
#11
07/31/2009 (9:51 am)
ok thanks, I'll wait till then.
#12
I apologize for the late replies all around. I think GG updated their website giving us this new forum with us somehow being un-aware. If am the one who deleted that email or didn't save it from the spam folder then I doubly apologize. Now that we know it exists we will be sure to monitor it and support our product here.
- Paul Dana
07/31/2009 (10:17 am)
Thomas,I apologize for the late replies all around. I think GG updated their website giving us this new forum with us somehow being un-aware. If am the one who deleted that email or didn't save it from the spam folder then I doubly apologize. Now that we know it exists we will be sure to monitor it and support our product here.
- Paul Dana
#13
This thread provides the answers to the TGEA script mods, but the Source mods are very confusing, in 1.8.2 the required function in console\fileSystemFunctions.cpp is already in place word for word, however i'm not at all sure where i should place the reloadstates functionality as the class required doesnt seem to exist as was mentioned earlier in this thread.
If theres a newer installation guide in the release package would you consider adding it to the demo package, and/or a simplified set of instructions here if you would be so kind :)
04/22/2010 (3:07 pm)
Is there any clearer instructions available yet? i downloaded the demo as i do with any product i consider purchasable. However even with the demo i downloaded in the last few days the instructions are confusing to say the least, i did check out the plastig games website but all i could find was a broken link to the beta? version?This thread provides the answers to the TGEA script mods, but the Source mods are very confusing, in 1.8.2 the required function in console\fileSystemFunctions.cpp is already in place word for word, however i'm not at all sure where i should place the reloadstates functionality as the class required doesnt seem to exist as was mentioned earlier in this thread.
If theres a newer installation guide in the release package would you consider adding it to the demo package, and/or a simplified set of instructions here if you would be so kind :)
#14
"comment out the old console method"... Huh? What old code? Show example please, some of us are not programmers and bought PT to edit our stats in game.
..." and add the following code"... Again addin the code lines before And after would be nice and readable ;)
05/05/2010 (1:47 am)
purchased step 4: on TGEA 1.8.2"comment out the old console method"... Huh? What old code? Show example please, some of us are not programmers and bought PT to edit our stats in game.
..." and add the following code"... Again addin the code lines before And after would be nice and readable ;)
#15
PLEASE post where this goes again?....
in ShapeBaseImageData.h i see:
DECLARE_CONOBJECT(ShapeBaseImageData);
and
struct ShapeBaseImageData: public GameBaseData {
please be specific where to put the code... as stated i see NO:
Class ShapeBaseImageData
in the file anywhere...
10/19/2010 (4:43 am)
Quote:5) We have to declare an interface to reload the states on the ShapeBaseImageData state machine. In game(T3D)/shapebase.h at the bottom of the ShapebaseImageData class addPLEASE post where this goes again?....
in ShapeBaseImageData.h i see:
DECLARE_CONOBJECT(ShapeBaseImageData);
and
struct ShapeBaseImageData: public GameBaseData {
please be specific where to put the code... as stated i see NO:
Class ShapeBaseImageData
in the file anywhere...
Torque Owner Thomas Salisbury
Three Forge Games