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LPBBear

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So pardon my noobishness. I'm just getting started here. I'm using the Linux editor. I have it installed and other than having to change the name of one file to get it running it seems to be working fine. The file name I had to change was "ibSDL2-2.0.so.0". It was causing an error message on startup of the editor.

I have done some mapping using an older version of Torque and a bit of basic scripting, very minimal. My first question involves audio support. I see in the editor in the audio section it mentions OpenAL. OpenAL was commonly used back in the day but it appears to no longer be supported in newer Linux distributions. The game I used to map for runs with current Linux versions but OpenAL audio is non functional. Does anyone have any feedback on audio in Torque with regards to newer Linux versions?

Also, if I actually get any thing working with this I'm hoping to use some of the earlier map assets I created with the earlier version of Torque. Those are .dif files and .ter files. Will those work in this newer version and or can they be updated somehow to work with this version of Torque?

Thank you for your patience. As I go along I'll probably have a lot more noob questions. Please bear with me. 🙂

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Hi and welcome to the forums.

Since im a gamedev and not an engine dev i cant say anything about the audio issue.

However i can tell you that .ter files are very simple and even if very old can be fixed trivially, they are just one channel bitmaps, id look into that that, incase it does not work for some reason.

I have no idea what .dif files are, the mission files are .mis, which are just plaintext declarations for objects and their properties.

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On 3/16/2024 at 11:43 PM, LPBBear said:

So pardon my noobishness. I'm just getting started here. I'm using the Linux editor. I have it installed and other than having to change the name of one file to get it running it seems to be working fine. The file name I had to change was "ibSDL2-2.0.so.0". It was causing an error message on startup of the editor.

I have done some mapping using an older version of Torque and a bit of basic scripting, very minimal. My first question involves audio support. I see in the editor in the audio section it mentions OpenAL. OpenAL was commonly used back in the day but it appears to no longer be supported in newer Linux distributions. The game I used to map for runs with current Linux versions but OpenAL audio is non functional. Does anyone have any feedback on audio in Torque with regards to newer Linux versions?

Also, if I actually get any thing working with this I'm hoping to use some of the earlier map assets I created with the earlier version of Torque. Those are .dif files and .ter files. Will those work in this newer version and or can they be updated somehow to work with this version of Torque?

Thank you for your patience. As I go along I'll probably have a lot more noob questions. Please bear with me. 🙂

linux hasnt removed support for openal? Apple has deprecated openal so that is going to be changed, we havent been able to do a proper full test of the engine on linux, i have a ubuntu 20.04 build and everything seems to work alright if you build it with vscode. We have just a simple level to test stuff on called outpost

 

 

Edited by marauder2k9
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  • 2 weeks later...

.dif files were the interior models used in the game and were created in Hammer as map files and converted to dif with map2dif.

OpenAL appears to be installed but the game I'm messing around with generates an error message regarding OpenAL and dsp. It will run but no sound. Newer versions of Linux are using Pipewire and Pulse and thus far I haven't found a solution to the sound issue. It used to work with no problem but something has changed or been deprecated since its no longer working in newer versions of Linux. aztec-3.thumb.jpg.3d740a853c17e2d09787541d5ece5aef.jpg

Pic is a few dif models used in the game I mentioned. Yes, they are called in the .mis file.

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  • 2 weeks later...

Now that you mention it i recal dif being something of that sort, however i can tell you that those might be not very editable unless you have the .map source for those.

I can assume its either some bsp derived format or just a custom model format, i know a bit about quake/hl technicalities but usually once its compiled its troublesome to decompile back to the original.

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