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Johxz

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Posts posted by Johxz

  1. Hi! ;)


    No sure where to put this... but here I go...


    I know some people in the past always asked about Game Mechanics Kit (GMK) although it is not updated, I think is the first WORKING and compiled release shared to the public :lol: and important without high priority bugs....this means you can work with this.


    If someone want to play and test this product, here is the link!


    You can download the executable from here: https://github.com/John3/T3D_GMK_BULLET/releases


    And the code is in here: https://github.com/John3/T3D_GMK_BULLET


    I documented some issues: https://github.com/John3/T3D_GMK_BULLET/issues BTW It is not from the code merge.... I think is from the product itself.


    As you can see from the release note, this are the versions used:


    - Torque3D v2.0

    - Game Mechanics Kit (GMK) v1.2.13

    - Bullet Physics v2.78 release 2383


    Information about GMK: http://www.logicking.com/index.php?page=gameMechanicsKit

    Some videos about GMK: https://www.youtube.com/user/logickingcom/videos


    As a note aside I manage to merge and compile GMK and GuideBot but have some important bugs from the TS side that I need to manage. (I think GuideBot is unfinished)


    Regards,

    J

  2. I have no idea who moderates or works the forums, but it might be useful if common internet methodology is used and threads like this that have an actual solution posted could be locked off and a [solved] tag prepended to the title.

     

    You are right, this should be posted in here Torque 3D website feedback

     

    I know we have a small community here, but i still think there's a larger quieter community who use the engine

     

    Very true! :lol: I think the mostly are programmers... :mrgreen:

  3. I'm not familiar with that error.... What options are you using in CMake?? is a clean template right?


    From CMake try deleting your cache, from file menu, then select SDL again. I can compile release or debug and selecting all options from cmake without issue.


    And from VS2015 do the same, clean your cache/project. Maybe something from the past compile is still there.


    http://i.imgur.com/bezWyZs.png


    Yeah I notice the "normal console key".

  4. my generic complaint many of these video types is that 'shortcutting' cause confusion, eg not actually building the project (you can always edit out the time it trakes to compile and copy files), usually not an issue if the video is voiced as sometimes its explained that shortcuts are taken.

     

    hmmmm here reading again what told @Bloodknight keep me thinking... there is a correct way to compile the new Torque3D v3.9??

  5. Hi!


    From good rlranft... here you have the documentation, and familiarize yourself with the engine....read the GUI Tutorial and the Scripting Tutorial,

    http://www.roostertailgames.com/TorqueRef/index.html


    See this "SimXMLDocument Class Reference"

    http://docs.garagegames.com/torque-3d/reference/classSimXMLDocument.html


    You can download the references from here: Torque 3D - Script Manual.chm


    Some examples:

    function write(%client)  
    {  
    %file = new FileObject();  
    %file.openforWrite("modpath/folder/filename.cs");  
    %file.writeLine("any text you want to write here");  
    %file.close();  
    %file.delete();  
    }

     

    function readXmlExample(%filename)  
    {  
       %xml = new SimXMLDocument() {};  
       %xml.loadFile(%filename);  
     
       %xml.pushChildElement("DataTables");  
       %xml.pushFirstChildElement("table");  
       while(true)  
       {  
          echo("TABLE:" SPC %xml.attribute("tableName"));  
          %xml.pushFirstChildElement("rec");  
          while (true)  
          {  
             %id = %xml.attribute("id");  
             %desc = %xml.getData();  
             echo("  Shape" SPC %id SPC %desc);  
             if (!%xml.nextSiblingElement("rec")) break;  
          }  
          %xml.popElement();  
          if (!%xml.nextSiblingElement("table")) break;  
       }  
    }

    source: http://www.garagegames.com/community/forums/viewthread/100483/1#comment-686373


    And download the attached old resource "Script_Editor".

    Script_Editor_1.1b2.rar

  6. -- More small confusion may be caused by you using two different projects in the videos, full and newfull

     

    Ah come on! I did in less of 10min that video, I can't wait to finish compile! :lol: I was trying to help someone quickly :roll:


    But I don't think that anyone need to compile Torque3D.... I mean what for? we have binaries right now, stables and from dev updated :D unless someone need to change something in the code...

     

    please take comments as helpful tips rather than nitpicking

     

    Don't worry... BTW thank for the comment ;)

  7. Tutorial: How to compile the new version of Torque3D v3.9


    - 1) How to compile the new version of Torque3D Game Engine v3.9



    - 2) OpenGL and DirecX 11 - How to compile Torque3D Game Engine v3.9



    - 3) Bullet Physics - How to compile Torque3D Game Engine v3.9



    To compile you need:

    - https://cmake.org/ (Min version 2.8.12 / Max version 3.6.2)

    - https://www.visualstudio.com/downloads/download-visual-studio-vs - Visual Studio 2015

    - https://www.microsoft.com/en-us/download/details.aspx?id=6812 - DirectX Software Development Kit - DXSDK_Jun10.exe (572 MB)


    To play you need:

    - https://www.microsoft.com/en-us/download/details.aspx?id=8109 - DirectX End-User Runtimes (June 2010) - directx_Jun2010_redist.exe (95.6 MB) *


    * You don't need this if you are using OpenGL or DirectX 11


    Official repo: https://github.com/GarageGames/Torque3D

    Two main branches:

    - master with stable releases.

    - development with last update of features. Very stable some bugs.


    Don't want to compile... want just start playing around???


    You can download the latest binary from here:

    - http://forums.torque3d.org/viewtopic.php?f=2&t=665 (Compiled by me, latest dev version)

    - https://github.com/GarageGames/Torque3D/releases


    Tested with the last commits on Jul 9, 2016 - 03a3d7

  8. Is very odd if you have conflicts packages, unless you have installed some package outside of the distro repository.


    Please shared a screenshot of your console/terminal, I think something is missing in that log.


    Not sure but try this:

     

    [code2=bash]apt-get clean

    apt-get update

    apt-get -f YOUR_PACKAGE[/code2]

     

    Please show me what libXXX packages have you installed, to know if the Linux already have that package installed but with other version.

  9. @deathbravo yea you can use Debian or Debian base family. I recommend to use Debian BTW and use the unstable or testing repo it has moderns apps for a Desktop PC, updated but unstable, if I'm not wrong, Ubuntu is based on Debian unstable repo.


    I'm not forcing to use any distro, but as recommendation don't use Ubuntu or Ubuntu family :lol: and a professional recommendation, if you want at some point work in Linux, stay away of Ubuntu, if you used, you will learn Ubuntu not Linux, and that is the problem.


    If someone not technical will use a Linux OS, yea you can recommend to him Ubuntu, PCLinuxOS *1, Mageia , Linux Mint amount others because they will never dig in the OS, they only will use the GUI. This kind of distros hide a lot of stuff, so at GUI level is pretty good and this is the main goal/"philosophy", but behind is a mess of files and dependencies... (may be this is not true for all desktop user friendly distros)


    BTW I forgot to mention, you need multilib or multiarch? I was assuming you need multilib but may be I'm wrong.


    Please see this for the differences:

    http://wookware.org/talks/multiarch-ELC2012.pdf

    https://wiki.debian.org/Multiarch/HOWTO#What_is_this_Multiarch.3F


    Just to be sure if you not already see it: http://wiki.torque3d.org/coder:compiling-in-linux


    *1: http://pclinuxoshelp.com/index.php/PCLinuxOS - Philosophy of PCLinuxOS


    NOTE: If you want to keep talking about this kind of subject, we can do it in the forum/general ;)

  10. Then, can u recommend a distro for developing. I need to setup a  linux vm to do some web things and try to do some torque things when I get a new job.

     

    Yes of course. Everything is summed, what you want to do? and what is your skill level? the truth is, almost everything you can do in any distro, but we fall into the question again, what is your skill level? So, why I asked "what you want to do?" if I can do in any distro, because some distros have "ready" or "plug and play" some stuff.


    Another truth is, any distros has his philosophy *1, and you need to know it, this is very important this affect how you use it or how you manage the system, you need to adapt yourself to your linux system, not the other way, unless you make a distro or have a high linux skill level of course...


    Apologizes for the brief longer explanation :D


    So, let me try to recommended a good distro for what you need...


    For everything you said, I can recommend the following distros...


    Skill level easy

    - Fedora


    Skill level intermediate

    - Arch Linux


    Skill level high

    - Slackware


    I'm using the following criteria for choosing that distros: for learning linux, development, linux philosophy, gaming, web services, the skill you learn can apply to a job, for desktop use, for home server use, stability and other criteria related to updated/outdated apps but need more explaining and I have sleep! . :lol:


    Returning to your main question, I used a lot Slackware, Arch Linux (and others distros like gentoo, etc) and the method to install a multilib environment was very easy, without exaggeration one or two commands.


    See this:

    Arch Linux

    https://wiki.archlinux.org/index.php/Multilib


    Slackware Linux

    http://www.slackware.com/~alien/multilib/


    As you can see is easy, 2 steps, ripped all the explanations, of course you need to know what are you doing.


    If you have any doubt please comment it....


    *1 Read about Slackware philosophy for understand what I mean: http://docs.slackware.com/slackware:philosophy - https://en.wikipedia.org/wiki/Slackware#Design_philosophy


    regards

    J

  11. boys boys! take it easy.... :lol: :lol:


    aaahhh the family :o so much love :lol: :lol:


    errr I mean community :lol:


    Gameplay + Graphics! :mrgreen: :mrgreen: :mrgreen:



    I mean look it that! who dont love mario or metroid! :D :D :D

  12. I don't use ubuntu, I don't like it. Is a very special distro :lol: and frequently the problem only apply to ubuntu distros....


    Ok, as recomendation never install multiarch/multilib on a system. Try always to use 64bit version of the app. If you don't know, you may hurt the system, it don't destroy itself hahaha


    Basically multilib/multiarch what do is, have two folders "lib" and "lib64". Apps 32b use lib folder Apps 64b use lib64.


    Ok First, try to clean you system and remove the multiarch you installed. I try to compile the app with x64. I think you may need to post your question on a ubuntu forum, because that steps are very strange to me.


    or if you share more info I can try to help you.

  13. I have seen a notepad++ one in the past, cant find it now, i also seem to think it wasnt quite right.


    So to all you atom/sublime/notepad/VScode users out there, would you consider making a highlighter plugin for torque, we can always make minor changes if the extension changes.

     

    You can download from here:

     

    To configure the plugin:

    • open Notepad++

    • in the View menu, click Language, then "Define your language..."

    • Click Import and select the file you downloaded

    • restart Notepad++

    • in the Language menu, you should now see a language called Torquescript at the bottom. Select it, and you're ready to go.

     

    vim seriously, apart from superiority complex, antique and bristly microsoft haters pretty much nobody really uses vim. :p

    Ahm not completely true hahaha :lol: maybe for game development you are right I don't know in this field.... but vi, vim, emacs, and other obscure editors are used everyday, for different uses, not only to program... Especially the 3 which I named :D but you're right....

     

    The potential saving grace here is that the two leading windows contenders are now open source, it would do the community better if one was picked and modernised, and possibly made cross platform.

    we're on it ;) of course!!!

     

    This conversation has gotten wholly sidetracked, probably all my fault

    Don't worry... some went through this too :D

     

    'one editor to rule them all' system like atom or VS code or sublime etc only have issues of highlighting which i dont really see an alternative to extension change as a solution.

    This are good alternatives, even notepad++ with his plugins, but this are text editors, you need to tweak to do stuff more like IDE. I remember doing something like this in sublime to compile my project and stuff..


    Ok but an IDE or a TEXT EDITOR are two different thing...

  14. it is also mostly assumed that people tinkering with development branches are in fact devs and can create their own executable.

    Not necessary, maybe need to use the last feature, without walk all the way to compile. Even better because we have more people testing the development branch.

     

    The only easily available executable(s) should be the latest tagged release versions or at most release candidate versions for testing.

    Maybe you right, but what if someone found a bug from a RC/release, how can we minimize what commits broke a functionality? You can say I was using XXX commit and now don't work in this XXX commit. So, between they have maybe 15 commits? easily for hunt bugs.

     

    needs to be covered by some form of disclaimer in my opinion.

    Done.

     

    we try to keep it pretty stable and not break stuff if at all possible, so having a fairly up to date development binary should be MOSTLY safe

    This is so true I was always using development branch from the beginning I start learning T3D, of course I found some bugs here and there then I report it.

     

    the only thing i would recommend is to enable OpenGL and DirectX 11 with the cmake build
    .

    Done for the last commit and future commits.

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