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keltwookie

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  1. Sir, Really sorry if I'm not sold to MS and if I don't want it more than necessary on my system, really sorry if I spent a year to choose a game engine to finally notice I chose the wrong one (as you said). Indeed, it's the first time I see such a software which need to compile something (except on Linux Oss and it become very rare) before properly using it... Really sorry if I'm not a coder, and really sorry too if I got a low internet connection and if I spent a entire week to downlad>test>download>test>download again, etc... , did read tons of documentations (which appears obsolete the most of the time), without having a viable result. ... Except the last suggestion from you talking about using CMake, and oh miracle, it works ! But honnestly, sir, I confirm: T3D is apparently for an elite group.and I'm thus not concerned anymore (I bet I'm not the only one). And sir, for your information, Unity is far from beeing the only alternative to T3D, even in the world of open source softwares.:) I wish sincerely good luck to T3D. Very Best Regards ~keltwookie *Dont look for me, I'm already out.*
  2. Of course I downloaded an 'Express' edition (still updating BTW), and you have to register anyway to obtain the product code to remove the '30 days' stuff.... About the 2013 release: 6,5 GB, no way to download it and the 'wdexpress_full.exe' is an internet install binary, About the community thing: same case as above: Internet install binary, furthermore, impossible to install it on Win7 32 bits (my current OS), it apparently need IE10 (MS everywhere :roll:) Will try, but honnestly, I'm very disapointed: Already 1 week I'm stucked with this, what a waste of time ! I've already said that I'm not a coder, I have the envy to learn of course, but what you suggested me is to dive deeply into the code. Well, here are my conclusions: More the time goes, more I hate Kro$oft and I swear Win7 will be the last version of Redmond's products I will use except (in the worst case) via a Virtual Machine with a Debian GNU/Linux hosting And sadly , and if I can't sort this out quickly I will definitively give up T3D ! Any way, and as for irei1as, many thanks for your time an patience.
  3. Maybe out of topic but here's what my friend think about this: Unusual to say that I'm totally agree with that point of view. T3D is under open source/MIT license since 2012, right? So why still using proprietary softwares, especially if there are open source and free alternatives?
  4. Sorry for really late reply Visual Studio 2012: After 2 days of downloading due to a low iInternet connection (update started 20mn ago and still running while I type this), I notice that you have to create an account on Microsoft to use it more than 30 days (no freeware version found). I'm really sorry, but no way ! Is there another solution? I 've heard a lot about an alternative: Code::Blocks, but T3D apparently don't support it. EDIT: Here's the compiling message errors I have with Code::Blocks: ...error: '_get_current_locale' was not declared in this scope| ...error: '_swprintf_l' was not declared in this scope| ...error: '_get_current_locale' was not declared in this scope| ...error: '_swprintf_l' was not declared in this scope| ||=== Build failed: 4 error(s), 0 warning(s) (0 minute(s), 0 second(s)) ===|
  5. Yes, agreed, one of my favorite tool and the 'Search' functions are great. I looked into this folders but no indications to compile the *.exe, I searched for other clues and a post said "Torque 3D ReadMe file is your friend" (RTFM style lol), and here's the said file: # Torque 3D MIT Licensed Open Source version of [Torque 3D](http://torque3d.org) from [GarageGames](http://www.garagegames.com) ## More Information * [Homepage](http://torque3d.org) * [Torque 3D wiki](http://wiki.torque3d.org) * [Community forum](http://forums.torque3d.org) * [GarageGames forum](http://www.garagegames.com/community/forums) * [GarageGames professional services](http://services.garagegames.com/) ## Pre-compiled Version In addition to GitHub we also have a couple of pre-packaged files for you to download if you would prefer to not compile the code yourself. They are available from the [downloads](http://wiki.torque3d.org/main:downloads) page on the wiki. ## Related repositories * [Torque 3D main repository](https://github.com/GarageGames/Torque3D) (you are here!) * [Project Manager repository](https://github.com/GarageGames/Torque3D-ProjectManager) * [Offline documentation repository](https://github.com/GarageGames/Torque3D-Documentation) # License Copyright (c) 2012 GarageGames, LLC Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Of course, what you suggested is I have to compile the binary myself, correct? If yes, I still don't know how to do this Another thing I don't understand is that I have to re-compile the thing after creating the project. In my mind, creating the project after having editing the files was enough...apparently not. Thanks for your time and patience :)
  6. @irei1as Sorry if I look like a perfect dumb but I tried your methods by several ways (also mixed with what I've learned into TorqueScript Reference Manual) and nothing works. Furthermore, I downloaded your game but I can't compare files as all is in *.dso format, and I can't find a way to read them. 1) I edited the sources with C++ code (first time in my life I do this) as indicated here: http://pastebin.com/buMu4cmM 2) What next exactly? I'm sorry but it's not clear for me. On part 5 it is witten: Create a "english.txt" in game/scripts and make its text: "txt_hello = Hello world txt_language = This is the english language txt_last = This is the last string You may want it to be UTF-8 without BOM... Does it means that I have to create the project first, and then create the needed files and edit them? Or doing this into the template files (empty/full) and creating the project after. I also checked other resources and they talk about a *.cs file (as rlranft did), not a *.txt one. And yes, I would want to set texts as UTF8 to support non-european languages like russian, chinese, etc... but what is 'BOM'? Another point is that no *.lso files appears anywhere, same thing about a LanguageMap.cs file, and If I understood correctly, these files would be created once the project be created after having edited the sources, correct? Sorry again but I'm not a coder and what could appear obvious for skilled persons appears totally nebulous for the beginner I am. EDIT: The purpose is obviously to set languages for my project but also to write a complete tutorial for Frenchies here
  7. Really sorry for late reply and many thanks to both of you, I began to discourage to find a solution, it has been more or less two weeks since I looked for a way to sort this out. I try this right now :) Thanks again
  8. Hello all First of all, thanks to all the community here to provide us such tool of creation under open source/MIT license,...and sincere apologies for my English (really not sure it is one of the bests). Having downloaded Torque 3D since a few months and played a bit with, I started to work on a game project with a friend few weeks ago. Of course, I develop it in English but I would set other languages (like French, German, Spanish, etc...) On several games I modded before (essentially Freelancer + X3TC), texts in scripts are replaced by ID numbers which I find usefull to set other languages. My question is: Is there a way (for dummies) or another to implement this into a T3D project? I tried this: How to make an internationalization support on Torque? But the problem is I don't know how loading a defined language. Thanks by advance
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