questions on dated instructions and choices

There are no stupid questions, just stupid answers.
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Goof
Posts: 3
Joined: Wed Jan 30, 2019 9:53 pm
by Goof » Wed Jan 30, 2019 10:20 pm
So many question, but first I have some coding experience (C 20+ years ago, now days only use perl/bash, history with other langs but all dated)

In the docs, I see reference to running installed torque gui, what I downloaded wasn't an installer but a zip that I extracted. I wasn't really seeing any obvious exe's and didn't see a reference to it.(downloaded the zip from github) Also talk/reference that one may not even have to edit the actual code and recompile.... (but I'm pretty sure for what I want, I will need to)

1. But looking at docs, what I found seams to be quite dated, referencing Visual studios 2008/2010, older version of Torque 3d, etc. What are the most current docs for someone that doesn't know how to use cmake or visual studio's?

2. What would be the easiest path forward, cmake or ms visual studio? I have cmake installed (also editors) haven't checked out MS VS, (what version, as I see folders for 2008/2010 in the download, and reference that current doesn't compile under 2017 and was planning on 2015...)

Thanks in advance!
Azaezel
Posts: 444
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Thu Jan 31, 2019 2:06 am
Sounds like you've been reading docs revolving around the old project manager.
At time of writing, stuffs based around cmake/cmakegui:
http://wiki.torque3d.org/coder:compiling-in-windows
http://wiki.torque3d.org/coder:compiling-in-linux
http://wiki.torque3d.org/coder:compiling-in-macos
Eventually we'd like to shift towards keeping that as a backend and a nice shiny custom frontend, but for now, hope that serves.
Bloodknight
Posts: 226
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Thu Jan 31, 2019 2:11 am
Could you link to the documentation you are using? I suspect it's the GG site and effectively for versions of torque 3.5 and below, but also much documentation is out of date.

for compiling start here http://wiki.torque3d.org/coder:compiling-in-windows

in general, use the www.torque3d.org links, if you find something woefully out of date let us know, it can be removed or repaired.

the master branch (3.10.1) https://github.com/GarageGames/Torque3D/tree/master afaik has been updated to include an older VS2017 problem so that should now work, that branch itself is dated, and on the whole, the development branch https://github.com/GarageGames/Torque3D ... evelopment is stable and far superior in terms of features.

VS2017 as a minimum is required because of support for C++11+ features, I don't honestly know which GCC is needed, but Ubuntu 16.x and up have the correct versions.
Goof
Posts: 3
Joined: Wed Jan 30, 2019 9:53 pm
by Goof » Fri Feb 01, 2019 5:37 pm
Thanks guys!

One thing I would add to the docs, with installing DX SDK is from this link. I expect everyone to experience this as everyone unless it's a clean system with no VC++ 2010 and unpatched. https://support.microsoft.com/en-us/hel ... -june-2010 The reliant parts being running the following to remove vc++ 2010 x86 64 before

Code: Select all

MsiExec.exe /passive /X{F0C3E5D1-1ADE-321E-8167-68EF0DE699A5} MsiExec.exe /passive /X{1D8E6291-B0D5-35EC-8441-6616F567A0F7}

I was under the impression that with visual studio one didn't need cmake (I also thought cmake was a compiler...)

So, I should use visual studio 2017?
Goof
Posts: 3
Joined: Wed Jan 30, 2019 9:53 pm
by Goof » Fri Feb 01, 2019 6:20 pm
Oh and some of the docs (what I thought was the best docs was on garage games, such as http://docs.garagegames.com/torque-3d/o ... rview.html) but lots of them.
Azaezel
Posts: 444
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Sat Feb 02, 2019 1:38 am
for what it's worth, the dx sdk requirements should be dying real real soon
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