Info - Building your T3D Project for the first time.
by Charles Speer · in Torque 3D Professional · 02/01/2010 (11:03 am) · 5 replies
After some research, I have found that T3D is compatible with the March 09 version of DirectX:
http://www.microsoft.com/DOWNLOADS/details.aspx?familyid=24A541D6-0486-4453-8641-1EEE9E21B282&displaylang=en
If you were having compile errors such as:
Cannot find file dinput.h, d3dx.h, or anything directX related, downloading Mar09 will probably be the solution for you. As FYI, you can install DX9.0 SDK even if you have DX11 installed.
Now I have a question. After trying to build a starter project (completely unmodified) in Visual Studio Express 2008, I got an error that the compiler couldn't find "altbase.h". After doing a bunch of research on the web, I found two articles claiming that Visual Studio Express doesn't have the ALT files available, but Standard and Pro editions did have it. It clearly states that T3D is compatible with Express on the T3D Home Page Requirements.
I went ahead and bought VS2008 Standard and that indeed fixed the problem and that game now builds successfully. Has anyone found a way around this, or is buying Standard the only option?
http://www.microsoft.com/DOWNLOADS/details.aspx?familyid=24A541D6-0486-4453-8641-1EEE9E21B282&displaylang=en
If you were having compile errors such as:
Cannot find file dinput.h, d3dx.h, or anything directX related, downloading Mar09 will probably be the solution for you. As FYI, you can install DX9.0 SDK even if you have DX11 installed.
Now I have a question. After trying to build a starter project (completely unmodified) in Visual Studio Express 2008, I got an error that the compiler couldn't find "altbase.h". After doing a bunch of research on the web, I found two articles claiming that Visual Studio Express doesn't have the ALT files available, but Standard and Pro editions did have it. It clearly states that T3D is compatible with Express on the T3D Home Page Requirements.
I went ahead and bought VS2008 Standard and that indeed fixed the problem and that game now builds successfully. Has anyone found a way around this, or is buying Standard the only option?
#2
I did not think about looking at TGEA documentation for setup info. That was a great idea, thanks!
02/01/2010 (12:47 pm)
Thanks for replying adding the info Steve. I figured at one point I would run into problems with express, mainly because it was indeed free. I didn't mind paying for the Standard Edition, but I wanted to see if someone else ran into the problem and found a way around it. I figured it would be good to have that logged here in forums for anyone having this issue. I did not think about looking at TGEA documentation for setup info. That was a great idea, thanks!
#3
Yep, Express doesn't comes with ATL which (if I recall all this correctly) is required by the Internet Explorer plugin API and thus the corresponding web plugin--but not for the NP Plugin-based web plugins (Netscape, Firefox, Opera, and maybe others).
02/01/2010 (1:24 pm)
Yep, Express doesn't comes with ATL which (if I recall all this correctly) is required by the Internet Explorer plugin API and thus the corresponding web plugin--but not for the NP Plugin-based web plugins (Netscape, Firefox, Opera, and maybe others).
#4
04/27/2010 (2:54 am)
A key feature on the product page of T3D is web publishing. It would be super nice to have a VS Standard footnote for compiling the IE plugin to keep people from sifting the forum.
#5
screenr.com/yWH
04/27/2010 (5:05 am)
If you're still having any problems I find watching this video clears up most problems/questions with visual studioscreenr.com/yWH
Associate Steve Acaster
[YorkshireRifles.com]
There are a few things not included in Express (it's free, you'd expect this) such as you can't compile the IE web plugin and have to unload it from the project.
You seem to know what you're doing but I'll just reiterate for those who don't (which was me once upon a time) that getting all the correct software prior to installing is required and then setting it up - idiot proof info hasn't (at this time) been ported to the T3D docs but can be found in older engine docs.