Newbie TSE compile problems
by c-level · in Torque Game Engine Advanced · 06/14/2004 (4:57 pm) · 33 replies
Been working with TGE for about a year now, but I'm more comfortable with the scripting side and still rough with the source. But I want to take a look at TSE.
I followed the directions for downloading and compiling TSE with Vis C++ 6.0 (including downloading drivers), but I get 55 errors. I tried compiling with two different computers (one has a nVidia FX 5600). Do these errors cry out as an obvious problem to anyone? I believe it's ok to compile TSE without integrating it into TGE, right?
Any advise is appreciated. I know I'm posting a lot of errors below. I'm not posting ones that are somewhat redundant since this may be an obvious problem to an advanced coder.
Thanks
I followed the directions for downloading and compiling TSE with Vis C++ 6.0 (including downloading drivers), but I get 55 errors. I tried compiling with two different computers (one has a nVidia FX 5600). Do these errors cry out as an obvious problem to anyone? I believe it's ok to compile TSE without integrating it into TGE, right?
Any advise is appreciated. I know I'm posting a lot of errors below. I'm not posting ones that are somewhat redundant since this may be an obvious problem to an advanced coder.
Thanks
Compiling...
DXDiagNVUtil.cpp
C:\tse\tse\engine\gfx\D3D\DxDiagNVUtil.h(72) : fatal error C1083: Cannot open include file: 'dxdiag.h': No such file or directory
winDInputDevice.cpp
../engine\platformWin32/winDInputDevice.h(27) : error C2146: syntax error : missing ';' before identifier 'smDInputInterface'
../engine\platformWin32/winDInputDevice.h(27) : error C2501: 'smDInputInterface' : missing storage-class or type specifiers
../engine\platformWin32/winDInputDevice.h(50) : error C2146: syntax error : missing ';' before identifier 'mDevice'
../engine\platformWin32/winDInputDevice.h(50) : error C2501: 'LPDIRECTINPUTDEVICE8' : missing storage-class or type specifiers
../engine\platformWin32/winDInputDevice.h(50) : error C2501: 'mDevice' : missing storage-class or type specifiers
C:\tse\tse\engine\platformWin32\winDInputDevice.cpp(16) : error C2039: 'smDInputInterface' : is not a member of 'DInputDevice'
../engine\platformWin32/winDInputDevice.h(24) : see declaration of 'DInputDevice'
C:\tse\tse\engine\platformWin32\winDInputDevice.cpp(16) : error C2146: syntax error : missing ';' before identifier 'smDInputInterface'
C:\tse\tse\engine\platformWin32\winDInputDevice.cpp(16) : error C2501: 'LPDIRECTINPUT8' : missing storage-class or type specifiers
C:\tse\tse\engine\platformWin32\winDInputDevice.cpp(16) : fatal error C1004: unexpected end of file found
winDirectInput.cpp
../engine\platformWin32/winDInputDevice.h(27) : error C2146: syntax error : missing ';' before identifier 'smDInputInterface'
C:\tse\tse\engine\platformWin32\winDirectInput.cpp(28) : error C2065: 'mDInputInterface' : undeclared identifier
C:\tse\tse\engine\platformWin32\winDirectInput.cpp(56) : error C2065: 'IID_IDirectInput8' : undeclared identifier
C:\tse\tse\engine\platformWin32\winDirectInput.cpp(198) : error C2065: 'smDInputInterface' : undeclared identifier
C:\tse\tse\engine\platformWin32\winDirectInput.cpp(199) : error C2227: left of '->EnumDevices' must point to class/struct/union
C:\tse\tse\engine\platformWin32\winDirectInput.cpp(199) : error C2065: 'DI8DEVTYPE_KEYBOARD' : undeclared identifier
winInput.cpp
../engine\platformWin32/winDInputDevice.h(27) : error C2146: syntax error : missing ';' before identifier 'smDInputInterface'
../engine\platformWin32/winDInputDevice.h(27) : error C2501: 'smDInputInterface' : missing storage-class or type specifiers
../engine\platformWin32/winDirectInput.h(31) : error C2146: syntax error : missing ';' before identifier 'mDInputInterface'
../engine\platformWin32/winDirectInput.h(31) : error C2501: 'LPDIRECTINPUT8' : missing storage-class or type specifiers
../engine\platformWin32/winDirectInput.h(31) : error C2501: 'mDInputInterface' : missing storage-class or type specifiers
winWindow.cpp
../engine\platformWin32/winDInputDevice.h(27) : error C2146: syntax error : missing ';' before identifier 'smDInputInterface'
../engine\platformWin32/winDInputDevice.h(27) : error C2501: 'smDInputInterface' : missing
../engine\platformWin32/winDirectInput.h(31) : error C2146: syntax error : missing ';' before identifier 'mDInputInterface'
Error executing cl.exe.
TSE.exe - 55 error(s), 0 warning(s)About the author
#22
Error 1 fatal error RC1015: cannot open include file 'mfc/afxres.h'. d:\Torque\SDK\vc7\TorqueDemo.rc 10
Looks like step 8, it must be
09/17/2005 (10:31 pm)
Now it says this,Error 1 fatal error RC1015: cannot open include file 'mfc/afxres.h'. d:\Torque\SDK\vc7\TorqueDemo.rc 10
Looks like step 8, it must be
#24
09/18/2005 (1:24 am)
Goto to the examples folder and double click TSE.exe of tse_debug.exe ;)
#25
I followed the entire tutorial, what can I do now
09/18/2005 (4:51 am)
I cannot find TSE.exe, although I ran torque_debug and I still cant get TSE to workI followed the entire tutorial, what can I do now
#26
09/18/2005 (3:33 pm)
On your log it should list the files created. the TSE normal should be in the same folder as the debug version.
#27
Is this after I compile Torque Demo.rc, I cant find it at all, which compiler did you use?
09/18/2005 (11:15 pm)
Where is the log?Is this after I compile Torque Demo.rc, I cant find it at all, which compiler did you use?
#28
compiler. I.E. It should say that the exe's where created and at the end how many errors and such.
Let me know if you still need help.
09/22/2005 (3:49 am)
I have VC6 .. it's old and needs to be updated. The compile log is output to the console of your compiler. I.E. It should say that the exe's where created and at the end how many errors and such.
Let me know if you still need help.
#29
09/23/2005 (12:27 am)
I have compiled TSE succesfully. It only produced the TSE_DEBUG.exe, which is the demo. How do I use the actual SDK?
#30
When I am in the world editor of TSE the terrain jumps up and down all the time
Is there a book on the TSE
09/27/2005 (11:43 pm)
Help,When I am in the world editor of TSE the terrain jumps up and down all the time
Is there a book on the TSE
#31
only generated the debug as well. So maybe somone else could chime in.
The TSE documents are here www.garagegames.com/docs/tse/general/
Remember to start a new thread when you have a different question.
09/28/2005 (10:18 am)
Hi.. TSE_Debug is the full SDK just with more logging. I did notice that my last compile only generated the debug as well. So maybe somone else could chime in.
The TSE documents are here www.garagegames.com/docs/tse/general/
Remember to start a new thread when you have a different question.
#32
The differences are that the debug executable contains debug symbols. These are hooks that the VC++ debugger can use to step through the program and present the lines of code as they correspond to the source code files in the sdk. The release executable does not contain these symbols and so while it is still possible to debug through a release executable, you will only see disassembled assembly language statements and these will not make much sense.
Generally release executables are used when the program you are making a distributable game. Debug executables tend to run slower than release executables because of the extra symbol information and so are only really used during development of a game.
hope that helps
09/28/2005 (2:22 pm)
It's all in how you compile. In VC++ both 6.0 and 7.1 etc. etc. you can select to compile in debug or release mode or both. Debug mode creates the TSE_debug.exe that you are seeing, while release simply creates a TSE.exe file.The differences are that the debug executable contains debug symbols. These are hooks that the VC++ debugger can use to step through the program and present the lines of code as they correspond to the source code files in the sdk. The release executable does not contain these symbols and so while it is still possible to debug through a release executable, you will only see disassembled assembly language statements and these will not make much sense.
Generally release executables are used when the program you are making a distributable game. Debug executables tend to run slower than release executables because of the extra symbol information and so are only really used during development of a game.
hope that helps
#33
10/22/2005 (4:11 pm)
Yes, my debug build runs TSE with 10 fps,... while my normal build does this at vsync (75 fps for me). I wouldnt recommend debug build unless you are changing the engine's sourcecode and are having problems with it. If you're just going for the scripting part... just build it in Release.
Torque Owner Louden
torquedemo.rc keeps conplaining that it cannot find it. Big Fatal Error
Ill try to sort it out