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Need a little help compiling...

by Jack Stone · in Torque Game Engine Advanced · 06/17/2005 (2:59 pm) · 26 replies

Ok, I have this nearly figured out. Im using the instructions here:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5957
to try to compile the engine.
I couldnt find the "Platform core SDK" I just kept getting directed to a page about windows server 2003 SDK, which im assuming is the wrong one.
Also, when I downloaded the directX SDK, (December 2004 version) It said it was an "invalid win32 program" when I tried to run it. I dont know if thats because its a corrupt download or if it needs to be set up somehow, but I cant get it to install.

So the stage im at now is:
I downloaded win CVS, and the latest HEAD release of TSE no problem.
I got the Visual C++ express edition 2005 and thats running fine.

I followed the instruction in that resource, but I couldnt include the SDK files because I couldnt find the platform SDK to download it.
I also couldnt find the Torque Demo complete that step.

It seems to work though, it compiled, and gave me this at the end of it:

Build log was saved at "file://c:\tse\engine\out.VC7.DEBUG\BuildLog.htm"
Torque Shader Engine - 35 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 4 up-to-date, 6 skipped ==========

This was my second or third time building it, so I guess its skipping the successful ones.
The TSE directory on my hard drive looks complete, its got all its folders and files, but I cant see any executables to run the demo, and the tools, (converters) are still c++ headers, they dont look compiled at all.

Im now downloading a new directX SDK, february 2005, so im hoping that will work.
Any ideas how to get the engine fully compiled? I know im nearly there...
Thanks
JS

Edit: Ok I downloaded and installed the Feb 2005 DirectX SDK, but im still getting the same errors in the compiler:

------ Build started: Project: Torque Shader Engine, Configuration: Debug Win32 ------
Compiling...
atlasTQTFileD3D.cpp
c:\tse\engine\atlas\atlastqtfiled3d.cpp(8) : fatal error C1083: Cannot open include file: 'd3d9.h': No such file or directory
winWindow.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winTime.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winThread.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winStrings.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winSemaphore.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winRedbook.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winProcessControl.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winOpenAL.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winNet.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winMutex.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winMemory.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winInput.cpp
c:\tse\engine\platformwin32\platformwin32.h(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winFont.cpp
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#21
07/02/2005 (6:56 pm)
I just tried include windows\system 32 and windows\system 32\cmd.exe and It made no difference at all...
Is it possible the beta 2 doesnt/cant work with torque? Is it just beta 1?
#22
07/03/2005 (3:29 am)
Jack

Beta 2 works fine with Torque. I have it installed and so will compile now and see what I get. I use VS2003 as standard but, have an MSDN license and so get all the beta stuff sent down the pipe.

The only changes to my standard install were to remove reference to old DX and link to the June release, then add a link to the platform sdk include and lib paths.

Compiled first time.

I'm sending you a word document with images of my directory settings. The first 3 lines of each setting are the important ones. You shouldn't need to add a link to the platform sdk as this is included in beta 2. Those settings are put in from force of habit.
#23
07/03/2005 (1:24 pm)
Thank you, that would really help. I think it might be the way im including the files, I could easily have done it wrong. I'd be interested to see what you got, since ive been doing exactly what the tutorials say.
JS
#24
07/14/2005 (5:12 pm)
Ok, just as an FYI, I *FINALLY* got this to compile. I ended up actually buying Visual C++ 2003, which was an expense I hadnt planned for, but I guess it will pay for itself eventually.
Im really looking forward to messing with this thing though, it looks amazing. I just realised I had the resolution set to 800 X 600 in the demos, at 1600 X1200 it is just top quality.
Thanks for all the help :)
JS
#25
07/15/2005 (8:16 am)
:o) Good to hear Jack and I guess you now get to start some solid development.
#26
03/05/2008 (2:25 pm)
3 years later we have Microsoft Visual Express 2008, and yep.. I have this same error.

Project : error PRJ0003 : Error spawning 'cmd.exe'.

I have TGE 1.5.2 and TGEA 1.0.3
I am thinking the Install tutorial is basically right on the money because many are not receiving this error message, while few others like myself are still not able to compile the engine.

Update: April 09 2008

Thought to revisit this post.
For me, the fix was removing VC++ Express. downloaded VC++ 2008 version again.
Followed the directions to the letter and was able to get TGE to compile fine.

The same configuration used for TGE also worked for compiling TGEA for me as well.
Though now TGEA 1.7 has arrived and included is the documentation for compiling.
The documentation included with TGEA 1.7.0 is hands down the best collection of
accurate information I have seen and I'm very glad the team at GG had gathered it
all up and made all the necessary corrections for our reading pleasure.

Now if only GG would release accurate step by step directions for embedding Python into TGEA ...
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