Game Development Community

What in the world?

by Chris Byars · in Torque Game Engine · 06/29/2005 (12:38 pm) · 9 replies

God that really makes me angry. I posted an enormous post, and accidentally hit "Back" on my nice side buttons of my mouse, and lost it all. Anyway. I guess I can try to type it all back up again...

I have had absolutely no trouble compiling TGE until I began to use Visual C++ 6.0.

I am using VC++ 6.0 because it is presumably better, and Eclipse refuses to compile my SDK that had been used for months, unchanged. Back on May 30th was my last compile, which included the Lighting Pack 1.3.0, the Horizontal Compass, and the Radar. If I use that build, I have absolutely no problems in the game. Everything works like a dream.

So when I go to compile with VC++ 6.0, with a stock TGE (well, stock, but the Lighting Pack 1.3.5's version; I have tried with the LP 1.3.0, and with a stock 1.3 TGE, to no avail), I add both the GuiRadarCtrl and the horizCompassCtrl to my project in VC++ 6.0, it says they compiled, it seems as though they compiled in the GUI Editor. As I can load up my game, hit F10, and see the GuiRadarCtrl and HorizCompassCtrl listed as GUI Controls, along with my PlayGui that was already configured to include the radar and compass, but they persist to not show up. I have compiled ages ago in Eclipse and had no trouble with anything, if I use that old May 30th build things work perfectly, but I wish to add new things and use VC++ 6.0, as Eclipse doesn't compile for me anymore.

I cannot find any reason whatsoever that something would compile, appear in the GUI Editor, yet not do its thing in-game. I have added both of these .cc and .h files to the project in VC++ 6.0 correctly in the Torque Demo Files Source Files subdirectories, and saved my project. When I do a Rebuild All, the GuiRadarCtrl and HorizCompassCtrl are in the list of those C++ files being compiled. SynapseGaming.exe compiles successfully with 0 Errors, 2 Warnings, both of the warnings common and harmless and in some path interior C++ files. Yet if I stick the synapseGaming.exe build into my project folder (alongside my original .exes that function perfectly and were compiled months ago) and load up my game, the Horizontal Compass refuses to show up, and the GuiRadarCtrl's main radar_base bitmap appears, yet no blips/dots appear when they should. For some very strange reason, VC++ 6.0 is compiling the additional files, yet they are not working right. No console errors, nothing. Just.. nothing at all.

I suppose a screenshot may help to clarify the visuals. This shot was taken using Alt+C to view my player from another angle, thus, the dot should show up saying there is a player in the vicinity, as it does on the May 30th build, alas, it is not present.

[image]

In the GUI Editor:

[image]

You can see the strange situation here. Now if you take a look below, there is how it should look. That is using the build from May 30th. You know, even if I use the same SDK that was used to make that build in Eclipse, it doesn't show up in-game when I compile it with VC++ 6.0.

[image]
I am out of ideas, thoroughly frustrated (I have attempted to compile about twenty times using the same build I used May 30th, a stock 1.3 with the two controls added, a stock Lighting Pack 1.3.0 with the two controls added, and a stock Lighting Pack 1.3.5 with the two controls added. No worky.), and am really confused. Just doesn't seem to want to work for me. Oh, and if you'd like the radar and compass files I used, to attempt with your project, here you go. The GuiRadarCtrl files go in engine/gui & the horizCompassCtrl files go in engine/game/fps.

#1
06/29/2005 (1:01 pm)
Try copying over the glu2d3d.dll and opengl2d3d.dll and see if that helps any..
#2
06/29/2005 (1:15 pm)
Hi guys,

Just to clarify; the same source tree works when built with TBE, but not VC6? TBE and VC6 use different project files, it sounds like some of the resource specific source files were added to the TGE make files (used by TBE), but not added to the VC6 project files.

-John
#3
06/29/2005 (2:07 pm)
@Tom: I've tried it with multiple projects, and as I said, an .exe that is made correctly functions right. Just not the one I'm compiling in VC6.

@John: That's what it seems like. But when you right click on the subdirectory in the Torque Demo Files and click Add Files to Folder.. and add the .cc and .h files where they should go, respectively, isn't adding those files to the project what that does?

[image]

It looks like they've been added. Unless am I supposed to add the target in targets.torque.mk like we used to do for TBE? Or if I'm missing something else..
#4
06/29/2005 (2:25 pm)
It seems my latter idea was correct. I had to add the file names/paths to the appropriate location in targets.torque.mk. Everything works like it should. :)
#5
10/30/2005 (2:25 am)
Please help, im new to the programming side of this.
how do i add files to Eclipse?
im working on bots and dont know how to add files to the build in eclipse.
I thought that i could just add the files to the file structure, ie coping the files to the .fps/server/scripts area then refreshing Eclipse...
as the picture above, the files are in the list, but the recompile isn't working for me.

thanks in advance for any assistance.
~Alaric
#6
10/30/2005 (2:53 am)
Well crappy, im guessin thats why alot of my attempts to implement code i've found have not worked...
i found targets.torque.mk in the /engine folder, when opening with notepad, i see that all the files are listed...

...i take it that if i want the compiler (eclipse) or Visual C++ 6.0 to include the additional bot files, they need to be listed here as well...

please let me know if im correct, as i could not find anything about this step in my search-foo.
#7
10/30/2005 (5:58 am)
Yes, they need to be added to targets.torque.mk like the others are, in the appropriate spots.
#8
10/30/2005 (9:54 am)
@Alaric: Please stop posting your question multiple times. Once is more than enough!
#9
10/30/2005 (12:13 pm)
And this was very random, should have started a new thread instead of posting in this one..