Errors compiling TSE 4_1
by mb · in Torque Game Engine Advanced · 11/11/2006 (2:16 am) · 15 replies
I've set up everything libs/includes etc... for vc++ 2005 express. When I try to compile I get many errors and I need help fixing them. Sorry its so long, but I dont know how else its gonna be fixed.
dtsSDK FIXED
FIXED: added a simple int i = 0; before the for loop in dtsshape.cpp(592)
dtsSDK FIXED
------ Build started: Project: dtsSDK, Configuration: Debug Win32 ------
Compiling...
DTSShape.cpp
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsmesh.h(122) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(186) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(342) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(406) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(472) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(475) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(493) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(495) : warning C4996: 'stricmp' was declared deprecated
e:\program files\microsoft visual studio 8\vc\include\string.h(213) : see declaration of 'stricmp'
Message: 'The POSIX name for this item is deprecated. Instead, use the ISO C++ conformant name: _stricmp. See online help for details.'
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(511) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(541) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(564) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(586) : warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(587) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsshape.cpp(592) : error C2065: 'i' : undeclared identifier
Build log was saved at "file://e:\downloads\TORQUE\TSE_MS4_1\lib\out.VC8.win32.debug\dtsSDK\BuildLog.htm"
dtsSDK - 1 error(s), 13 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========FIXED: added a simple int i = 0; before the for loop in dtsshape.cpp(592)
#2
ms2dtsexporter
11/11/2006 (2:21 am)
This one was way to long to post... its all to long to post actually.ms2dtsexporter
------ Build started: Project: ms2dtsExporter, Configuration: Debug Win32 ------
Compiling...
DTSPlugin.cpp
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsmesh.h(122) : warning C4018: '<' : signed/unsigned mismatch
e:\program files\microsoft visual studio 8\vc\include\string.h(73) : see declaration of 'strcpy'
Message: 'This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
e:\downloads\torque\tse_ms4_1\tools\ms2dtsexporter\dtsmilkshapeshape.cpp(357) : warning C4996: 'stricmp' was declared deprecated
e:\program files\microsoft visual studio 8\vc\include\string.h(213) : see declaration of 'stricmp'
Message: 'The POSIX name for this item is deprecated. Instead, use the ISO C++ conformant name: _stricmp. See online help for details.'
e:\downloads\torque\tse_ms4_1\tools\ms2dtsexporter\dtsmilkshapeshape.cpp(465) : warning C4996: 'stricmp' was declared deprecated
e:\program files\microsoft visual studio 8\vc\include\string.h(213) : see declaration of 'stricmp'
Message: 'The POSIX name for this item is deprecated. Instead, use the ISO C++ conformant name: _stricmp. See online help for details.'
e:\downloads\torque\tse_ms4_1\tools\ms2dtsexporter\dtsmilkshapeshape.cpp(471) : warning C4996: 'sprintf' was declared deprecated
e:\program files\microsoft visual studio 8\vc\include\stdio.h(345) : see declaration of 'sprintf'
Message: 'This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
e:\downloads\torque\tse_ms4_1\tools\ms2dtsexporter\dtsmilkshapeshape.cpp(571) : warning C4018: '<' : signed/unsigned mismatch
e:\downloads\torque\tse_ms4_1\tools\ms2dtsexporter\dtsmilkshapeshape.cpp(604) : warning C4018: '<' : signed/unsigned mismatch
DTSMilkshapeMesh.cpp
e:\downloads\torque\tse_ms4_1\lib\dtssdk\dtsmesh.h(122) : warning C4018: '<' : signed/unsigned mismatch
Generating Code...
Build log was saved at "file://e:\downloads\TORQUE\TSE_MS4_1\tools\out.vc8.win32.DEBUG\ms2dtsExporter\BuildLog.htm"
ms2dtsExporter - 1 error(s), 36 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
#3
Got this to build by adding the winDlibrary.cpp to the tse project but it still doesnt run correctly.
11/11/2006 (2:21 am)
Torque Shader EngineGot this to build by adding the winDlibrary.cpp to the tse project but it still doesnt run correctly.
------ Build started: Project: Torque Shader Engine, Configuration: Debug Win32 ------ Linking... gfxD3DDevice.obj : error LNK2019: unresolved external symbol "class RefPtr<class DLibrary> __cdecl OsLoadLibrary(char const *)" (?OsLoadLibrary@@YA?AV?$RefPtr@VDLibrary@@@@PBD@Z) referenced in function "public: static void __cdecl GFXD3DDevice::enumerateAdapters(class Vector<struct GFXAdapter> &)" (?enumerateAdapters@GFXD3DDevice@@SAXAAV?$Vector@UGFXAdapter@@@@@Z) ../example/TSE_DEBUG.exe : fatal error LNK1120: 1 unresolved externals Build log was saved at "file://e:\downloads\TORQUE\TSE_MS4_1\engine\out.vc8.win32.debug\BuildLog.htm" Torque Shader Engine - 2 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
#4
11/11/2006 (2:45 am)
I'm not sure about the others, but the Torque Shader Engine project will not compile unless you make some changes to it, so it has nothing to do with your IDE enviorment. Just thought I'd say that so you don't head off trying to fix it there.
#5
11/11/2006 (5:00 pm)
Thanks stefan, I think i got tse to build, not sure about the rest.
#6
D
I
Failed to allocate VB
so is it possible to compile TSE at all??
11/11/2006 (5:21 pm)
Spoke too soon. i compiled the debug version and it loaded the demo and then gave this error:D
I
Failed to allocate VB
so is it possible to compile TSE at all??
#7
click here
Hit refresh after clicking, that web host doesn't like linking....
11/12/2006 (11:43 am)
Heres a pic:click here
Hit refresh after clicking, that web host doesn't like linking....
#8
11/12/2006 (12:11 pm)
Probably a known error. Your image doesn't work by the way.
#9
http://arcadian.host.sk/fatalError.jpg
11/12/2006 (12:40 pm)
The image will work if you hit refresh or just copy/paste this link:http://arcadian.host.sk/fatalError.jpg
#10
the offending code is in this function:
void sgShadowProjector::sgClear()
{
// free resources...
sgShadowLODObject.sgRelease();
for(U32 i=0; i
sgShadowLODSize[i] = Point2I(0, 0);
sgShadowPolys.clear();
sgShadowPoints.clear();
//sgShadowBuffer.set(GFX, 0, GFXBufferTypeStatic); <--- i commented this out to test..
// setup for recalc on enable...
sgShadowTypeDirty = true;
sgFirstMove = true;
sgFirstRTT = true;
}
the prob is that it tries to create a 0 sized vertex buffer right after this call.. boom ;)
11/18/2006 (11:49 pm)
In reference to the vertex buffer assert.. the offending code is in this function:
void sgShadowProjector::sgClear()
{
// free resources...
sgShadowLODObject.sgRelease();
for(U32 i=0; i
sgShadowPolys.clear();
sgShadowPoints.clear();
//sgShadowBuffer.set(GFX, 0, GFXBufferTypeStatic); <--- i commented this out to test..
// setup for recalc on enable...
sgShadowTypeDirty = true;
sgFirstMove = true;
sgFirstRTT = true;
}
the prob is that it tries to create a 0 sized vertex buffer right after this call.. boom ;)
#11
is this something i need to get used to, as all the new builds will be like this? how did this even compile on your guys' systems?
suggestion:
can prebuilt binaries be included in the updates so that if an artist is needing to test assets out, they aren't waiting for someone to get it to compile?
cvs? pretty please? or something? having to diff in the changes is going to be a nightmare as the codebase gets larger..
11/19/2006 (8:25 am)
Btw, i'd like to know...is this something i need to get used to, as all the new builds will be like this? how did this even compile on your guys' systems?
suggestion:
can prebuilt binaries be included in the updates so that if an artist is needing to test assets out, they aren't waiting for someone to get it to compile?
cvs? pretty please? or something? having to diff in the changes is going to be a nightmare as the codebase gets larger..
#12
I think the last update did include a TSE.exe with the example (but not 100% sure)...
As for CVS, that was previously how it was done up till a few weeks ago. Sadly, we're now set on using an installer or such, which hasn't been any more stable than what was on CVS. It takes a bit more to diff it all, but we're keeping various seperate Vendor copies on our SVN to use, as we can't rely on them here
11/19/2006 (11:05 pm)
As of late, most of the releases will have issues, but it is still in EA Status... I think the last update did include a TSE.exe with the example (but not 100% sure)...
As for CVS, that was previously how it was done up till a few weeks ago. Sadly, we're now set on using an installer or such, which hasn't been any more stable than what was on CVS. It takes a bit more to diff it all, but we're keeping various seperate Vendor copies on our SVN to use, as we can't rely on them here
#13
unfortunately, i didn't see any binaries..
it just seems to me that someone (anyone) shoulda qa'd it a little before it was released to us.. if only to make sure it built.. fixing unresolved externals sucks, especially when it turned out to be a missing cpp file that could've been sorted out, if it had just been built prior..
11/20/2006 (7:59 am)
Yea, i apologize if i sounded fussy.. i had just spent 3 hours or so trying to get it to compile, searching thru snippets and comments and forums etc..unfortunately, i didn't see any binaries..
it just seems to me that someone (anyone) shoulda qa'd it a little before it was released to us.. if only to make sure it built.. fixing unresolved externals sucks, especially when it turned out to be a missing cpp file that could've been sorted out, if it had just been built prior..
#14
We ended up having to hack in alot of the GUI scripts from MS4.0 to even be able to save / open in the editor.
11/20/2006 (11:25 am)
For some reason, it seems like alot of people aren't upgrading to the newest release (MS4.1). I think this might be a smart idea... especially since the mission editor is completely broken in 4.1.We ended up having to hack in alot of the GUI scripts from MS4.0 to even be able to save / open in the editor.
Torque 3D Owner mb
map2difplus