Game Development Community

Problems compiling TGB and use it for ActiveMark

by Kevin · in Torque Game Builder · 12/03/2006 (10:20 pm) · 5 replies

I am trying to package my game with ActiveMark but I am getting errors.

The reason I am asking here is that I don't get any error when I use the original exe from TGB1.1.1 but when I recompile the project without any code changes, I have problems.

I also realised that the recompiled version have a different byte size than the original from garagegames. May be there is something I have to do to produce the exact same build as the original?

Here is my setup: WinXp
VS 2005 express Edition
Microsoft Platform SDK

Please help,

thanks in advance,

Kevin

#1
12/04/2006 (11:14 am)
Kevin,

You may be having problems with your recompiled version due to using Visual Studio Express is my only thought. I could be completely wrong but I know that VC 2k5 Express does not have an optimized compiler and that leads me to think it may be deficient in other areas as well.


Hope this helps,
-Justin
#2
12/04/2006 (3:57 pm)
Ah,

no wonder it is free :) Does it mean that a recompiled version using VC 2k5 Express would be slower as well? may be I would get the pro version then.

So which compiler does GG use to make the build?

thanks,

Kevin
#3
12/04/2006 (4:25 pm)
I had the same trouble with TGB and ActiveMark a few months ago.
#4
12/04/2006 (5:05 pm)
So Anton, did you solve it?
#5
12/05/2006 (7:44 pm)
I'm using Visual Studio 2005 Professional and have the same issue with ActiveMark (assuming it's the floating point disabled runtime error). This problem is specific to Visual Studio 2005 and should not occur when rebuilding under .NET 2003.

Contact your service representative at TryMedia and they will provide you with a patch that you must use on your executable prior to packaging with them. This patch does not, however, change the size of your executable. ActiveMark 2007 also fixes this problem if you can use that instead.