Game Development Community

Thousands of build errors...

by Daniel Buckmaster · in Torque Game Engine · 07/22/2007 (12:47 am) · 9 replies

I just installed SVN to kep track of changes to my code, and it looks pretty dandy. I creates a repository on my hard disk, uploaded the 'engine' folder from a clean install of 1.5.2 into it, then deleted the original engine folder. I checked out the repository's engine folder so it replaced the one I deleted, and opened up VS2005 to compile it. Okay, I confess - I couldn't wait to start modifying code and make my first 'commit'. So I changes player.cc according to Jacob Dankovchik's 'more realistic first person' resource. Then I set it to build in debug (fast relight) mode and went away.
When I came back, I had several thousand lines of errors. I checked the first few, and they were things like NULL being an undeclared identifier. What!?
Is this something to do with VS's settings, or is it me?

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
07/22/2007 (5:30 am)
In case anyone needs to know, there are 35885 errors and 1444 warnings. Huh. How many lines of code in Torque again...?
#2
07/22/2007 (7:38 am)
More then 35885..
#3
07/22/2007 (9:17 am)
The VS2005 project is fairly self-enclosed, but there may be some external dependencies you have to point VS2005 to. The one that comes to mind is the DirectX SDK installation. You should open Tools-Options->Projects and Solutions->VC++ Directories and possibly add your local DirectX SDK location for Include files and Library files.
#4
07/22/2007 (11:08 am)
Quote:More then 35885..
Well, yeah...

Jeff: Thanks - I'll have a go. I don't usually have to do this with TGE, though. Okay, I checked, and I don't think this is the problem. I have a working copy of TGE installed in the same directory, and the paths in the dialog for this are the same.
#5
07/22/2007 (11:10 am)
Edit: the link below only refers to TGE-A--sorry, was in the wrong forum section for a minute, and thought this was a TGE-A issue :)

Leaving the link in place for future users, but it does not apply directly to the OP's issue with TGE.

The TGE-A Getting Started Guide is pretty important. Note that so far the latest June DirectX SDK seems to work fine on most computers, but has not been fully confirmed to work on all card configurations.
#6
07/22/2007 (11:37 am)
Perhaps this is a little too obvious, but have you tried actually reading the error messages? Not all 35885, but the first few. With a big project like this it's really not that uncommon to make a simple change and then get a huge chain-reaction of errors. Often it's something simple like a trivial error in a header file that's included by many files. Not always, but usually the first few errors will offer a good clue to the problem.

Also, "debug (fast relight)", is a pretty recent addition. Try a release build.

I forgot... you did mention "NULL being an undeclared identifier" so obviously you read them. See any othe clues? What file causes the first error?
#7
07/22/2007 (12:24 pm)
Well, if it helps, the first error is in platformAssert.h, at this line:
static void create(PlatformAssert* newAssertClass = NULL);
The error is:
Quote:error C2065: 'NULL': undeclared identifier

All the same errors came up with a release build as well.
#8
07/22/2007 (1:57 pm)
The .cc file that includes platformAssert.h (perhaps indirectly via intervening headers) when the first error occurs may give you some additional info, but everything so far still suggests that the project is not including headers (probably headers external to TGE) that are normally included. Sounds like some project setting or VS2005 setting is not right.
#9
07/23/2007 (12:24 am)
That's what I would assume, since the .cc/.h files themselves should be exactly the same as stock TGE. The thing is, I haven't changed the solution file, only the engine files. Hmm.