Trying to Compile
by Magra Thea · in Torque Game Engine · 09/13/2007 (3:53 am) · 10 replies
This is my first attempt to compile, so please be kind!
I am using TGE 1.5.2 and VC++ 2005 Express, both freshly downloaded.
I have been tinkering with TGE for a couple of weeks and I use VC# 2005 professionally.
I have been reading the forums for hours but the frustration level has reached at least a low simmer, so I thought I would ask.
I am following the guide "http://tdn.garagegames.com/wiki/Torque/vs2k5" in TDN to letter for 1.5, meaning not worrying about the MSPlatformSDK (since its already in 1.5).
I set the working difrectory (which is about the only different thing the docs tell you to do) and I Clean the project and Build it...
I get...
Specifically, everytime I build, the system seems to ERASE C:\TDE15\bin\nasm\nasm.exe somewhere in the earlier steps and then the program is not available during a later point in the compile.
I have gone as far as trying to make that app read-only, but it doesnt matter.
I have tried this on AFX also, and keep getting the same result.. Its either something in my configuration or something in VC++ 2005 Express.
Any Thoughts?
I am using TGE 1.5.2 and VC++ 2005 Express, both freshly downloaded.
I have been tinkering with TGE for a couple of weeks and I use VC# 2005 professionally.
I have been reading the forums for hours but the frustration level has reached at least a low simmer, so I thought I would ask.
I am following the guide "http://tdn.garagegames.com/wiki/Torque/vs2k5" in TDN to letter for 1.5, meaning not worrying about the MSPlatformSDK (since its already in 1.5).
I set the working difrectory (which is about the only different thing the docs tell you to do) and I Clean the project and Build it...
I get...
Quote:
1>------ Build started: Project: opengl2d3d, Configuration: Debug Win32 ------
2>------ Build started: Project: zlib, Configuration: Debug Win32 ------
2>Compiling...
1>Compiling...
2>zutil.c
1>sgD3DCompatibility.cc
2>uncompr.c
2>trees.c
2>inftrees.c
2>inflate.c
2>inffast.c
2>infback.c
2>gzio.c
2>deflate.c
2>crc32.c
2>compress.c
2>adler32.c
2>Generating Code...
1>opengl2d3d.cc
1>Generating Code...
1>Compiling manifest to resources...
2>Creating library...
1>Linking...
2>Build log was saved at "file://c:\AFX15\lib\out.VC8.DEBUG\zlib\BuildLog.htm"
2>zlib - 0 error(s), 0 warning(s)
3>------ Build started: Project: lpng, Configuration: Debug Win32 ------
3>Compiling...
3>pngwutil.c
3>pngwtran.c
3>pngwrite.c
3>pngwio.c
3>pngvcrd.c
3>pngtrans.c
3>pngset.c
3>pngrutil.c
....
ed at "file://c:\AFX15\lib\out.VC8.DEBUG\lungif\BuildLog.htm"
5>lungif - 0 error(s), 0 warning(s)
6>------ Build started: Project: glu2d3d, Configuration: Debug Win32 ------
6>Compiling...
6>glu2d3d.cc
6>Linking...
6>GLU2D3D.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
6> Creating library .\../lib/out.VC8.DEBUG/glu2d3d_DEBUG.lib and object .\../lib/out.VC8.DEBUG/glu2d3d_DEBUG.exp
6>Embedding manifest...
6>Build log was saved at "file://c:\AFX15\lib\out.VC8.DEBUG\opengl2d3d\BuildLog.htm"
6>glu2d3d - 0 error(s), 1 warning(s)
7>------ Build started: Project: AFX15, Configuration: Debug Win32 ------
7>Performing Custom Build Step
7>Performing Custom Build Step
7>'"C:\AFX15\VS2005\..\bin\nasm\nasmw.exe"' is not recognized as an internal or external command,
7>operable program or batch file.
7>Project : error PRJ0019: A tool returned an error code from "Performing Custom Build Step"
7>Creating browse information file...
7>Microsoft Browse Information Maintenance Utility Version 8.00.50727
7>Copyright (C) Microsoft Corporation. All rights reserved.
7>BSCMAKE: error BK1506 : cannot open file '..\engine\out.vc8.debug\abstractPolyList.sbr': No such file or directory
7>Build log was saved at "file://c:\AFX15\engine\out.VC8.DEBUG\BuildLog.htm"
7>AFX15 - 2 error(s), 0 warning(s)
========== Build: 6 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Specifically, everytime I build, the system seems to ERASE C:\TDE15\bin\nasm\nasm.exe somewhere in the earlier steps and then the program is not available during a later point in the compile.
I have gone as far as trying to make that app read-only, but it doesnt matter.
I have tried this on AFX also, and keep getting the same result.. Its either something in my configuration or something in VC++ 2005 Express.
Any Thoughts?
#2
09/13/2007 (8:26 am)
Did you follow the same instructions? did you change anything else in VC++ Express?
#3
09/13/2007 (8:32 am)
I wasn't using the express, & I did absolutely nothing to the settings, so it is most probably something related to the VC++ express itself.
#4
For the record, we are using it for it's intended purpose--compiling an assembly language routine (specifically, the software terrain blender for legacy terrain).
09/13/2007 (8:37 am)
Some virus checks silently remove nasm since it is a tool that is also useful to hackers that make self-compiling viruses. Manually replacing the file (and having your virus checker set to ignore it in that directory) should fix your issue.For the record, we are using it for it's intended purpose--compiling an assembly language routine (specifically, the software terrain blender for legacy terrain).
#5
thnx stephen, & sry abt the double posts, browser problem, & just deleted it.
keep us updated Magra abt the result, I could try downloading the VC++ express to experiment that issue with u.
09/13/2007 (8:44 am)
Yeah, I think I read abt the same issue about the "nasm" in another forum, but I didn't link between the 2 posts (this & the other) but that sounds rather convincing.thnx stephen, & sry abt the double posts, browser problem, & just deleted it.
keep us updated Magra abt the result, I could try downloading the VC++ express to experiment that issue with u.
#6
09/13/2007 (8:51 am)
@Stephen - I have seen that behaviour. But I am losing Nasm IN BETWEEN every compile! and then copying it back manually from my template. I have noticed AVG's unwavering dilligence with regards to nasm and finally told it manually to allow it.
#7
09/13/2007 (8:56 am)
Does the TBE 0.6.0 with miniGW and Eclipse work well with TGE 1.5.2? I could always try that route, though Im less familiar with it. However, I really would like to get VC++ Express setup correctly.
#8
TBE has been deprecated for years due to Microsoft releasing VS 2005 Express for free.
Edit: Something else to check would be to look at your include directories in your project file. The path it's looking for nasm within looks suspicious--being an experienced VS user, I doubt that you installed Torque inside your VS2005 directory tree.
09/13/2007 (10:23 am)
There is nothing in TGE 1.5.2 that would be deleting your nasm during the build process. I know it can be frustrating, but I'm almost certain it's something regarding virus protection or quarantines related to security software you have installed.TBE has been deprecated for years due to Microsoft releasing VS 2005 Express for free.
Edit: Something else to check would be to look at your include directories in your project file. The path it's looking for nasm within looks suspicious--being an experienced VS user, I doubt that you installed Torque inside your VS2005 directory tree.
#9
VS is installed in C:\program files and the 3-4 versions of TGE and AFX builds I have tried were directly off of c:\
When I opened VS, I would always open the TGE Solution file and (as the instructions state):
So my working directories were changed to ../example. and I assumed this was relative to the solution file?
09/13/2007 (10:43 am)
No, I did not install it inside my VS2005 tree.VS is installed in C:\program files and the 3-4 versions of TGE and AFX builds I have tried were directly off of c:\
When I opened VS, I would always open the TGE Solution file and (as the instructions state):
Quote:
Ok, let's prepare Torque:
3) Open up Visual C++ 2005 Express Edition Beta. Choose File->Open->Project/Solution and browse to\VS2005\Torque SDK.sln
4) Now right-click on Torque Demo in the Solution Explorer and choose "Properties" (at the bottom). Under "Configuration Properties" on the left click on "Debugging". On the right put in ../example in the "Working Directory" property. Next, choose "Release" from the "Configuration" drop down at the top left. Put in ../example in the "Working Directory" property here also.
Now to compile:
5) In the menu goto Build->Build Torque Demo or right-click on the top toolbar and select "Build" from the menus listed there. This'll bring up a floating menu (I always doc mine immediately). The button on the left builds the current project, the middle button builds the entire solution, and the right button cancels an in-progress build. You can just hit the one on the left.
So my working directories were changed to ../example. and I assumed this was relative to the solution file?
#10
Now I can get on with conquering the universe!
Thanks all.
The final solution for me was to hard code the absolute path to the working folders and to compile for RELEASE instead of DEBUG.
so far so good.
09/13/2007 (11:16 am)
BINGO!!!Quote:
7>boxConvex.cc
7>abstractPolyList.cc
7>Generating Code...
7>Compiling resources...
7>Linking...
7>Embedding manifest...
7>Build log was saved at "file://c:\AFX15\engine\out.VC8.RELEASE\BuildLog.htm"
7>AFX15 - 0 error(s), 0 warning(s)
========== Rebuild All: 7 succeeded, 0 failed, 0 skipped ==========
Now I can get on with conquering the universe!
Thanks all.
The final solution for me was to hard code the absolute path to the working folders and to compile for RELEASE instead of DEBUG.
so far so good.
Torque Owner Ehab Yosry Amer
I've just been building 1.5.2 earlier today & its smooth as usual (visual studio 2005)