Cory's seperate camera tutorial compilation errors
by Antonios Dimitrelis · in Torque Game Engine · 03/26/2008 (11:08 am) · 5 replies
Hello everybody! :)
In our project we are facing a big problem with the camera and I was hoping to get some help here in case that someone solved this one.
What the problem is that we are getting overloaded function errors everytime we are adding his code into the latest Torque Build (TGE 1.5.2).
If anyone has a solution on this or a updated code that might function with the latest torque build it would be greatly appreciated if you could share your knowledge with me. :)
Thanks a lot in advance!
In our project we are facing a big problem with the camera and I was hoping to get some help here in case that someone solved this one.
What the problem is that we are getting overloaded function errors everytime we are adding his code into the latest Torque Build (TGE 1.5.2).
If anyone has a solution on this or a updated code that might function with the latest torque build it would be greatly appreciated if you could share your knowledge with me. :)
Thanks a lot in advance!
#2
You just add them twice, that is the problem.
04/14/2008 (2:14 am)
Antonios, these 2 methods already present in the newer SDK.You just add them twice, that is the problem.
#4
To: Picasso
i'm having similar issues.
You were saying that the new SDk has the source already in there. Is that the case for TGEA 1.7. If i leave game connection alone, then nothing happens when i make all the changes to the script and run the game. Or do we just ignore SetCameraObject to clearCameraObject. But still make the other changes for the cpp, like the read/write packets.
Thank you in advance.
05/07/2008 (11:12 am)
Hello,To: Picasso
i'm having similar issues.
1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(326) : error C2065: 'ShapeBase' : undeclared identifier 1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(326) : error C2065: 'obj' : undeclared identifier 1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(327) : error C2448: 'GameConnection::setControlObject' 1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(1572) : error C2065: 'gb' : undeclared identifier 1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(1573) : error C2065: 'gb' : undeclared identifier 1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(1576) : error C2065: 'gb' : undeclared identifier
1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(397) : error C3861: 'isServerConnection': identifier not found 1>c:\torque2\tgea_1_7_0\engine\source\t3d\gameconnection.cpp(400) : error C3861: 'GameSetCameraFov': identifier not found
You were saying that the new SDk has the source already in there. Is that the case for TGEA 1.7. If i leave game connection alone, then nothing happens when i make all the changes to the script and run the game. Or do we just ignore SetCameraObject to clearCameraObject. But still make the other changes for the cpp, like the read/write packets.
Thank you in advance.
#5
Now the gameconnection is splitted.
Hint1 : look at moveList.
Hint2 : Use the class pointers to get information from each other. You have a method,that gets/sets the control object.
There is a little to do.
05/07/2008 (12:01 pm)
The case with TGEA 1.7 is the same.Now the gameconnection is splitted.
Hint1 : look at moveList.
Hint2 : Use the class pointers to get information from each other. You have a method,that gets/sets the control object.
There is a little to do.
Torque 3D Owner Antonios Dimitrelis
I am receiving those errors and I am following what is in the documentation. The compiler I am using is Visual C++ 2005 Express. For the overloaded error the arguments are the same but asking for different declared variables. From the tutorial beginning is where the problem begins. http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4720
I added these to GameConnection.cc right after the console method for getControlObject:
ConsoleMethod( GameConnection, setCameraObject, bool, 3, 3, "(ShapeBase object)")
{
ShapeBase *gb;
if(!Sim::findObject(argv[2], gb))
return false;
object->setCameraObject(gb);
return true;
}
ConsoleMethod( GameConnection, getCameraObject, S32, 2, 2, "")
{
argv;
SimObject* cp = object->getCameraObject();
return cp ? cp->getId(): 0;
}
ConsoleMethod( GameConnection, clearCameraObject, void, 2, 2, "")
{
object->setCameraObject(NULL);
}
That is where my problem and only problem of the overloaded function.