installing GMK for dummies: the quickest and easiest way.
by deepscratch · in Game Mechanics Kit · 03/27/2012 (4:15 am) · 16 replies
ok, it seems that nearly everybody is having issues installing GMK,
its not rocket science, as you will shortly see.
NOTE: the file "main.cs" in the root game folder should NOT be deleted when overwriting
notice that I did not even need to open any PDF's at all, copy/paste/build/run, thats it.
the files for the newest bullet lib are there, the sln build file for visual studio is there, the projects are there,
everything is already done.
when I did the port up to T3D ver 1.2, I pre-merged everything for ease of use.
you will notice that the textures are correct, the soft bodies are correct, the ragdolls are correct.
watch carefully and do what you see done.
cheers
side note: the GuideBot for 1.2 is set up in the same way, for ease of use.
its not rocket science, as you will shortly see.
NOTE: the file "main.cs" in the root game folder should NOT be deleted when overwriting
notice that I did not even need to open any PDF's at all, copy/paste/build/run, thats it.
the files for the newest bullet lib are there, the sln build file for visual studio is there, the projects are there,
everything is already done.
when I did the port up to T3D ver 1.2, I pre-merged everything for ease of use.
you will notice that the textures are correct, the soft bodies are correct, the ragdolls are correct.
watch carefully and do what you see done.
cheers
side note: the GuideBot for 1.2 is set up in the same way, for ease of use.
About the author
email me at medan121@gmail.com
Recent Threads
#2
Four of them in one spot should do the trick. Show me that the ragdolls don't whack out like they have for me and several other people.
03/29/2012 (10:11 pm)
Deepscratch, drop some ragdolls into the scene like this:ra(); rc.setTransform(LocalClientConnection.camera.position);
Four of them in one spot should do the trick. Show me that the ragdolls don't whack out like they have for me and several other people.
#3
I followed the gmk install instructions for the physx (and bullet) merge, but manually merged gmk specific stuff using winmerge, this was on top of afx2 aswell.

03/30/2012 (1:12 pm)
I've not had this problem at all, in the image below there are 32 ragdolls dropped into the same spot.I followed the gmk install instructions for the physx (and bullet) merge, but manually merged gmk specific stuff using winmerge, this was on top of afx2 aswell.

#4
I've rolled through the install so many times, I'm just doubting that it's user error the most because it happens on a clean install, and has happened to several other people.
03/30/2012 (7:08 pm)
What's your OS? Your PhysX version? Are you using Torque 3D 1.2?I've rolled through the install so many times, I'm just doubting that it's user error the most because it happens on a clean install, and has happened to several other people.
#5
Windows 7 home premium
AMD Phenom II X6 1055T Processor 2.8 GHz
8 GB Ram
NVidia Geforce GT 520 2GB (also just tested on GT 220 1GB)
PhysX version - 2.8.4.6 (Usually just called 2.8.4)
Installed ontop of Stock Torque 3D 1.2 and AFX version of 1.2
but must admit I didnt actually do thorough testing on stock T3D just made sure the demo worked ok, then ported to AFX version.
It also worked with bullet version supllied with gmk, I just had other issues with bullet (it doesnt like things that would normally be static, ie terrains, being moved around) so switched to physx.
Having just looked through my ragdoll creation code I changed the ra() function as it only works for 1 ragdoll because it tries to name each 1 "rc".
It never even created a 2nd ragdoll using that, just a console error about object already existing.
this is what I used instead...
03/31/2012 (5:53 am)
Sorry should have included that info :/Windows 7 home premium
AMD Phenom II X6 1055T Processor 2.8 GHz
8 GB Ram
NVidia Geforce GT 520 2GB (also just tested on GT 220 1GB)
PhysX version - 2.8.4.6 (Usually just called 2.8.4)
Installed ontop of Stock Torque 3D 1.2 and AFX version of 1.2
but must admit I didnt actually do thorough testing on stock T3D just made sure the demo worked ok, then ported to AFX version.
It also worked with bullet version supllied with gmk, I just had other issues with bullet (it doesnt like things that would normally be static, ie terrains, being moved around) so switched to physx.
Having just looked through my ragdoll creation code I changed the ra() function as it only works for 1 ragdoll because it tries to name each 1 "rc".
It never even created a 2nd ragdoll using that, just a console error about object already existing.
this is what I used instead...
$RAGCOUNT=0;
$RAGLAST=0;
function ra(){
if($RAGLAST == 0){
ragOrcTest();
$RAGLAST = 1;
}else{
ragElfTest();
$RAGLAST = 0;
}
$RAGCOUNT++;
}
function ragOrcTest()
{
new RagDoll("Orc"@$RAGCOUNT) {
canSaveDynamicFields = "1";
Enabled = "1";
position = "0 0 50";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "SpaceOrcRagDoll";
collision = "0";
};
}
function ragElfTest()
{
new RagDoll("Elf"@$RAGCOUNT) {
canSaveDynamicFields = "1";
Enabled = "1";
position = "0 0 50";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ElfRagDoll";
collision = "0";
};
}
#6
05/15/2013 (12:16 pm)
This method is not working correctly for installing GMK MIT for T3D MIT 3.0. Here is my error log:1>------ Build started: Project: tinyxml, Configuration: Release Win32 ------ 2>------ Build started: Project: pcre, Configuration: Release Win32 ------ 1> tinystr.cpp 1> tinyxml.cpp 2> pcrecpp.cc 2> pcre_scanner.cc 1> tinyxmlerror.cpp 1> tinyxmlparser.cpp 2> pcre_stringpiece.cc 1> tinyxml.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/tinyxml.lib 3>------ Build started: Project: convexDecomp, Configuration: Release Win32 ------ 2> pcre_chartables.c 2> pcre_compile.c 3> NvConcavityVolume.cpp 3> NvConvexDecomposition.cpp 2> pcre_config.c 2> pcre_dfa_exec.c 3> NvFloatMath.cpp 2> pcre_exec.c 2> pcre_fullinfo.c 2> pcre_get.c 3> NvMeshIslandGeneration.cpp 2> pcre_globals.c 2> pcre_info.c 2> pcre_maketables.c 2> pcre_newline.c 2> pcre_ord2utf8.c 3> NvRayCast.cpp 2> pcre_refcount.c 2> pcre_study.c 2> pcre_tables.c 3> NvRemoveTjunctions.cpp 2> pcre_try_flipped.c 2> pcre_ucp_searchfuncs.c 3> NvSplitMesh.cpp 2> pcre_valid_utf8.c 2> pcre_version.c 3> NvStanHull.cpp 2> pcre_xclass.c 3> NvThreadConfig.cpp 3> wavefront.cpp 2> pcre.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/pcre.lib 4>------ Build started: Project: zlib, Configuration: Release Win32 ------ 3> convexDecomp.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/convexDecomp.lib 4> adler32.c 4> compress.c 4> crc32.c 4> deflate.c 5>------ Build started: Project: libogg, Configuration: Release Win32 ------ 4> gzio.c 4>c1 : fatal error C1083: Cannot open source file: '..........Enginelibzlibgzio.c': No such file or directory 4> infback.c 4> inffast.c 5> bitwise.c 4> inflate.c 4> inftrees.c 5> framing.c 4> trees.c 4> uncompr.c 4> zutil.c 5> libogg.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/libogg.lib 6>------ Build started: Project: squish, Configuration: Release Win32 ------
#7
05/15/2013 (12:18 pm)
7>------ Build started: Project: libvorbis, Configuration: Release Win32 ------ 6> alpha.cpp 6> clusterfit.cpp 7> analysis.c 7> bitrate.c 7> block.c 7> codebook.c 7>..........Engineliblibvorbislibcodebook.c(453): warning C4101: 'j' : unreferenced local variable 7> envelope.c 6> colourblock.cpp 7> floor0.c 6> colourfit.cpp 7> floor1.c 7> info.c 7> lookup.c 6> colourset.cpp 7> lpc.c 7> lsp.c 6> maths.cpp 7> mapping0.c 7> mdct.c 7> psy.c 7> registry.c 7> res0.c 6> rangefit.cpp 6> singlecolourfit.cpp 7> sharedbook.c 7> smallft.c 7> synthesis.c 6> squish.cpp 7> vorbisenc.c 6> squishMath.cpp 6>c1xx : fatal error C1083: Cannot open source file: '..........EnginelibsquishsquishMath.cpp': No such file or directory 6> squishOmp.cpp 6>c1xx : fatal error C1083: Cannot open source file: '..........EnginelibsquishsquishOmp.cpp': No such file or directory 8>------ Build started: Project: libtheora, Configuration: Release Win32 ------ 7> vorbisfile.c 8> cpu.c 7> window.c 8> apiwrapper.c 8> bitpack.c 8> decapiwrapper.c 8>..........Engineliblibtheoralibdecbitpack.c(36): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(71): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(73): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(75): warning C4554: '<<' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(78): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(82): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(99): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecbitpack.c(112): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence 8> decinfo.c 8> decode.c 8> dequant.c 8> fragment.c 8> huffdec.c 8> idct.c 8> info.c 8>..........Engineliblibtheoralibdecidct.c(236): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence 8>..........Engineliblibtheoralibdecidct.c(267): warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence
#8
05/15/2013 (12:19 pm)
8> internal.c 8> quant.c 8> state.c 8> mmxfrag.c 8> mmxidct.c 8> mmxloopfilter.c 8> mmxstate.c 8> x86state.c 8> blockmap.c 8> dct.c 8> dct_decode.c 8> dct_encode.c 8> dsp.c 8> encapiwrapper.c 8>..........Engineliblibtheoralibencencapiwrapper.c(1019): warning C4018: '<' : signed/unsigned mismatch 8> encode.c 8>..........Engineliblibtheoralibencencapiwrapper.c(1030): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1031): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1037): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1038): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1040): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1094): warning C4018: '>' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1094): warning C4018: '>' : signed/unsigned mismatch 8> encoder_huffman.c 7> libvorbis.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/libvorbis.lib 8> encoder_idct.c 8> encoder_quant.c 8> encoder_toplevel.c 9>------ Build started: Project: opcode, Configuration: Release Win32 ------ 8> frarray.c 8> frinit.c 8> mcomp.c 9> Opcode.cpp 9> OPC_AABBCollider.cpp 8> misc_common.c 9> Using OPCODE 9> Using OPCODE 8> pb.c 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 8> pp.c 8> reconstruct.c 8> scan.c 8> dsp_mmx.c 8> fdct_mmx.c 9> OPC_AABBTree.cpp 8> recon_mmx.c 9> OPC_BaseModel.cpp 9> Using OPCODE 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_BoxPruning.cpp 9> Using OPCODE 9> OPC_Collider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_Common.cpp 9> OPC_HybridModel.cpp 9> Using OPCODE 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_LSSCollider.cpp 9> Using OPCODE 9> OPC_MeshInterface.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 8> libtheora.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/libtheora.lib 10>------ Build started: Project: lungif, Configuration: Release Win32 ------ 9> OPC_Model.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_OBBCollider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_OptimizedTree.cpp 9> Using OPCODE 10> dgif_lib.c 10> gifalloc.c 9> Compiling on Windows... 9> Compiling with VC++... 10> gif_err.c 9> OPC_Picking.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_PlanesCollider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_RayCollider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_SphereCollider.cpp 9> Using OPCODE 9> OPC_SweepAndPrune.cpp 9> Compiling on Windows... 9> Compiling with VC++... 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 10> lungif.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/lungif.lib 11>------ Build started: Project: lpng, Configuration: Release Win32 ------
#9
05/15/2013 (12:19 pm)
8> internal.c 8> quant.c 8> state.c 8> mmxfrag.c 8> mmxidct.c 8> mmxloopfilter.c 8> mmxstate.c 8> x86state.c 8> blockmap.c 8> dct.c 8> dct_decode.c 8> dct_encode.c 8> dsp.c 8> encapiwrapper.c 8>..........Engineliblibtheoralibencencapiwrapper.c(1019): warning C4018: '<' : signed/unsigned mismatch 8> encode.c 8>..........Engineliblibtheoralibencencapiwrapper.c(1030): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1031): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1037): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1038): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1040): warning C4018: '<' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1094): warning C4018: '>' : signed/unsigned mismatch 8>..........Engineliblibtheoralibencencapiwrapper.c(1094): warning C4018: '>' : signed/unsigned mismatch 8> encoder_huffman.c 7> libvorbis.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/libvorbis.lib 8> encoder_idct.c 8> encoder_quant.c 8> encoder_toplevel.c 9>------ Build started: Project: opcode, Configuration: Release Win32 ------ 8> frarray.c 8> frinit.c 8> mcomp.c 9> Opcode.cpp 9> OPC_AABBCollider.cpp 8> misc_common.c 9> Using OPCODE 9> Using OPCODE 8> pb.c 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 8> pp.c 8> reconstruct.c 8> scan.c 8> dsp_mmx.c 8> fdct_mmx.c 9> OPC_AABBTree.cpp 8> recon_mmx.c 9> OPC_BaseModel.cpp 9> Using OPCODE 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_BoxPruning.cpp 9> Using OPCODE 9> OPC_Collider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_Common.cpp 9> OPC_HybridModel.cpp 9> Using OPCODE 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_LSSCollider.cpp 9> Using OPCODE 9> OPC_MeshInterface.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 8> libtheora.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/libtheora.lib 10>------ Build started: Project: lungif, Configuration: Release Win32 ------ 9> OPC_Model.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_OBBCollider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_OptimizedTree.cpp 9> Using OPCODE 10> dgif_lib.c 10> gifalloc.c 9> Compiling on Windows... 9> Compiling with VC++... 10> gif_err.c 9> OPC_Picking.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_PlanesCollider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_RayCollider.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_SphereCollider.cpp 9> Using OPCODE 9> OPC_SweepAndPrune.cpp 9> Compiling on Windows... 9> Compiling with VC++... 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 10> lungif.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/lungif.lib 11>------ Build started: Project: lpng, Configuration: Release Win32 ------
#10
05/15/2013 (12:24 pm)
9> OPC_TreeBuilders.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> OPC_TreeCollider.cpp 11> png.c 9> Using OPCODE 9> OPC_VolumeCollider.cpp 9> Compiling on Windows... 9> Compiling with VC++... 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 11> pngerror.c 9> IceAABB.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> IceContainer.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 11> pnggccrd.c 11>c1 : fatal error C1083: Cannot open source file: '..........Engineliblpngpnggccrd.c': No such file or directory 11> pngget.c 9> IceHPoint.cpp 9> Using OPCODE 11> pngmem.c 9> Compiling on Windows... 9> Compiling with VC++... 9> IceIndexedTriangle.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> IceMatrix3x3.cpp 11> pngpread.c 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 11> pngread.c 9> IceMatrix4x4.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 11> pngrio.c 9> IceOBB.cpp 9> Using OPCODE 9> IcePlane.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> IcePoint.cpp 11> pngrtran.c 11> pngrutil.c 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> IceRandom.cpp 9> Using OPCODE 11> pngset.c 9> Compiling on Windows... 9> Compiling with VC++... 9> IceRay.cpp 9> Using OPCODE 11> pngtrans.c 9> Compiling on Windows... 9> Compiling with VC++... 11> pngvcrd.c 11>c1 : fatal error C1083: Cannot open source file: '..........Engineliblpngpngvcrd.c': No such file or directory 11> pngwio.c 9> IceRevisitedRadix.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 11> pngwrite.c 11> pngwtran.c 9> IceSegment.cpp 11> pngwutil.c 9> Using OPCODE 9> IceTriangle.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 9> Compiling on Windows... 9> Compiling with VC++... 9> IceUtils.cpp 9> Using OPCODE 9> Compiling on Windows... 9> Compiling with VC++... 12>------ Build started: Project: lmng, Configuration: Release Win32 ------
#11
05/15/2013 (12:25 pm)
12> libmng_callback_xs.c 12> libmng_chunk_descr.c 12> libmng_chunk_io.c 12> libmng_chunk_prc.c 12> libmng_chunk_xs.c 9>OPC_Picking.obj : warning LNK4221: This object file does not define any previously undefined public symbols, so it will not be used by any link operation that consumes this library 9>OPC_Common.obj : warning LNK4221: This object file does not define any previously undefined public symbols, so it will not be used by any link operation that consumes this library 12> libmng_cms.c 12> libmng_display.c 12> libmng_dither.c 9> opcode.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/opcode.lib 13>------ Build started: Project: ljpeg, Configuration: Release Win32 ------ 12> libmng_error.c 12> libmng_filter.c 13> jcapimin.c 13> jcapistd.c 12> libmng_hlapi.c 12> libmng_jpeg.c 12> libmng_object_prc.c 13> jccoefct.c 12> libmng_pixels.c 13> jccolor.c 13> jcdctmgr.c 12> libmng_prop_xs.c 13> jchuff.c 13> jcinit.c 12> libmng_read.c 13> jcmainct.c 13> jcmarker.c 12> libmng_trace.c 13> jcmaster.c 12> libmng_write.c 13> jcomapi.c 12> libmng_zlib.c 13> jcparam.c 13> jcphuff.c 13> jcprepct.c 13> jcsample.c 13> jctrans.c 13> jdapimin.c 12> lmng.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/lmng.lib 14>------ Build started: Project: collada_dom, Configuration: Release Win32 ------ 13> jdapistd.c 13> jdatadst.c 13> jdatasrc.c 13> jdcoefct.c 13> jdcolor.c 13> jddctmgr.c 14> domAccessor.cpp 14> domAnimation.cpp 13> jdhuff.c 13> jdinput.c 13> jdmainct.c 13> jdmarker.c 13> jdmaster.c 13> jdmerge.c 13> jdphuff.c 13> jdpostct.c 13> jdsample.c 13> jdtrans.c 13> jerror.c 13> jfdctflt.c 13> jfdctfst.c 13> jfdctint.c 13> jidctflt.c 13> jidctfst.c 13> jidctint.c 13> jidctred.c 13> jmemmgr.c 13> jmemnobs.c 13> jquant1.c 13> jquant2.c 13> jutils.c 14> domAnimation_clip.cpp 13> ljpeg.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/ljpeg.lib 15>------ Build started: Project: libbullet, Configuration: Release Win32 ------
#12
05/15/2013 (12:28 pm)
14> domAsset.cpp 15> btAxisSweep3.cpp 15> btBroadphaseProxy.cpp 15> btCollisionAlgorithm.cpp 15> btDbvt.cpp 15> btDbvtBroadphase.cpp 14> domBind_material.cpp 15> btDispatcher.cpp 15> btMultiSapBroadphase.cpp 15> btOverlappingPairCache.cpp 15> btQuantizedBvh.cpp 14> domBool_array.cpp 15> btSimpleBroadphase.cpp 15> btActivatingCollisionAlgorithm.cpp 14> domBox.cpp 15> btBox2dBox2dCollisionAlgorithm.cpp 15> btBoxBoxCollisionAlgorithm.cpp 15> btBoxBoxDetector.cpp 15> btCollisionDispatcher.cpp 15> btCollisionObject.cpp 14> domCamera.cpp 14> domCapsule.cpp 15> btCollisionWorld.cpp 15> btCompoundCollisionAlgorithm.cpp 14> domCg_connect_param.cpp 15> btConvex2dConvex2dAlgorithm.cpp 15> btConvexConcaveCollisionAlgorithm.cpp 15> btConvexConvexAlgorithm.cpp 14> domCg_newarray_type.cpp 15> btConvexPlaneCollisionAlgorithm.cpp 14> domCg_newparam.cpp 15> btDefaultCollisionConfiguration.cpp 15> btEmptyCollisionAlgorithm.cpp 15> btGhostObject.cpp 15> btInternalEdgeUtility.cpp 15> btManifoldResult.cpp 15> btSimulationIslandManager.cpp 15> btSphereBoxCollisionAlgorithm.cpp 15> btSphereSphereCollisionAlgorithm.cpp 15> btSphereTriangleCollisionAlgorithm.cpp 14> domCg_param_type.cpp 15> btUnionFind.cpp 15> SphereTriangleDetector.cpp 15> btBox2dShape.cpp 15> btBoxShape.cpp 15> btBvhTriangleMeshShape.cpp 15> btCapsuleShape.cpp 15> btCollisionShape.cpp 15> btCompoundShape.cpp 15> btConcaveShape.cpp 15> btConeShape.cpp 15> btConvex2dShape.cpp 14> domCg_sampler1D.cpp 15> btConvexHullShape.cpp 15> btConvexInternalShape.cpp 15> btConvexPointCloudShape.cpp 15> btConvexPolyhedron.cpp 14> domCg_sampler2D.cpp 15> btConvexShape.cpp 15> btConvexTriangleMeshShape.cpp 15> btCylinderShape.cpp 15> btEmptyShape.cpp 15> btHeightfieldTerrainShape.cpp 15> btMinkowskiSumShape.cpp 14> domCg_sampler3D.cpp 15> btMultimaterialTriangleMeshShape.cpp 15> btMultiSphereShape.cpp 14> domCg_samplerCUBE.cpp 15> btOptimizedBvh.cpp 15> btPolyhedralConvexShape.cpp 14> domCg_samplerDEPTH.cpp 15> btScaledBvhTriangleMeshShape.cpp 15> btShapeHull.cpp 15> btSphereShape.cpp 15> btStaticPlaneShape.cpp 15> btStridingMeshInterface.cpp
#13
05/15/2013 (12:29 pm)
14> domCg_samplerRECT.cpp 15> btTetrahedronShape.cpp 14> domCg_setarray_type.cpp 15> btTriangleBuffer.cpp 15> btTriangleCallback.cpp 15> btTriangleIndexVertexArray.cpp 15> btTriangleIndexVertexMaterialArray.cpp 15> btTriangleMesh.cpp 15> btTriangleMeshShape.cpp 14> domCg_setparam.cpp 15> btUniformScalingShape.cpp 15> btContactProcessing.cpp 15> btGenericPoolAllocator.cpp 15> btGImpactBvh.cpp 15> btGImpactCollisionAlgorithm.cpp 14> domCg_setparam_simple.cpp 15> btGImpactQuantizedBvh.cpp 14> domCg_setuser_type.cpp 15> btGImpactShape.cpp 15> btTriangleShapeEx.cpp 15> gim_box_set.cpp 15> gim_contact.cpp 15> gim_memory.cpp 15> gim_tri_collision.cpp 15> btContinuousConvexCollision.cpp 15> btConvexCast.cpp 15> btGjkConvexCast.cpp 15> btGjkEpa2.cpp 15> btGjkEpaPenetrationDepthSolver.cpp 14> domCg_surface_type.cpp 15> btGjkPairDetector.cpp 15> btMinkowskiPenetrationDepthSolver.cpp 15> btPersistentManifold.cpp 15> btPolyhedralContactClipping.cpp 14> domChannel.cpp 14> domCOLLADA.cpp 15> btRaycastCallback.cpp 15> btSubSimplexConvexCast.cpp 15> btVoronoiSimplexSolver.cpp 15> btKinematicCharacterController.cpp 14> domCommon_color_or_texture_type.cpp 15> btConeTwistConstraint.cpp 15> btContactConstraint.cpp 15> btGeneric6DofConstraint.cpp 15> btGeneric6DofSpringConstraint.cpp 15> btHinge2Constraint.cpp 14> domCommon_float_or_param_type.cpp 15> btHingeConstraint.cpp 15> btPoint2PointConstraint.cpp 15> btSequentialImpulseConstraintSolver.cpp 15> btSliderConstraint.cpp 15> btSolve2LinearConstraint.cpp 14> domCommon_newparam_type.cpp 15> btTypedConstraint.cpp 15> btUniversalConstraint.cpp 15> btUprightConstraint.cpp 15> btContinuousDynamicsWorld.cpp 15> btDiscreteDynamicsWorld.cpp 14> domCommon_transparent_type.cpp 15> btRigidBody.cpp 14> domConstants.cpp 15> btSimpleDynamicsWorld.cpp 14> domController.cpp 15> Bullet-C-API.cpp 15> btHinge2Vehicle.cpp 14> domConvex_mesh.cpp 15> btRaycastVehicle.cpp 15> btWheelInfo.cpp 14> domCylinder.cpp 14> domEffect.cpp 15> btWheelShapes.cpp 15> btGpu3DGridBroadphase.cpp 15> btParallelConstraintSolver.cpp 15> btThreadSupportInterface.cpp 15> MiniCLTaskScheduler.cpp 14> domEllipsoid.cpp 15> PosixThreadSupport.cpp 15> SequentialThreadSupport.cpp 15> SpuCollisionObjectWrapper.cpp 15> SpuCollisionTaskProcess.cpp 14> domExtra.cpp 15> SpuContactManifoldCollisionAlgorithm.cpp 15> SpuFakeDma.cpp 15> SpuGatheringCollisionDispatcher.cpp 15> SpuLibspe2Support.cpp 15> SpuSampleTaskProcess.cpp 15> Win32ThreadSupport.cpp 15> MiniCLTask.cpp 14> domFloat_array.cpp 14> domForce_field.cpp 15> boxBoxDistance.cpp 15> SpuCollisionShapes.cpp 14> domFx_annotate_common.cpp 14> domFx_annotate_type_common.cpp 15> SpuContactResult.cpp 15> SpuGatheringCollisionTask.cpp 15> SpuMinkowskiPenetrationDepthSolver.cpp 14> domFx_basic_type_common.cpp 15> btDefaultSoftBodySolver.cpp 14> domFx_clearcolor_common.cpp 15> btSoftBody.cpp 15> btSoftBodyConcaveCollisionAlgorithm.cpp 14> domFx_cleardepth_common.cpp 14> domFx_clearstencil_common.cpp 15> btSoftBodyHelpers.cpp 14> domFx_code_profile.cpp 15> btSoftBodyRigidBodyCollisionConfiguration.cpp 14> domFx_colortarget_common.cpp 15> btSoftRigidCollisionAlgorithm.cpp 14> domFx_depthtarget_common.cpp 15> btSoftRigidDynamicsWorld.cpp 14> domFx_include_common.cpp 14> domFx_newparam_common.cpp 15> btSoftSoftCollisionAlgorithm.cpp 14> domFx_profile_abstract.cpp 15> btAlignedAllocator.cpp 15> btConvexHull.cpp 15> btConvexHullComputer.cpp 15> btGeometryUtil.cpp 15> btQuickprof.cpp 15> btSerializer.cpp 14> domFx_sampler1D_common.cpp 14> domFx_sampler2D_common.cpp 14> domFx_sampler3D_common.cpp 15>PosixThreadSupport.obj : warning LNK4221: This object file does not define any previously undefined public symbols, so it will not be used by any link operation that consumes this library 15> libbullet.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/libbullet.lib
#14
05/15/2013 (12:35 pm)
16>------ Build started: Project: nxCharacter, Configuration: Release Win32 ------ 14> domFx_samplerCUBE_common.cpp 16> BoxController.cpp 16> CapsuleController.cpp 14> domFx_samplerDEPTH_common.cpp 14> domFx_samplerRECT_common.cpp 14> domFx_stenciltarget_common.cpp 14> domFx_surface_common.cpp 14> domFx_surface_format_hint_common.cpp 16> CCTDebugRenderer.cpp 16> CharacterController.cpp 16> CharacterControllerCallbacks.cpp 14> domFx_surface_init_common.cpp 16> CharacterControllerManager.cpp 16> Controller.cpp 16> NxCharacter.cpp 16> SweptBox.cpp 14> domFx_surface_init_cube_common.cpp 16> SweptCapsule.cpp 16> SweptVolume.cpp 14> domFx_surface_init_from_common.cpp 16> nxCharacter.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/nxCharacter.lib 17>------ Build started: Project: nxuStream, Configuration: Release Win32 ------ 14> domFx_surface_init_planar_common.cpp 14> domFx_surface_init_volume_common.cpp 17> NXU_Asc2Bin.cpp 17> NXU_ColladaExport.cpp 17> NXU_ColladaImport.cpp 14> domGeometry.cpp 14> domGles_basic_type_common.cpp 17> NXU_cooking.cpp 14> domGles_newparam.cpp 17> NXU_customcopy.cpp 17> NXU_File.cpp 17> NXU_Geometry.cpp 17> NXU_GraphicsMesh.cpp 14> domGles_pipeline_settings.cpp 17> NXU_helper.cpp 14> domGles_sampler_state.cpp 17> NXU_hull.cpp 17> NXU_PhysicsExport.cpp 14> domGles_texcombiner_argumentAlpha_type.cpp 17> NXU_PhysicsInstantiator.cpp 14> domGles_texcombiner_argumentRGB_type.cpp 14> domGles_texcombiner_commandAlpha_type.cpp 17> NXU_ScaledCopy.cpp 14> domGles_texcombiner_commandRGB_type.cpp 17> NXU_schema.cpp 14> domGles_texcombiner_command_type.cpp 14> domGles_texenv_command_type.cpp 17> NXU_SchemaStream.cpp 14> domGles_texture_constant_type.cpp 14> domGles_texture_pipeline.cpp 17> NXU_Streaming.cpp 14> domGles_texture_unit.cpp 17> NXU_string.cpp 17> NXU_tinystr.cpp 17> NXU_tinyxml.cpp 14> domGlsl_newarray_type.cpp 14> domGlsl_newparam.cpp 17> NXU_tinyxmlerror.cpp 17> NXU_tinyxmlparser.cpp 17> nxuStream.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/nxuStream.lib
#15
05/15/2013 (12:36 pm)
14> domGlsl_param_type.cpp 14> domGlsl_setarray_type.cpp 14> domGlsl_setparam.cpp 14> domGlsl_setparam_simple.cpp 14> domGlsl_surface_type.cpp 14> domGl_hook_abstract.cpp 14> domGl_pipeline_settings.cpp 14> domGl_sampler1D.cpp 14> domGl_sampler2D.cpp 14> domGl_sampler3D.cpp 14> domGl_samplerCUBE.cpp 14> domGl_samplerDEPTH.cpp 14> domGl_samplerRECT.cpp 14> domIDREF_array.cpp 14> domImage.cpp 14> domInputGlobal.cpp 14> domInputLocal.cpp 14> domInputLocalOffset.cpp 14> domInstanceWithExtra.cpp 14> domInstance_camera.cpp 14> domInstance_controller.cpp 14> domInstance_effect.cpp 14> domInstance_force_field.cpp 14> domInstance_geometry.cpp 14> domInstance_light.cpp 14> domInstance_material.cpp 14> domInstance_node.cpp 14> domInstance_physics_material.cpp 14> domInstance_physics_model.cpp 14> domInstance_rigid_body.cpp 14> domInstance_rigid_constraint.cpp 14> domInt_array.cpp 14> domLibrary_animations.cpp 14> domLibrary_animation_clips.cpp 14> domLibrary_cameras.cpp 14> domLibrary_controllers.cpp 14> domLibrary_effects.cpp 14> domLibrary_force_fields.cpp 14> domLibrary_geometries.cpp 14> domLibrary_images.cpp 14> domLibrary_lights.cpp 14> domLibrary_materials.cpp 14> domLibrary_nodes.cpp 14> domLibrary_physics_materials.cpp 14> domLibrary_physics_models.cpp 14> domLibrary_physics_scenes.cpp 14> domLibrary_visual_scenes.cpp 14> domLight.cpp 14> domLines.cpp 14> domLinestrips.cpp 14> domLookat.cpp 14> domMaterial.cpp 14> domMatrix.cpp 14> domMesh.cpp 14> domMorph.cpp 14> domName_array.cpp 14> domNode.cpp 14> domP.cpp 14> domParam.cpp 14> domPhysics_material.cpp 14> domPhysics_model.cpp 14> domPhysics_scene.cpp 14> domPlane.cpp 14> domPolygons.cpp 14> domPolylist.cpp 14> domProfile_CG.cpp 14> domProfile_COMMON.cpp 14> domProfile_GLES.cpp 14> domProfile_GLSL.cpp 14> domRigid_body.cpp 14> domRigid_constraint.cpp 14> domRotate.cpp 14> domSampler.cpp 14> domScale.cpp 14> domSkew.cpp 14> domSkin.cpp 14> domSource.cpp 14> domSphere.cpp 14> domSpline.cpp 14> domTapered_capsule.cpp 14> domTapered_cylinder.cpp 14> domTargetableFloat.cpp 14> domTargetableFloat3.cpp 14> domTechnique.cpp 14> domTranslate.cpp 14> domTriangles.cpp 14> domTrifans.cpp 14> domTristrips.cpp 14> domTypes.cpp 14> domVertices.cpp 14> domVisual_scene.cpp 14> dae.cpp 14> daeArray.cpp 14> daeAtomicType.cpp 14> daeDatabase.cpp 14> daeDocument.cpp 14> daeDom.cpp 14> daeElement.cpp 14> daeError.cpp 14> daeErrorHandler.cpp 14> daeIDRef.cpp 14> daeIOPluginCommon.cpp 14> daeMemorySystem.cpp 14> daeMetaAny.cpp 14> daeMetaAttribute.cpp 14> daeMetaChoice.cpp 14> daeMetaCMPolicy.cpp 14> daeMetaElement.cpp 14> daeMetaElementAttribute.cpp 14> daeMetaGroup.cpp 14> daeMetaSequence.cpp 14> daeRawResolver.cpp 14> daeRefCountedObj.cpp 14> daeSIDResolver.cpp 14> daeStandardURIResolver.cpp 14> daeStringRef.cpp 14> daeStringTable.cpp 14> daeTinyXMLPlugin.cpp 14> daeURI.cpp 14> daeUtils.cpp 14> domAny.cpp 14> daeLIBXMLPlugin.cpp 14> daeSTLDatabase.cpp 14> stdErrPlugin.cpp 14> collada_dom.vcxproj -> D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1buildFilesVisualStudio 2010projects../../../../../Engine/lib//compiled/Release.Win32/collada_dom.lib
#16
05/15/2013 (12:37 pm)
18>------ Build started: Project: GMK DLL, Configuration: Release Win32 ------ 18> Performing Custom Build Tools 18> '"..........Enginebinnasmnasmw.exe"' is not recognized as an internal or external command, 18> operable program or batch file. 18> Performing Custom Build Tools 18> '"..........Enginebinnasmnasmw.exe"' is not recognized as an internal or external command, 18> operable program or batch file. 18> Performing Custom Build Tools 18> '"..........Enginebinnasmnasmw.exe"' is not recognized as an internal or external command, 18> operable program or batch file. 18> Performing Custom Build Tools 18> '"..........Enginebinnasmnasmw.exe"' is not recognized as an internal or external command, 18> operable program or batch file. 18>C:Program Files (x86)MSBuildMicrosoft.Cppv4.0Microsoft.CppCommon.targets(151,5): error MSB6006: "cmd.exe" exited with code 9009. 19>------ Build started: Project: IE GMK Plugin, Configuration: Release Win32 ------ 20>------ Build started: Project: GMK, Configuration: Release Win32 ------ 20> main.cpp 19> IEWebGamePlugin.idl 19> Processing ......websourceactivexIEWebGamePlugin.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeoaidl.idl 19> oaidl.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeobjidl.idl 19> objidl.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeunknwn.idl 19> unknwn.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludewtypes.idl 19> wtypes.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludebasetsd.h 19> basetsd.h 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeguiddef.h 19> guiddef.h 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeocidl.idl 19> ocidl.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeoleidl.idl 19> oleidl.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeservprov.idl 19> servprov.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeurlmon.idl 19> urlmon.idl 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludemsxml.idl 19> msxml.idl 20>LINK : fatal error LNK1181: cannot open input file 'D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1gameGMK.lib' 21>------ Build started: Project: NP GMK Plugin, Configuration: Release Win32 ------ 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeoaidl.acf 19> oaidl.acf 19> Processing C:Program Files (x86)Microsoft SDKsWindowsv7.0Aincludeocidl.acf 21> webCommon.cpp 21> npPlugin.cpp 21> npWebGamePlugin.cpp 19> ocidl.acf 21>LINK : fatal error LNK1181: cannot open input file 'D:torqueTorque3D-masterTorque3DMy ProjectsNightmare Origins_0.1gameGMK.lib' 19> stdafx.cpp 19>d:torquetorque3d-mastertorque3dmy projectsnightmare origins_0.1websourceactivexstdafx.h(41): fatal error C1083: Cannot open include file: 'atlbase.h': No such file or directory ========== Build: 14 succeeded, 7 failed, 0 up-to-date, 0 skipped ==========Would really appreciate it if someone could point me in the right direction. Thanks
#17
Proceed to : install windows platform sdk, directx 9 june 2010 sdk, visual studio SP1 patchs (be warned : 2010 one is HUGE).
03/02/2014 (2:49 pm)
hello, this is the symptoms of "my dev environment is fucked up".Proceed to : install windows platform sdk, directx 9 june 2010 sdk, visual studio SP1 patchs (be warned : 2010 one is HUGE).
Torque Owner Jonajoint
Default Studio Name
Has GuideBot 1.2 been released yet?
Nice work on the gmk port btw DS