Game Development Community

Missing lib file

by joey r · in Torque 3D Beginner · 05/12/2013 (2:56 pm) · 9 replies

Okay, after a long time of trying to set up PhysX with this game engine and my projects, I finally got it to work. I now have an sln file. I open it up in Visual C++ 2010 and press build. However, it tells me that it can't open or find the .libs. How do I compile or get these lib files to compile the exe of my game? Will there ever be a return of the Toolbox? That was much more convenient for packing the game..

Here is the message in the VC++ console.

18>LINK : fatal error LNK1181: cannot open input file 'C:ProgramFiles(x86)\Torque3D\My Projects\Forager Havoc\game\Forager Havoc.lib'

Help figuring out how to get this file would be appreciated. I looked for this file and it's not there.

#1
05/13/2013 (11:50 am)
Help me, anyone?
#2
05/13/2013 (12:34 pm)
Do you have all the dependencies? DirectX SDK and what not.

Also, have you tried to compile a stock version of the game without the PhysX files successfully?

Lastly, have you navigated to the file path in question to see if the file is actually there? If not I'd say you could find it on the GitHub repo
#3
05/13/2013 (12:45 pm)
the lib is the lib of your game, this is created by Visual Studio while its compiling, If its not it usually means its failed to compile, was this the only error message?
#4
05/14/2013 (12:05 pm)
Hey guys, I figured not having DirectX SDK would be it. When I try and install that I got error S1023. how do i fix it?
#5
05/14/2013 (6:45 pm)
Please post the log entry - the error code does not help without context. I don't think any of us are psychic....
#6
05/16/2013 (11:08 am)
@Richard
where is the log?
#7
05/16/2013 (6:57 pm)
Googled "visual studio build log file location":
Do some research

It helps to know how to use your tools - you wouldn't want a mechanic who didn't know how to use a wrench to touch your car, eh?

I know I seem like a jerk - but knowledge earned is knowledge retained....
#8
09/11/2014 (7:35 am)
Which version of PhysX must be used???
Is this is really compuslary for compilation???
#9
09/11/2014 (8:14 am)
No, it's not.

Option 1:
Go to <your project>/buildFiles/config and edit project.conf.
<?php

// Set this true to enable hifi networking instead of standard.
// In general ... hifi is designed to better deal with fast
// moving players in close proximity to each other, such as
// a racing game.
$TORQUE_HIFI_NET = false;

// Configure Torque 3D
Torque3D::beginConfig( "win32", "FPS Tutorial" );

    // Include Web Deployment module
    includeModule( 'webDeploy' );
    
    // ***********************************************
    // REMOVE THIS PART!!!!
    // ***********************************************
    // Include PhysX physics over Torques.
    includeModule( 'physx' );
    // ***********************************************
    // ***********************************************

    // Enable for optional minidump debugging support
    // addProjectDefine( 'TORQUE_MINIDUMP' );
        
Torque3D::endConfig();

?>

Remove that part about PhysX.
In <your project>/ run generateProjects.bat.
Recompile.

Option 2:
Use the Project Manager to select the options you wish to use for your project.

Note:
Reading the documentation on the page where you checked the source code out from is a good idea - there is a section titled "Using PhysX" - it describes what version you will need if you intend to use it.