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1.4 Compile Error -fatal error C1189

by Michael Hense · in Torque Game Engine · 09/10/2005 (11:54 am) · 13 replies

Fatal error C1189: #error : "ERROR: You must have UNICODE defined in your preprocessor settings (ie, /DUNICODE) if you have TORQUE_UNICODE enabled in torqueConfig.h!"


what is the preprocessor directive i need to add???

or should i just comment out #define TORQUE_UNICODE :)


thx

--Mike

#1
09/10/2005 (11:59 am)
Need a tad bit more info...

what compiler/platform/os???

-Ron
#2
09/10/2005 (12:01 pm)
Ooops... sorry, VC6 on WinXP

--Mike
#3
09/10/2005 (12:31 pm)
Simply go into project-settings then add "/dunicode" to your project options box.

You may get further build errors. I did.

-Griff
#4
09/10/2005 (2:18 pm)
Thx Grif... i tried that and still got the 2 errors... i thought i was doing something wrong or had forgotten something (probably did :) )...

i wound up commneting the line out(i was joking about doing this at first) just so i could get the thing to run temporarily...

--Mike
#5
09/10/2005 (4:57 pm)
Fatal error C1189: #error : "ERROR: You must have UNICODE defined in your preprocessor settings (ie, /DUNICODE) if you have TORQUE_UNICODE enabled in torqueConfig.h!"
winD3DVideo.cc

Running VC7 on XP any tricks for this ?

/Thomas
#6
09/10/2005 (5:52 pm)
Sheesh, so define UNICODE im your project settings or kill off the TORQUE_UNICODE. That's why the warning is there. :)

It should compile properly now, at least, the tsShapeConstruct.cc compile errors were fixed yesterday.
#7
09/10/2005 (6:27 pm)
Michael

I am using VC6 and WinXP also and had the same problems. This fixed it for me. Just add the word 'UNICODE' to the preprocessor definitions in the C/C++ General section. You may also have to add 'IMM32.LIB' to your object/library modules in the 'Link' section. Clean and re-compile. Ben has done a tremendous job on this! I am now trying to understand what the guiEffectCanvas is used for????
#8
09/10/2005 (7:38 pm)
Thanks for the quick fix explanation, Jackie.

GuiEffectCanvas is used to enable some neat transition effects and other goodies. Check out GuiVectorFieldCtrl (I think that's the right name).
#9
09/11/2005 (2:25 am)
Thanks Ben & Jackie it works now..

New problem . starter.fps will not load/start .. ???



starter.racing - working
tutorial.base - working


/thomas
#10
09/11/2005 (8:02 am)
@ Ben

No Problem:) Thanks for all your hard work and helping others. I am checking out the new canvas routines.


@Alienforce

There are also 4 files that need to be added to the build. For some reason they were not in the VC6 build. They are:

under dgl...add gVectorField.cc and gVectorField.h

under gui/shiny...add guiEffectCanvas.cc and guiEffectCanvas.h

clean and re-compile. You should be good to go. The new starter.fps uses the new guiEffectCanvas routines.
#11
09/11/2005 (9:30 am)
Thanks Jackie,

I will try it.

/Thomas
#12
09/11/2005 (5:58 pm)
Just got this THANKS J... trying now...

--Mike
#13
09/26/2005 (12:19 pm)
Hi,

Thanks Ben and Jackie, I had exactly the same problem here.

By the way, I believe that there's another 4 files to be added in the VC6 build:

under gui\controls:

guiDirectoryTreeCtrl.cc
guiDirectoryTreeCtrl.h
guiDirectoryFileListCtrl.cc
guiDirectoryFileListCtrl.h

The LoadFileDlg.gui, in the common folder , use this controls, and now its working fine...


- Eduardo