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
what is the preprocessor directive i need to add???
or should i just comment out #define TORQUE_UNICODE :)
thx
--Mike
#3
You may get further build errors. I did.
-Griff
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
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
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
winD3DVideo.cc
Running VC7 on XP any tricks for this ?
/Thomas
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
It should compile properly now, at least, the tsShapeConstruct.cc compile errors were fixed yesterday.
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
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????
09/10/2005 (6:27 pm)
MichaelI 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
GuiEffectCanvas is used to enable some neat transition effects and other goodies. Check out GuiVectorFieldCtrl (I think that's the right name).
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
New problem . starter.fps will not load/start .. ???
starter.racing - working
tutorial.base - working
/thomas
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
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.
09/11/2005 (8:02 am)
@ BenNo 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.
#13
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
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
Associate Ron Yacketta
what compiler/platform/os???
-Ron