Game Development Community

Can't compile with TBE (Eclipse)

by Randy Hearn - Magnum · in Torque Game Engine · 11/27/2005 (2:02 pm) · 49 replies

Download the SDK 1-4 and the TBE and tried compiling the stock game. Got well over 100 errors.

Here is the ending ...

--> Compiling buildWad/palQuantization.cc
buildWad/palQuantization.cc: In member function 'void
PalQuantizer::reduceTree()':
buildWad/palQuantization.cc:231: warning: initialization of negative value '-1'
to 'U32'
buildWad/palQuantization.cc:231: warning: argument of negative value '-1' to '
unsigned int'
make[1]: *** No rule to make target 'texture2bm8', needed by 'all'.
make[1]: Target 'all' not remade because of errors.
make: *** [tools] Error 2
make: Target 'all' not remade because of errors.



The main problem is when it starts it builds the out.GCC.RELEASE directory, but it does not build the gui directory and I think that may be part. However, I have not compiled in C++ in years and new to Eclipse.

I will try and work some of the warnings out, right now the errors compile at the front and so the error description is outside the console buffer. I will see if I can capture them.

Any hep would be appreciated.

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.

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#1
11/27/2005 (4:30 pm)
I can't get mine to even to start to compile in the TBE even after following the step by step instructions, Any thing you can maybe post here to get me started the way you did, Even if i get errors that would be fine at least then i know i'm doing something right . lol
#2
11/27/2005 (6:04 pm)
Not sure if I would be the right one to help. I just followed the step by step and got that far.

If I do find out anything I will pass it on.
#3
11/27/2005 (7:05 pm)
Here is an update to the the first error I am getting.



Creating library out.GCC3.RELEASE/lungif.a
mkdir: cannot create directory 'out.GCC3.RELEASE/gui/containers': No such file or directory
make[1]: *** [out.GCC3.RELEASE/gui/containers] Error 1
make: *** [default] Error 2
#4
11/27/2005 (7:26 pm)
Don't try to build the bm8 or wad stuff, it's useless. And removed in 1.4, largely...

Probably the problem in the latter case is you haven't made gui yet.
#5
11/27/2005 (7:34 pm)
Curious if the bm8 or wad stuff is removed in 1.4 then it shouldn't be tring to compile it? That is assuming the TBE was updated to 1.4 as well?

I did correct the second error after I found this thread.

http://www.garagegames.com/mg/forums/result.thread.php?qt=27464

Thanks for the help.

Still working other errors, but will see if I can work them out before posting them..
#6
11/27/2005 (10:40 pm)
TBE hasn't been updated to 1.4 as far as I know, and I don't know at all how to setup 1.4 to work with it. I just moved my .project file over from my old 1.3 directory, which gives me the file tree. But I've no idea what changes I have to make beyond that to get it to work.
#7
11/27/2005 (11:02 pm)
TBE has not yet been updated to 1.4.

If you want a free compiler, do consider giving VS 2k5 a try. There's already a resource to make it work. :)

Hopefully we'll get around to updating TBE soon. We have a few other projects in the pipe right now but can probably see about getting it fixed. Of course, if a community member steps up, we'd be very happy to work with them on this issue.
#8
11/28/2005 (4:15 am)
I will see what I can do as I work to get mine going. I did not have 1.3 so I can't use the .project.


As I am running through my list I am making notes as what files MUST be changed in order to comiple, will post something.. if I don't get stumped:)

Yes, i downloaded VS 2k5, but I got further with Eclipse:)
#9
11/28/2005 (6:38 am)
@Ben
Could you post a link to the resource? I've found a few posts, but I've not had any luck getting 1.4 to compile in VS 2k5. Currently, when I build TorqueDemo all of the sub-requirements build, but TorqueDemo fails.
#10
11/28/2005 (9:58 am)
Chris Calef is going to work on TBE compatibility today.
#11
11/28/2005 (10:07 am)
Hey y'all, like Jeff said, I'll be working on this stuff, should have solutions for you soon.

@Randy:
RE: the first error (cannot create directory 'out.GCC3.RELEASE/gui/containers':) this is an easy one to fix! (Although totally cryptic and weird-looking.) Go to your conf.GCC3.WIN32.mk file (in SDK/mk), and find the following line:

MKDIR=mkdir $(@:/=)

Add a "-p" flag in there, like so:

MKDIR=mkdir -p $(@:/=)

That will make it so it automatically creates any new directories it needs for storing .obj files.
#13
11/28/2005 (1:53 pm)
@Ben
Thanks, Ben. I'll give those a try tonight. They look much more straight-forward than the other sets I'd found (for 2k5 beta, or TGE RC2). Here's hoping...
#14
11/28/2005 (1:56 pm)
Well, sorry to say I didn't fix everything yet, so if you're looking to just plug it in and run with it, you may have to wait another day or two. However, in the interests of keeping the ball rolling, I thought I'd post the changes I've made so far. These fixes took me from broken compile all the way up to "compiled but broke on linker errors." If you know what to do about these remaining linker errors, please step forward!

Fixes:

1) can't make directories: -p switch in MKDIR line, see above.

2) "must have UNICODE defined": put -DUNICODE into conf.GCC3.WIN32.mk, under CFLAGS.GENERAL

3) winRedbook.cc 396: can't convert MIXERCONTROL* to tagMIXERCONTROLW*
change this:
MIXERCONTROL volumeControl;
to this:
tagMIXERCONTROLW volumeControl;

4) winWindow.cc:34 -- "invalid initializer"
changed this:
static UTF16 windowName[256] = L"Darkstar Window";
to this:
static UTF16* windowName = L"Darkstar Window";

5) linking problems, can't find lib/vorbis/libogg.a etc.
Change LINK.LIBS.VORBIS from this:
LINK.LIBS.VORBIS = ../lib/vorbis/win32/libogg.a ../lib/vorbis/win32/libvorbis.a ../lib/vorbis/win32/libogg.a

to this:
LINK.LIBS.VORBIS = ../lib/xiph/win32/theora_static.lib ../lib/xiph/win32/vorbis_static_mt.lib ../lib/xiph/win32/ogg_static.lib

(note the order, theora should come first)


----------------------------------------------------------------

After this, my build still breaks, with the following functions undefined:

ImmGetContext@4
ImmReleaseContext@8
ImmAssociateContext@8
(for winInput.cc and winWindow.cc)

_allshr, _allshl, _alldiv, _allmul, etc. (for theora)
_alloca_probe (for vorbis)

Anyone have insight on these?
#15
11/28/2005 (2:06 pm)
You need immlib (imm32.lib, immlib.lib? I forget the exact name, check the project files for the Imm function. And the Ogg codecs live in xiph now, make sure you've updated that info.
#16
11/28/2005 (4:59 pm)
@chris thanks for the info. I got about that far as well but I could not figure out what the exact line for the ../lib should be changed to.

Also, thanks everyone for the quick response. I can wait a few days for everything to get resolved, as long as I know now it's not just mine configuration :)

No insight on the Imm... over my head right now...

Again, thanks everyone for the quick responses, I have started back on my real day job so I can only answer nighty....

But, shoot me the info. I test software all day, so might as well play at night :))
#17
11/28/2005 (6:02 pm)
Hmm.. Just curious but based on the other VS builds, do we need to download the microsoft SDk and include the directories that contain the imm32.lib?

I downloaded and installed but still a little slow on where to include so Eclipse can find them.. copy the lib folder etc.. to the SDK folder??

Just a thought...
#18
11/28/2005 (6:30 pm)
Well, dodging the question for the moment of how to do this through the Eclipse IDE, we can compile torque using GCC at a prompt, and to do that you link the libraries in conf.GCC3.WIN32.mk (This might be the easiest way to get it working thru eclipse as well.)

I did it by adding the library to the overused LINK.LIBS.VORBIS line, like this:

LINK.LIBS.VORBIS = ../lib/xiph/win32/theora_static.lib ../lib/xiph/win32/vorbis_static_mt.lib ../lib/xiph/win32/ogg_static.lib ../lib/xiph/win32/IMM32.LIB

(Obviously, putting the IMM32.LIB file in the specified directory, for lack of a better place.)

Unfortunately, it didn't work for me, (this usually works!) and I need to leave the office right now, so I'm not much help. :-(

In any event IMM32 will only address the first few errors, which are followed by all the others relating to _allshr, _allshl, _alldiv, etc. These may be in other VC libraries, but we need to figure out which ones, I don't think it's necessary to include them ALL.

Anyway, sorry I'm not more helpful. Good luck! I'll get back on it tomorrow.
#19
11/28/2005 (6:38 pm)
No problem.

Get some sleep... No need to kill youself over this :))

Thanks... I may try this and see how far I get...
#20
11/28/2005 (7:11 pm)
Ok,

I downloaded and linked the the MS SDK\lib and the MS SDK\include and recompiled and you are correct it got me to the _allshr errors that you mentioned.

Here is some info if it's helpful, just a good morning present for when you return...:)

out.GCC3.RELEASE/platformWin32/winWindow.obj(.text+0xaf3):winWindow.cc: undefined reference to 'ImmGetContext@4'
out.GCC3.RELEASE/platformWin32/winWindow.obj(.text+0xb06):winWindow.cc: undefined reference to 'ImmReleaseContext@8'
../lib/xiph/win32/theora_static.lib(./Static_Release/toplevel.obj)(.text+0xb9):C:\src\theora\lib\: undefined reference to '_allshr'
../lib/xiph/win32/theora_static.lib(./Static_Release/toplevel.obj)(.text+0xe1):C:\src\theora\lib\: undefined reference to '_allshl'
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