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Serious issue with VC2005, No projects compiling

by JC · in Torque Game Engine Advanced · 08/27/2007 (1:17 pm) · 4 replies

I've been doing work in studio 2005, and added several new mods to the engine to fit my games needs. Unfortunately, even though the compile comes through properly, I get multiple issues with "Unable to instantiate non-conobject class" errors, and even on some I get 0 errors, but it seems that the code isn't even in the engine. I've tried several things, adding and removing files from the project, doing a clean build etc. Any help would be great :)
Thanks,
-J

#1
08/27/2007 (3:32 pm)
Are you making your DECLARE_CONOBJECT and IMPLEMENT_CONOBJECT calls? There are slightly different versions of these depending on what type of object you are trying to create (Datablock, Netobject, or Console Object).
#2
08/28/2007 (12:14 am)
Yup, I just tried a resource today that has been approved as working and it too gave me the "Unable to instantiate non-conobject class" I'm seriously starting to think it's either the .sln or VC.
Here's what I have done so far:
1. added DirectX sdk
2. added Microsoft platform sdk
3. Loaded TGEASDK.sln
4. modified files
5. compiled the files ========== Build: 7 succeeded, 0 failed, 0 up-to-date, 9 skipped ==========
6. loaded TGEA
7."Unable to instantiate non-conobject"
8. checked the .cs code, found no problems
9. tried other modded files in TGEA --do not work either, no "Unable to instantiate non-conobject" though.
10. Tried cleaning TGEA build, and rebuilding -back to step 6.
11. tried cleaning TGEA build, modifying other files to create some console messages. --back to step 6.
12. reinstalled and ran again - back to step 6
13. installed it on another computer and ran -back to step 6
#3
08/28/2007 (9:01 am)
It's not the .sln or VC - it's a problem with a resource you're trying to use. Do a build without any modifications first, then add them in one at a time until you figure out which one is causing the problem.
#4
08/28/2007 (3:30 pm)
Fixed it. Turns out VC wasn't cleaning the build, so I did it manually :).