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lacosaweb

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Errors in compilation
« on: July 29, 2009, 07:49:07 AM »

Hi, I try to compile the sources but it shows a strange errors, anyone can help me please?
I compile it with Visual Studio 2008, the wme_base and wme_ad compile OK, the problem is the wme project:

Error   6   error LNK2005: _png_get_valid already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   7   error LNK2005: _png_get_rowbytes already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   8   error LNK2005: _png_get_channels already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   9   error LNK2005: _png_get_signature already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   10   error LNK2005: _png_get_gAMA already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   11   error LNK2005: _png_get_sRGB already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   12   error LNK2005: _png_get_IHDR already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   13   error LNK2005: _png_get_PLTE already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   14   error LNK2005: _png_get_tRNS already defined in d3dx8.lib(pngget.obj)   libpng_d.lib   wme
Error   19   error LNK2001: unresolved external symbol "char const * __stdcall DXGetErrorString8A(long)" (?DXGetErrorString8A@@YGPBDJ@Z)   wme_base_d.lib   wme
Error   20   error LNK2001: unresolved external symbol _TID_D3DRMAnimation   wme_base_d.lib   wme
Error   21   error LNK2001: unresolved external symbol _TID_D3DRMAnimation   wme_base_d.lib   wme
Error   22   error LNK2001: unresolved external symbol _IID_IDirectDraw7   wme_base_d.lib   wme
Error   23   error LNK2001: unresolved external symbol _IID_IDirectDraw7   wme_base_d.lib   wme
Error   24   error LNK2001: unresolved external symbol _GUID_SysKeyboard   wme_base_d.lib   wme
Error   25   error LNK2001: unresolved external symbol _IID_IDirectSoundFXWavesReverb   wme_base_d.lib   wme
Error   26   error LNK2001: unresolved external symbol _GUID_DSFX_WAVES_REVERB   wme_base_d.lib   wme
Error   27   error LNK2001: unresolved external symbol _GUID_All_Objects   wme_base_d.lib   wme
Error   28   error LNK2001: unresolved external symbol _IID_IDirectSoundFXEcho   wme_base_d.lib   wme
Error   29   error LNK2001: unresolved external symbol _GUID_DSFX_STANDARD_ECHO   wme_base_d.lib   wme
Error   30   error LNK2001: unresolved external symbol _IID_IDirectSoundBuffer8   wme_base_d.lib   wme
Error   31   error LNK2001: unresolved external symbol _TID_D3DRMFrame   wme_base_d.lib   wme
Error   32   error LNK2001: unresolved external symbol _TID_D3DRMFrame   wme_base_d.lib   wme
Error   33   error LNK2001: unresolved external symbol _TID_D3DRMAnimationSet   wme_base_d.lib   wme
Error   34   error LNK2001: unresolved external symbol _TID_D3DRMFrameTransformMatrix   wme_base_d.lib   wme
Error   35   error LNK2001: unresolved external symbol _TID_D3DRMMesh   wme_base_d.lib   wme
Error   36   error LNK2001: unresolved external symbol _TID_D3DRMAnimationOptions   wme_base_d.lib   wme
Error   37   error LNK2001: unresolved external symbol _TID_D3DRMAnimationKey   wme_base_d.lib   wme
Error   38   error LNK2001: unresolved external symbol _GUID_Key   dinput.lib   wme
Error   39   fatal error LNK1120: 17 unresolved externals   D:\soft\wme\src\wme\Debug\wme.exe   wme
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Catacomber

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Re: Errors in compilation
« Reply #1 on: August 07, 2009, 04:16:27 AM »

What compiler should I try for this: Java? 
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Weraustinne

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Re: Errors in compilation
« Reply #2 on: August 07, 2009, 03:02:57 PM »

Thats is DX8 missing files problem.
Try the DX 8 SDK, because the error is missing DirectX 8 files, so this [ http://www.darwinbots.com/numsgil/dx81sdk_full.exe ] should help you.
You need in the Visual Studio 2008 set the path to the header files of DX 8 SDK.
Another problem may be the Visual C ++ 2005 Redist. installed together with Visual Studio 2008. (Try to uninstall the VS C + + 2005 Redist..) 
Please write how to this help.
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Mnemonic

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Re: Errors in compilation
« Reply #3 on: August 07, 2009, 03:24:31 PM »

Cat, please see the enclosed readme file for info on compilers. And it's C++, not Java.
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Catacomber

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Re: Errors in compilation
« Reply #4 on: August 07, 2009, 03:44:52 PM »

Mnemonic, thank you.  If I use the DX 8 SDK will it overwrite my current later version DirectX files?  Do I have to put it in a special place---like the compiler?  I've done this before to run something but forgot what I did and whether my DirectX current version was wiped out.

Thanks for your help. 
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Weraustinne

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Re: Errors in compilation
« Reply #5 on: August 07, 2009, 04:47:22 PM »

Mnemonic, thank you.  If I use the DX 8 SDK will it overwrite my current later version DirectX files?  Do I have to put it in a special place---like the compiler?  I've done this before to run something but forgot what I did and whether my DirectX current version was wiped out.

Thanks for your help. 

And you have DirectX 9 on you PC?
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Re: Errors in compilation
« Reply #6 on: August 07, 2009, 05:01:21 PM »

On the computer I would like to compile on, I think so---will check tonight.  Also have to check which version of Visual Studio Express I have there.  I remember going through a process to link up Visual Studio Express to a new DirectX I put in but this is a few months ago so I've forgotten everything and I'm not at that computer right now.
« Last Edit: August 07, 2009, 05:08:57 PM by Catacomber »
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Re: Errors in compilation
« Reply #7 on: August 07, 2009, 05:22:01 PM »

I found this in the readme:

"There are four configurations available: Debug, Release,
Debug_D3D9 and Release_D3D9. The former two compile DirectX 8 version
of the engine, the latter two DirectX 9 version."

So if I have either DirectX8 or 9 installed, shouldn't I be all right?  I haven't tried compiling yet and can't until tonight or tomorrow--probably tomorrow as am wiped out.  :  )

Only reason am asking questions before trying to compile is that someone scared me about compiling and I want to know what to expect.  :  )

« Last Edit: August 07, 2009, 05:27:10 PM by Catacomber »
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Weraustinne

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Re: Errors in compilation
« Reply #8 on: August 07, 2009, 06:25:06 PM »

I found this in the readme:

"There are four configurations available: Debug, Release,
Debug_D3D9 and Release_D3D9. The former two compile DirectX 8 version
of the engine, the latter two DirectX 9 version."

So if I have either DirectX8 or 9 installed, shouldn't I be all right?  I haven't tried compiling yet and can't until tonight or tomorrow--probably tomorrow as am wiped out.  :  )

Only reason am asking questions before trying to compile is that someone scared me about compiling and I want to know what to expect.  :  )



   
It should be right,
But I have Visual Studio 2008 Express, DirectX 9.0c 2009, DirectX SDK for DX 9 - 2009 and I have the same problem as here, maybe Mnemonic can upload his SDK here http://www.4shared.com/ and Mnemonic...You compile WME witch VS 2008 Express?   

EDIT:/
DX 8 SDK may be help, but I do not have on my PC, Mnemonic...with version of SDK you have?
Thanks,   
« Last Edit: August 07, 2009, 06:28:58 PM by Weraustinne »
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Re: Errors in compilation
« Reply #9 on: August 07, 2009, 06:51:20 PM »

There is some help here I think:

http://forum.dead-code.org/index.php?topic=3463.0

But am a little confused as to steps:

Is it  (1)  "remove the "8" from all the names. There is now a generic DXGetErrorString function, which handles all DX8/DX9/DX10"   ??which "names"??

(2)  Open the file 'PlatformWin.h'. At the top of the file change:

#define _WIN32_WINNT 0x0400

to

#define _WIN32_WINNT 0x0500

and (3) either get an older SDK, or download the file somewhere and put it to the SDK\lib directory, or if you're up for the task, you can actually remove all DirectInput references from WME. It's not really used, I should have removed it long time ago.

?

If one chose to remove all DirectInput references from WME, what sort of statements am I looking for? Can't compile or open anything but readme until later.

***
I found this link which has a download of the June 2007 DirectX sdk with instructions

http://www.microsoft.com/downloads/thankyou.aspx?familyId=371f6ba4-2737-46ab-b275-0dcab31459b5&displayLang=en

But again---installing this---won't it blow away my DirectX9?

If method of removing all the DirectInput references will allow me to keep DirectX9, that would be a preferred way, imho. 
« Last Edit: August 07, 2009, 07:00:04 PM by Catacomber »
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Re: Errors in compilation
« Reply #10 on: August 08, 2009, 01:49:48 AM »

[I can't go back to DirectX8 from DirectX9 without reinstalling my operating system which would mean...more work than I am willing to do.  : ) so need another solution!... if possible] : )

Compiling with Visual C++ 2005 and Direct X9 (and Windows Platform SDK in), I get error that can't open this file: d3d8.h--

Code: WME Script
  1. c:\wmesource\src\engine_core\wme_base\d3dtypes.h(32) : fatal error C1083: Cannot open include file: 'd3d8.h': Invalid argument
  2. Build log was saved at "file://c:\WMESource\src\engine_core\wme_base\Debug\BuildLog.htm"
  3. wme_base - 1 error(s), 0 warning(s)
  4. ------ Rebuild All started: Project: wme_ad, Configuration: Debug Win32 ------
  5.  

This is the file d3d8.h:

Code: WME Script
  1. // Copyright 2009 Jan Nedoma
  2. //
  3. // This file is part of Wintermute Engine.
  4. //
  5. // Wintermute Engine is free software: you can redistribute it and/or modify
  6. // it under the terms of the GNU Lesser General Public License as published by
  7. // the Free Software Foundation, either version 3 of the License, or
  8. // (at your option) any later version.
  9. //
  10. // Wintermute Engine is distributed in the hope that it will be useful,
  11. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  13. // GNU Lesser General Public License for more details.
  14. //
  15. // You should have received a copy of the GNU Lesser General Public License
  16. // along with Wintermute Engine.  If not, see <http://www.gnu.org/licenses/>.
  17. //////////////////////////////////////////////////////////////////////////
  18.  
  19.  
  20. #ifndef __D3DTYPES_H_
  21. #define __D3DTYPES_H_
  22.  
  23. #ifdef WME_D3D9
  24.         #ifdef _DEBUG
  25.                 #define D3D_DEBUG_INFO
  26.         #endif
  27.  
  28.         #include <d3d9.h>
  29.         #include <d3dx9.h>
  30.         #include <D3DX9Xof.h>
  31. #else
  32.         #include <d3d8.h>
  33.         #include <d3dx8.h>
  34. #endif
  35.  
  36.  
  37. #ifdef WME_D3D9
  38.        
  39.         typedef struct IDirect3D9* LPDIRECT3D;
  40.         typedef struct IDirect3DTexture9* LPDIRECT3DTEXTURE;
  41.         typedef struct IDirect3DVertexBuffer9* LPDIRECT3DVERTEXBUFFER;
  42.         typedef struct IDirect3DIndexBuffer9* LPDIRECT3DINDEXBUFFER;
  43.         typedef struct IDirect3DDevice9* LPDIRECT3DDEVICE;
  44.         typedef struct IDirect3DSurface9* LPDIRECT3DSURFACE;
  45.        
  46.         typedef struct _D3DMATERIAL9 D3DMATERIAL;
  47.         typedef struct _D3DVIEWPORT9 D3DVIEWPORT;
  48.         typedef struct _D3DLIGHT9 D3DLIGHT;
  49.         typedef struct _D3DCAPS9 D3DCAPS;       
  50.         typedef struct _D3DADAPTER_IDENTIFIER9 D3DADAPTER_IDENTIFIER;
  51.  
  52.         typedef struct ID3DXFile* LPDIRECTXFILE;
  53.         typedef struct ID3DXFile* LPDIRECTXFILEOBJECT;
  54.         typedef struct ID3DXFileData* LPDIRECTXFILEDATA;
  55.         typedef struct ID3DXFileEnumObject* LPDIRECTXFILEENUMOBJECT;
  56.         typedef struct _D3DXF_FILELOADMEMORY DXFILELOADMEMORY;
  57.         #define DXFILELOAD_FROMMEMORY D3DXF_FILELOAD_FROMMEMORY
  58.  
  59.         #define LockVB(OffsetToLock, SizeToLock, ppbData, Flags) Lock(OffsetToLock, SizeToLock, (void**)ppbData, Flags)
  60.         #define LockIB(OffsetToLock, SizeToLock, ppbData, Flags) Lock(OffsetToLock, SizeToLock, (void**)ppbData, Flags)
  61.         #define CreateVertexBufferUni(Length, Usage, FVF, Pool, ppVertexBuffer) CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer, NULL)
  62.         #define CreateIndexBufferUni(Length, Usage, Format, Pool, ppIndexBuffer) CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL)
  63.         #define LockVertexBufferUni(Flags, ppData) LockVertexBuffer(Flags, (void**)ppData)
  64.         #define LockIndexBufferUni(Flags, ppData) LockIndexBuffer(Flags, (void**)ppData)
  65.  
  66.  
  67.         // the following used to be TEXTURESTAGESTATES but are now SAMPLERSTATES
  68.         enum
  69.         {
  70.                 D3DTSS_ADDRESSU       = 13,
  71.                 D3DTSS_ADDRESSV       = 14,
  72.                 D3DTSS_BORDERCOLOR    = 15,
  73.                 D3DTSS_MAGFILTER      = 16,
  74.                 D3DTSS_MINFILTER      = 17,
  75.                 D3DTSS_MIPFILTER      = 18,
  76.                 D3DTSS_MIPMAPLODBIAS  = 19,
  77.                 D3DTSS_MAXMIPLEVEL    = 20,
  78.                 D3DTSS_MAXANISOTROPY  = 21
  79.         };
  80.  
  81.         #define D3DENUM_NO_WHQL_LEVEL 0
  82. #else
  83.         typedef struct IDirect3D8* LPDIRECT3D;
  84.         typedef struct IDirect3DTexture8* LPDIRECT3DTEXTURE;
  85.         typedef struct IDirect3DVertexBuffer8* LPDIRECT3DVERTEXBUFFER;
  86.         typedef struct IDirect3DIndexBuffer8* LPDIRECT3DINDEXBUFFER;
  87.         typedef struct IDirect3DDevice8* LPDIRECT3DDEVICE;
  88.         typedef struct IDirect3DSurface8* LPDIRECT3DSURFACE;
  89.  
  90.         typedef struct _D3DMATERIAL8 D3DMATERIAL;
  91.         typedef struct _D3DVIEWPORT8 D3DVIEWPORT;
  92.         typedef struct _D3DLIGHT8 D3DLIGHT;
  93.         typedef struct _D3DCAPS8 D3DCAPS;
  94.         typedef struct _D3DADAPTER_IDENTIFIER8 D3DADAPTER_IDENTIFIER;
  95.  
  96.         #define D3DXMatrixDeterminant D3DXMatrixfDeterminant
  97.         #define LockVB(OffsetToLock, SizeToLock, ppbData, Flags) Lock(OffsetToLock, SizeToLock, (BYTE**)ppbData, Flags)
  98.         #define LockIB(OffsetToLock, SizeToLock, ppbData, Flags) Lock(OffsetToLock, SizeToLock, (BYTE**)ppbData, Flags)
  99.         #define CreateVertexBufferUni(Length, Usage, FVF, Pool, ppVertexBuffer) CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer)
  100.         #define CreateIndexBufferUni(Length, Usage, Format, Pool, ppIndexBuffer) CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer)
  101.         #define LockVertexBufferUni(Flags, ppData) LockVertexBuffer(Flags, (BYTE**)ppData)
  102.         #define LockIndexBufferUni(Flags, ppData) LockIndexBuffer(Flags, (BYTE**)ppData)
  103.  
  104. #endif
  105.  
  106.  
  107.  
  108. #endif // __D3DTYPES_H_
  109.  
  110.  

But for my purposes right now I just need to be able to read the files, which I can do. However, I would like to be able to compile them.  : )

@ lacosaweb

I hope you have sorted out or can sort out your problem since this is, after all, your thread.
« Last Edit: August 09, 2009, 04:46:14 AM by Catacomber »
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lacosaweb

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Re: Errors in compilation
« Reply #11 on: August 10, 2009, 10:36:29 AM »

Thanks Weraustinne, I installed the DX8 SDK and included its headers, but now when I compile all the errors are from winnt.h

What is this header come from? Why these errors? Any help please?


Error   1   error C2146: syntax error : missing ';' before identifier 'PVOID64'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme_base
Error   2   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme_base
Error   3   error C2146: syntax error : missing ';' before identifier 'Buffer'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme_base
Error   4   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme_base
Error   5   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme_base
Error   6   error C2146: syntax error : missing ';' before identifier 'PVOID64'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme_ad
Error   7   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme_ad
Error   8   error C2146: syntax error : missing ';' before identifier 'Buffer'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme_ad
Error   9   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme_ad
Error   10   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme_ad
Error   11   error C2146: syntax error : missing ';' before identifier 'PVOID64'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme
Error   12   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme
Error   13   error C2146: syntax error : missing ';' before identifier 'Buffer'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme
Error   14   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme
Error   15   error C4430: missing type specifier - int assumed. Note: C++ does not support default-int   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   7818   wme
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Re: Errors in compilation
« Reply #12 on: August 10, 2009, 01:21:01 PM »

To lacosaweb -    
Sorry, but I do not have VS 2008 installed now, but I found this solution to a similar problem:

Basically what happened was that I thought that the issue was with the Visual Studio Include files order (see Tools->Options->Projects and Solutions->VC++ Directories->Show directories for: Include files). Only a while later did I realize that the problem was that the project itself had some include files (see project Properties->Configuration Properties->C/C++->General) that takes precedence over the Visual Studio Include files.  I also included the directshow header files in the VS Include files, but this time, since they were explicitly listed there, I could choose which order I wanted them in, i.e. that the Platform SDK had higher priority than the DirectX directories.

Other than that I had to patch a few bugs with the BaseClasses source files. One was the "operator=(LONG);" issue already discussed elsewhere in this thread.  In a few places there were "int"s declared in for loops that had to be declared outside the for loops.

May be this helps you.
And try VS 2008, not 2005, I dont know, but maybe this help... 

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Re: Errors in compilation
« Reply #13 on: August 10, 2009, 01:38:46 PM »

To Catacomber -    
Thanks for you help,
To you question:
If you have installed DX 9 and you want to install DX8 SDK, you do not lose you DX9 installed files. (so you CAN install DX8 SDK)
But! - DONT INSTALL DX8 - YOU CAN INSTALL DX8 SDK, BUT NO DX8 (Redistributable)!!!     

So you can install this, without lose you DX9:
http://www.darwinbots.com/numsgil/dx81sdk_full.exe
But you CANT install this:
http://www.microsoft.com/downloads/details.aspx?familyid=7F54EBD3-00D1-47BC-81DB-3157FBA4C3A7&displaylang=en
or this:
http://www.microsoft.com/downloads/details.aspx?familyid=4846C891-D45D-4122-8230-69F3E5ECDEDE&displaylang=en
Or something similar.
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Re: Errors in compilation
« Reply #14 on: August 10, 2009, 04:45:11 PM »

Thank you. I will try again later this week and with Visual Studio 2008.  : )
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Re: Errors in compilation
« Reply #15 on: August 11, 2009, 10:09:39 AM »

lacosaweb: Try setting the Windows SDK version, as described here: http://forum.dead-code.org/index.php?topic=3463.msg21388#msg21388 Different SDK versions behave differently.
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Re: Errors in compilation
« Reply #16 on: August 11, 2009, 11:48:58 AM »

lacosaweb: Try setting the Windows SDK version, as described here: http://forum.dead-code.org/index.php?topic=3463.msg21388#msg21388 Different SDK versions behave differently.

Same errors:

Error   1   error C2146: syntax error : missing ';' before identifier 'PVOID64'   c:\program files\microsoft sdks\windows\v6.0a\include\winnt.h   236   wme_base
etc...


Changing #define _WIN32_WINNT 0x0400  to #define _WIN32_WINNT 0x0500 doesn't work.

Any other possibility?
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Re: Errors in compilation
« Reply #17 on: August 12, 2009, 06:22:15 AM »

If anyone can get this to work with the suggestions that have been posted in this thread, would you please post here exactly what you did?

I would guess that it's possible to change the screen dimensions for the outputted game?  If you can go bigger, you can go smaller?

I would like to see if it's possible to get WME ported to iphone.  I think it's possible but not sure how to proceed.  I know it's not impossible but I'm not a professional programmer. I am just a little self-taught Cat.  :  )  I know Ogre 3D is porting to iphone.  And I know that once you have a file that can be loaded into and tweaked in project builder on mac, you can make an iphone capable game. That is how some other game engines appear to get their games ported to iphone.  You use the base game engine to create a game and then use C++ or Objective C to load it via iphone SDK into an iphone ready game.  It's just an interesting thought. : )  I am far away from being able to do it but am keeping it in the back of my head as I study making a game engine for iphone.  : )  The big game engines like Unity and Torque seem to take this approach imho from what I have read.  At least with Torque, from what I have read, you build the game in the Torque engine, whether 2d or 3d, but then use C++ scripts to load it in the iphone sdk as you can't use Torquescript.  That info could be wrong.  Am only going by what I've read.

I'm very happy with Wintermute for PC but thinking if other engines can be ported to iphone, why not Wintermute.  :  ) 

Don't say it's impossible.  Just say it's hard.  Hard I can deal with.  :  )
« Last Edit: August 12, 2009, 06:35:07 AM by Catacomber »
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Re: Errors in compilation
« Reply #18 on: August 12, 2009, 12:38:42 PM »

I would like to see if it's possible to get WME ported to iphone.  I think it's possible but not sure how to proceed.  I know it's not impossible but I'm not a professional programmer. I am just a little self-taught Cat.  :  )  I know Ogre 3D is porting to iphone.  And I know that once you have a file that can be loaded into and tweaked in project builder on mac, you can make an iphone capable game. That is how some other game engines appear to get their games ported to iphone.  You use the base game engine to create a game and then use C++ or Objective C to load it via iphone SDK into an iphone ready game.  It's just an interesting thought. : )  I am far away from being able to do it but am keeping it in the back of my head as I study making a game engine for iphone.  : )  The big game engines like Unity and Torque seem to take this approach imho from what I have read.  At least with Torque, from what I have read, you build the game in the Torque engine, whether 2d or 3d, but then use C++ scripts to load it in the iphone sdk as you can't use Torquescript.  That info could be wrong.  Am only going by what I've read.

I'm very happy with Wintermute for PC but thinking if other engines can be ported to iphone, why not Wintermute.  :  ) 

Don't say it's impossible.  Just say it's hard.  Hard I can deal with.  :  )

It's not impossible, but it's hard. WME is programmed with C++, but it have a lot of references to DirectX and Windows environment. All these references must to be replaced by the new platform.

Adapting WME to other platforms is an interesting thing specially for iPhone where the adventure games are growing popularity, but it's hard word.
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Re: Errors in compilation
« Reply #19 on: August 12, 2009, 07:24:29 PM »

So hard--not impossible.  :  )  Am beginning to read and work through this:  http://oreilly.com/catalog/9780596805265/

Chugging down Objective C at the same time.  :  )  The book (manuscript right now) basically teaches you how to build a game editor for iphone.  It is very clear.  If I can work through this and actually get things to work so I understand it, then will see if can identify what are the windows components of wme source and whether they can be replaced at all and work.

It's a worthwhile project, imho, and I know it will take a long time and be hard but it it's not impossible--it's kind of interesting.  So right now all I have to be able to do is read and understand the wme source code.

But would really like to compile it so if someone can do it successfully without errors using Visual C 2008 and DirectX9 and the DirectX8 platform if necessary, detailed instructions would be appreciated.  :  ) 
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Re: Errors in compilation
« Reply #20 on: August 12, 2009, 08:28:03 PM »

I'm too interested to export WME games to iphone, I'm in the same state as you. I'm trying to compile WME in my PC and then try to adapt it to iPhone SDK, but at firt I need to know how WME source code works and it's difficult because it has a lot of scripts. The best person that knows it is Jan Nedoma but now he's so busy with development of WME2
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Re: Errors in compilation
« Reply #21 on: August 22, 2009, 03:57:21 AM »

Is it possible to put a wrapper around the game itself (the exec file) that would enable porting to iphone?  Rather than tweaking the source code to be iphone compatible?  I notice from a little reading that such a thing might be possible. In fact some game engines that port games to multiplatforms use that as a method to do the job.  I don't understand wrappers yet but it looks like an easier way.  Still researching.  :  )  I think the Wintermute engine does its job very well--if it were possible to somehow wrap the exec file onto other platforms that would be great. If you don't think I'm talking about something possible, feel free to rap me on the head.  :  )
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Mnemonic

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Re: Errors in compilation
« Reply #22 on: August 23, 2009, 09:27:41 AM »

No, it's not that simple, unfortunately.
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Re: Errors in compilation
« Reply #23 on: September 23, 2009, 09:55:56 AM »

Hi, I can compile without errors the wme_base and wme_ad, but when I try to compile wme this errors are showing:

Error   1   error LNK2001: unresolved external symbol "char const * __stdcall DXGetErrorString8A(long)" (?DXGetErrorString8A@@YGPBDJ@Z)   wme_base_d3d9.lib   wme
Error   2   fatal error LNK1120: 1 unresolved externals   D:\soft\wme\src\wme\ReleaseD3D9\wme_D3D9.exe   wme



Anyone know what is the cause?
Thanks
« Last Edit: September 23, 2009, 10:04:42 AM by lacosaweb »
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Re: Errors in compilation
« Reply #24 on: September 23, 2009, 10:15:59 AM »

Are you using the latest sources (1.8.11)? I made some changes to the sources to address some issues reported here. One of them is I removed the call to DXGetErrorString8, because the later versions of DirectX SDK don't contain the function anymore (it's replaced by generic DXGetErrorString).
It would seem you're still compiling 1.8.10.
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Re: Errors in compilation
« Reply #25 on: September 23, 2009, 12:12:16 PM »

Ok, I was compiling the 1.8.10 sources, thanks.

Now, with 1.8.11 sources I can compile wme without errors.

A wme_D3D9.exe is generated but when I try to execute it an error message is showing telling "Some essential files for the game can't be loaded. Reinstall the game and try again"

In the wme_D3D9.exe folder I have these files:

23/09/2009  12:43            41.644 BuildLog.htm
23/09/2009  12:43                62 mt.dep
23/09/2009  12:39           478.208 vc90.idb
23/09/2009  12:39         2.134.016 vc90.pdb
23/09/2009  12:39           438.669 wme.obj
23/09/2009  12:39           145.124 wme.res
23/09/2009  12:43         2.061.824 wme_D3D9.exe
23/09/2009  12:43               381 wme_D3D9.exe.intermediate.manifest
23/09/2009  12:43               865 wme_D3D9.exp
23/09/2009  12:43             2.084 wme_D3D9.lib
23/09/2009  12:43         1.682.997 wme_D3D9.map
23/09/2009  12:39        22.609.920 wme_D3D9.pch
23/09/2009  12:43         8.883.200 wme_D3D9.pdb


What is the cause of this error?
« Last Edit: September 23, 2009, 12:47:39 PM by lacosaweb »
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Re: Errors in compilation
« Reply #26 on: September 23, 2009, 12:22:27 PM »

Now you need to tell the engine what game to run. In project settings in Visual Studio you need to fill startup arguments.


Go to the Solution Explorer tab, right-click project name and select “Properties”. A project properties window will pop up. In the left list select Debugging. On the right side you need to fill the Command Arguments properties:

Command Arguments
Fill in -project “path_to_your_wme_project.wpr”, for example:
-project "c:\Program Files\WME DevKit\projects\wme_demo\wme_demo.wpr"

Don't forget to enclose the project file path in quotes, especially if it contains spaces.

Also you may need to copy dcscomp.dll to the same directory where wme.exe is, otherwise the engine won't be able to compile scripts (symptom - you only get a black window when you run the game).
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Re: Errors in compilation
« Reply #27 on: September 23, 2009, 12:49:28 PM »

Ok, now it works in Release mode! Thanks a lot.

When I try to run in debug mode a popup message is showing with this text:

---------------------------
Microsoft Visual Studio
---------------------------
Unable to start program 'd:\soft\wme\wme_src_1811\src\wme\DebugD3D9\wme_D3D9.exe'.

This application has failed to start because the application configuration is incorrect. Review the manifest file for possible errors. Reinstalling the application may fix this problem. For more details, please see the application event log.
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Re: Errors in compilation
« Reply #28 on: September 23, 2009, 01:24:46 PM »

The debug builds of C++ apps reference a debug version of Visual C++ runtime libraries (it's a bunch of DLLs installed in Windows\WinSxS directory). Those libraries *should* have been installed with Visual Studio. You typically get this error when they cannot be found, though...
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Re: Errors in compilation
« Reply #29 on: November 14, 2009, 03:00:34 PM »

Unable to compile 1.9.0 beta source with VS2008 + DX August 2009 + Win7 SDK:
Quote
>------ Build started: Project: wme_base, Configuration: ReleaseD3D9
> Win32
> ------
> 1>Compiling...
> 1>StdAfx.cpp
> 1>c:\devprojects\wme
> devkit\source\src\engine_core\wme_base\BSoundMgr.h(56)
> : error C2146: syntax error : missing ';' before identifier
> 'm_DirectSound'
> 1>c:\devprojects\wme
> devkit\source\src\engine_core\wme_base\BSoundMgr.h(56)
> : error C4430: missing type specifier - int assumed. Note: C++ does
> not support default-int
> 1>c:\devprojects\wme
> devkit\source\src\engine_core\wme_base\BSoundMgr.h(56)
> : error C4430: missing type specifier - int assumed. Note: C++ does
> not support default-int
> 1>c:\devprojects\wme devkit\source\src\engine_core\wme_base\BGame.h(41) :
> error C2061: syntax error : identifier 'LPDIRECTSOUND8'
> 1>Build log was saved at "file://c:\DevProjects\WME
> DevKit\Source\src\engine_core\wme_base\ReleaseD3D9\BuildLog.htm"
> 1>wme_base - 4 error(s), 0 warning(s)

How to fix it?
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Re: Errors in compilation
« Reply #30 on: November 14, 2009, 03:21:26 PM »

I don't have this version of DX SDK installed. Since it complains about not knowing LPDIRECTSOUND8, didn't MS remove support for DirectSound 8 from the SDK? If so, you'll have to use an older SDK.
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Re: Errors in compilation
« Reply #31 on: April 18, 2013, 11:10:18 AM »

That's the error:

1>------ Build started: Project: wme, Configuration: Debug Win32 ------
1>Linking...
1>wme.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
1>LINK : fatal error LNK1104: cannot open file 'dxguid.lib'
1>Build log was saved at "file://d:\MnemonicWME\src\wme\Debug\BuildLog.htm"
1>wme - 1 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========

Help please...
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Re: Errors in compilation
« Reply #32 on: April 18, 2013, 11:29:24 AM »

dxguid.lib is part of DirectX SDK, so your build environment is not configured properly. Please follow the instructions outlined here.
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Re: Errors in compilation
« Reply #33 on: April 18, 2013, 11:41:31 AM »

I did everything according to instructions. After you install the DirectX 9 SDK, I had an error. I installed DirectX 8 SDK, now only 1 error.
The tutorial will provide 2 screenshots, how they are different and I do not understand ...
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Re: Errors in compilation
« Reply #34 on: April 19, 2013, 08:51:50 PM »

I did everything according to instructions.
No, sorry, clearly you didn't. The fact the compiler cannot find the dxguid.lib file means the "Library files" paths are not set properly in Visual Studio. The file is in the DirectX SDK installation directory (in the "lib" sub-directory) and you need to add the directory to the list: http://dead-code.org/images/oss/vc_dir_lib.png
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Re: Errors in compilation
« Reply #35 on: April 20, 2013, 09:50:39 AM »

Yes, indeed, I had a mistake in the configuration.
Now everything is set up, but I have a new error:

1>Linking...
1>wme.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
1>fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
1>LINK : fatal error LNK1257: code generation failed
1>Build log was saved at "file://d:\MnemonicWME\src\wme\Debug\BuildLog.htm"
1>wme - 1 error(s), 1 warning(s)
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Re: Errors in compilation
« Reply #36 on: April 20, 2013, 11:59:33 AM »

http://software.intel.com/en-us/forums/topic/299119
http://social.msdn.microsoft.com/Forums/en-US/Vsexpressvc/thread/c1e284fc-0f61-4a74-9db4-09db8837d55a/

It is not the WME issue. Try to uninstall/reinstall Visual Studio Service Packs. Maybe you have used Service Pack for one of commercial editions of VS on VS EE (not absolutely sure that it is possible, but... :)).

Yes, indeed, I had a mistake in the configuration.
Now everything is set up, but I have a new error:

1>Linking...
1>wme.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
1>fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
1>LINK : fatal error LNK1257: code generation failed
1>Build log was saved at "file://d:\MnemonicWME\src\wme\Debug\BuildLog.htm"
1>wme - 1 error(s), 1 warning(s)
« Last Edit: April 20, 2013, 12:11:49 PM by 2.0 »
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Re: Errors in compilation
« Reply #37 on: July 25, 2013, 03:56:34 PM »

Yes, indeed, I had a mistake in the configuration.
Now everything is set up, but I have a new error:

1>Linking...
1>wme.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
1>fatal error C1900: Il mismatch between 'P1' version '20080116' and 'P2' version '20070207'
1>LINK : fatal error LNK1257: code generation failed
1>Build log was saved at "file://d:\MnemonicWME\src\wme\Debug\BuildLog.htm"
1>wme - 1 error(s), 1 warning(s)

Install the VS 2008 SP1 and all the subsequent updates. That worked for me (before installing SP1 I got the same error message). Hope this helps! :)
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