Bloodknight Posted February 20, 2019 Share Posted February 20, 2019 Been some issues and discussion lately regards different compilers, different platforms and even different versions of cmake, figured we could narrow down issues to specific versions that don't work with each other for whatever reason. This could then be looked at in terms of making it just work across all variants where possible.So this is sort of a questionnaire, ideally if we can get the following informationTorque version, either tagged versions from the master branch (3.8 3.9 3.10 etc) or devhead rough month of download would be nice but possibly not important.OS (win8, win10 ubuntu 16.04, 18.04 etc + bitness 32/64cmake versioncompiler version VS2015 VS1017 GCC4any notes, pass/fail anything special you did to fix it, hack it, whatever you did to get it working if it was iffy Quote Link to comment Share on other sites More sharing options...
Bloodknight Posted February 20, 2019 Author Share Posted February 20, 2019 (edited) Devhead, JanuaryWin10 pro 64cmake 3.13.4VS2017worked fine from clean install Edited February 24, 2019 by Bloodknight Quote Link to comment Share on other sites More sharing options...
JeffR Posted February 23, 2019 Share Posted February 23, 2019 Devhead, Feb.Win10 Home 64cmake 3.11.2 and 3.12.4VS2017Worked on both machines from clean install. Quote Link to comment Share on other sites More sharing options...
suncaller Posted February 23, 2019 Share Posted February 23, 2019 Version: Devhead, Feb.OS: Windows 10 Pro 64CMake: 3.12.1, 3.13.4Generator: Visual Studio 15 2017, NinjaCompiler: Visual Studio 2017, Clang 7Visual Studio 2017: Works seamlessly from clean install. No hacks required.Clang 7: Fails, currently unable to resolve issues. Quote Link to comment Share on other sites More sharing options...
Steve_Yorkshire Posted February 26, 2019 Share Posted February 26, 2019 Development Feb 2ndWin10 Home 64Cmake 3.13.4 64VS2017 64All quiet on the Western Front.I noticed everything (i.e. shaders) load faster if you put the shaders/procedural folder back in with the autogen so they don't have to keep building everytime you load a new level/mission file. Quote Link to comment Share on other sites More sharing options...
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