Johxz Posted July 10, 2016 Share Posted July 10, 2016 (edited) Tutorial: How to compile the new version of Torque3D v3.9- 1) How to compile the new version of Torque3D Game Engine v3.9 - 2) OpenGL and DirecX 11 - How to compile Torque3D Game Engine v3.9 - 3) Bullet Physics - How to compile Torque3D Game Engine v3.9 To compile you need:- https://cmake.org/ (Min version 2.8.12 / Max version 3.6.2)- https://www.visualstudio.com/downloads/download-visual-studio-vs - Visual Studio 2015- https://www.microsoft.com/en-us/download/details.aspx?id=6812 - DirectX Software Development Kit - DXSDK_Jun10.exe (572 MB)To play you need:- https://www.microsoft.com/en-us/download/details.aspx?id=8109 - DirectX End-User Runtimes (June 2010) - directx_Jun2010_redist.exe (95.6 MB) ** You don't need this if you are using OpenGL or DirectX 11Official repo: https://github.com/GarageGames/Torque3DTwo main branches:- master with stable releases.- development with last update of features. Very stable some bugs.Don't want to compile... want just start playing around???You can download the latest binary from here:- http://forums.torque3d.org/viewtopic.php?f=2&t=665 (Compiled by me, latest dev version)- https://github.com/GarageGames/Torque3D/releasesTested with the last commits on Jul 9, 2016 - 03a3d7 Edited November 2, 2016 by Johxz Quote Link to comment Share on other sites More sharing options...
Bloodknight Posted July 11, 2016 Share Posted July 11, 2016 Bonus points for not adding an ugly soundtrackNice to see a visualisation of the cmake process, would have been useful for me last year when i first got introduced to cmake.I have couple of points i think could be raised/reviewed.-- CMAke will create the folders as appropriate for its own build files if the actual folder doesnt exist, so creating the cmake folder is not needed.-- Small amount of confusion may be cause over the needless copying of the template folder a) to a new template b) to the my projects folder; As long as the torque app name is the same as the folder name you chose under my projects you dont need to copy any files manually at all, the build install project does this all for you-- More small confusion may be caused by you using two different projects in the videos, full and newfull*side note I'd recommend making a new CMake build folder rather than using buildfiles and then delete the entire buildfiles folder unless you need it for some reason.my generic complaint many of these video types is that 'shortcutting' cause confusion, eg not actually building the project (you can always edit out the time it trakes to compile and copy files), usually not an issue if the video is voiced as sometimes its explained that shortcuts are taken.please take comments as helpful tips rather than nitpicking :) Quote Link to comment Share on other sites More sharing options...
Johxz Posted July 11, 2016 Author Share Posted July 11, 2016 (edited) -- More small confusion may be caused by you using two different projects in the videos, full and newfull Ah come on! I did in less of 10min that video, I can't wait to finish compile! :lol: I was trying to help someone quickly :roll: But I don't think that anyone need to compile Torque3D.... I mean what for? we have binaries right now, stables and from dev updated :D unless someone need to change something in the code... please take comments as helpful tips rather than nitpicking Don't worry... BTW thank for the comment ;) Edited July 12, 2016 by Johxz Quote Link to comment Share on other sites More sharing options...
xetra11 Posted July 12, 2016 Share Posted July 12, 2016 Thanks for that! Quote Link to comment Share on other sites More sharing options...
rlranft Posted July 12, 2016 Share Posted July 12, 2016 Hey, next time contact me if you need an ugly soundtrack for your video. Quote Link to comment Share on other sites More sharing options...
Johxz Posted July 12, 2016 Author Share Posted July 12, 2016 my generic complaint many of these video types is that 'shortcutting' cause confusion, eg not actually building the project (you can always edit out the time it trakes to compile and copy files), usually not an issue if the video is voiced as sometimes its explained that shortcuts are taken. hmmmm here reading again what told @Bloodknight keep me thinking... there is a correct way to compile the new Torque3D v3.9?? Quote Link to comment Share on other sites More sharing options...
Bloodknight Posted July 15, 2016 Share Posted July 15, 2016 The vagrant tutorial on the wiki fails due to out of date software, I'm going to review a document I made a long time ago if for no other reason I'm pretty sure somebody somewhere linked it to the public lol Quote Link to comment Share on other sites More sharing options...
NekoDemon117 Posted July 20, 2016 Share Posted July 20, 2016 Doesn't work for me. Probably going to have to wait for Torque3D 4.0 for the new project manager.CMake Error at CMakeLists.txt:11 (project): No CMAKE_CXX_COMPILER could be found.Edit:CMake version 3.6.0Visual Studio Community 2015CMakeError.log: Compiling the C compiler identification source file "CMakeCCompilerId.c" failed. Compiler: Build flags: Id flags: The output was: 1 Microsoft (R) Build Engine version 14.0.24723.2 Copyright (C) Microsoft Corporation. All rights reserved. Build started 7/20/2016 9:51:37 AM. The target "BeforeGenerateProjectPriFile" listed in a BeforeTargets attribute at "C:\Program Files (x86)\MSBuild\Microsoft\NuGet\Microsoft.NuGet.targets (186,61)" does not exist in the project, and will be ignored. Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj" on node 1 (default targets). PrepareForBuild: Creating directory "Debug\". Creating directory "Debug\CompilerIdC.tlog\". InitializeBuildStatus: Creating "Debug\CompilerIdC.tlog\unsuccessfulbuild" because "AlwaysCreate" was specified. ClCompile: CL.exe /c /nologo /W0 /WX- /Od /Oy- /D _MBCS /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"Debug\\" /Fd"Debug\vc140.pdb" /Gd /TC /analyze- /errorReport:queue CMakeCCompilerId.c TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj] Done Building Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj" (default targets) -- FAILED. Build FAILED. "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj" (default target) (1) -> (ClCompile target) -> TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdC\CompilerIdC.vcxproj] 0 Warning(s) 1 Error(s) Time Elapsed 00:00:00.36 Compiling the CXX compiler identification source file "CMakeCXXCompilerId.cpp" failed. Compiler: Build flags: Id flags: The output was: 1 Microsoft (R) Build Engine version 14.0.24723.2 Copyright (C) Microsoft Corporation. All rights reserved. Build started 7/20/2016 9:51:37 AM. The target "BeforeGenerateProjectPriFile" listed in a BeforeTargets attribute at "C:\Program Files (x86)\MSBuild\Microsoft\NuGet\Microsoft.NuGet.targets (186,61)" does not exist in the project, and will be ignored. Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj" on node 1 (default targets). PrepareForBuild: Creating directory "Debug\". Creating directory "Debug\CompilerIdCXX.tlog\". InitializeBuildStatus: Creating "Debug\CompilerIdCXX.tlog\unsuccessfulbuild" because "AlwaysCreate" was specified. ClCompile: CL.exe /c /nologo /W0 /WX- /Od /Oy- /D _MBCS /Gm- /EHsc /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"Debug\\" /Fd"Debug\vc140.pdb" /Gd /TP /analyze- /errorReport:queue CMakeCXXCompilerId.cpp TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj] Done Building Project "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj" (default targets) -- FAILED. Build FAILED. "D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj" (default target) (1) -> (ClCompile target) -> TRACKER : error TRK0005: Failed to locate: "CL.exe". The system cannot find the file specified. [D:\Development\Torque3D-3.9\My Projects\newFull\buildFiles\CMake\CMakeFiles\3.6.0\CompilerIdCXX\CompilerIdCXX.vcxproj] 0 Warning(s) 1 Error(s) Time Elapsed 00:00:00.35 Quote Link to comment Share on other sites More sharing options...
Johxz Posted July 20, 2016 Author Share Posted July 20, 2016 The steps are very easy to compile torque3D.... I think this has nothing to do with CMake but with your visual studio, if I not wrong that mean that your visual studio can't find CL.exe, maybe something is wrong with your installation. BTW is a new visual studio installation? Can you use CMake 3.5.2 just to be sure....You don't need to compile Torque3D to use it you know....You need to modify the C++ code? if the answer is "no", then I recommend to use de binary.... You can download the latest binary from here:- http://forums.torque3d.org/viewtopic.php?f=2&t=665 (Compiled by me, latest dev version)- https://github.com/GarageGames/Torque3D/releases Quote Link to comment Share on other sites More sharing options...
NekoDemon117 Posted July 20, 2016 Share Posted July 20, 2016 I got it working. It was my Visual Studio install.I saw an update in Visual Studio, clicked on it, and it downloaded an .exe through my web browser. I opened it and it reinstalled Visual Studio 2015. I checked off everything just to be safe.Took over three hours. Which it turns out is actually very fast because I forgot to unselect the Android development stuff, which from what I read on the internet is reputed to make the install take about 7-9+ hours. I'm running a 240GB Crucial M500, which probably saved me from it taking all afternoon and evening to install. (versus if I were still running my system off of my 5-year-old WD Caviar Black)Then I did the CMake stuff again not expecting it to work, and it surprisingly did. Quote Link to comment Share on other sites More sharing options...
whyasky Posted November 15, 2016 Share Posted November 15, 2016 So, maybe its a silly question ... but does this imply we cannot build it using VS 2010 anymore? I got a few errors relating to openal includes and added these to the Full DLL C++ Includes;../../../../../Engine/lib/openal-soft/include../../../../../Engine/lib/openal-soft/include/ALand now it compiles but fails on the linkage... 1>ClCompile:1> All outputs are up-to-date.1>../../Link/VC2010.Debug.Win32/Full DLL/fileDialog.obj : warning LNK4042: object specified more than once; extras ignored1> Creating library ../../../game/Full_DEBUG DLL.lib and object ../../../game/Full_DEBUG DLL.exp1>entity.obj : error LNK2019: unresolved external symbol "public: void __thiscall Component::setOwner(class Entity *)" (?setOwner@Component@@QAEXPAVEntity@@@Z) referenced in function "public: bool __thiscall Entity::addComponent(class Component *)" (?addComponent@Entity@@QAE_NPAVComponent@@@Z)1>../../../game/Full_DEBUG DLL.dll : fatal error LNK1120: 1 unresolved externals1>1>Build FAILED. Quote Link to comment Share on other sites More sharing options...
Johxz Posted November 15, 2016 Author Share Posted November 15, 2016 If your are using Torque3D v3.9 or development branch you need to use Visual Studio 2015 and CMake (supported version v2.8.12 until v3.6.2)Max supported version for Visual Studio 2010 is Torque3D v3.8. Download here Quote Link to comment Share on other sites More sharing options...
Timmy Posted November 15, 2016 Share Posted November 15, 2016 Yes only Visual Studio 2013/15 are supported now. Just head over and grad the free community edition here and latest cmake(3.7) here. Talking of CMake, i have nearly finished fixing up the old project manager to handle the cmake build system so should make it easier for everyone as you don't have to deal directly with cmake. Quote Link to comment Share on other sites More sharing options...
zyzz1995 Posted May 29, 2017 Share Posted May 29, 2017 Want to ask how can i compile a 64bits and Physx3 version of Torque3d.Thx Quote Link to comment Share on other sites More sharing options...
Johxz Posted May 30, 2017 Author Share Posted May 30, 2017 Hey Zyzz1995I never use Physx, so not sure If you need other steps. (Maybe someone using Physx can enlightenment us :D )First Install Physx.In CMake:1) Select Generator: [Your VS Version] Ex: Visual Studio 14 2015 Win642) From the main body check: TORQUE_PHYSICS_PHYSX3In Visual Studio3) Open your project/Solution in VS, and then change in the top bar, at side of Debug/Release, change to x644) Compile as usual. Quote Link to comment Share on other sites More sharing options...
Duion Posted May 30, 2017 Share Posted May 30, 2017 Doesn't PhysX required some proprietary packages from NVIDIA? I would recommend using bullet, its maybe better in the long run. Quote Link to comment Share on other sites More sharing options...
zyzz1995 Posted May 30, 2017 Share Posted May 30, 2017 Thank you for you guys, I don't really think i need PhysX now, bullet works just fine for me. And I am totally new here and know very little about the Torque3D, I think it a great engine and the development is just very active, so i want to use it for my game, i just haven't find out where to get started for now, compiling maybe a good start, then what i don;t know. So i am here to seek some help, you guys are very nice, thanks again. Quote Link to comment Share on other sites More sharing options...
Duion Posted May 30, 2017 Share Posted May 30, 2017 I would use the default setup with default physics if you are new, since it works and is fine for the most things you may want to do.Bullet offers better physics, but still has issues here and there, so only use it, if your game is about physics.And if you are not doing engine changes, you do not even need to compile it, you can use the precompiled version, only if you release your product you may look into making your own builds. Quote Link to comment Share on other sites More sharing options...
Steve_Yorkshire Posted October 16, 2017 Share Posted October 16, 2017 Just to note for Torque3D 3.10+:cMake 3.62 ot 3.71 (previously pre-3.62) and VS 2017 Community (the free one) and don't call your project name/folder test cos that's the only word cMake doesn't like, and the cMake console is really small to scroll through all the spam to find the line where it tells you not to call it "test". :roll: Quote Link to comment Share on other sites More sharing options...
avovana Posted February 25, 2018 Share Posted February 25, 2018 Hello everyone!I'm new here. I want to ask some help in the compiling issue.I have:1) PC is Intel® Core i5-2410M CPU @ 2.0 GHz 2.30 GHz.2) NVIDIA GeForce GT 525M.My enviroment:1. Windows 7 SP1.2. Visual Studio 2017 (15.5.5 version).3. Cmake 3.10.2 (lastest stable version).In short, what did I do: Cloned a development branch. Unfortunately I didn't find the version number. Followed this instruction. It didn't help me. CMake didn't configured. Then I tried this with the copy-past "Full" folder trick. Run CMake. Made a configuration and generation succesfully(but with lot of "not found" and "failed"). Compiled in VS 2017 succesfully. But it didn't run because of exceptions. Realized that I didn't install DirectX Software Development Kit - DXSDK_Jun10.exe. Installed it. Deleted folder with a project. Made copy-past "Full" folder trick again. Run CMake. Made a configuration and generation succesfully(with a much less "not found" and "failed" at this time!). Selecting Windows SDK version 10.0.16299.0 to target Windows 6.1.7601. The C compiler identification is MSVC 19.12.25835.0 The CXX compiler identification is MSVC 19.12.25835.0 Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe -- works Detecting C compiler ABI info Detecting C compiler ABI info - done Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe -- works Detecting CXX compiler ABI info Detecting CXX compiler ABI info - done Detecting CXX compile features Detecting CXX compile features - done Looking for sys/types.h Looking for sys/types.h - found Looking for stdint.h Looking for stdint.h - found Looking for stddef.h Looking for stddef.h - found Check size of long Check size of long - done Check size of long long Check size of long long - done Performing Test HAVE_STD_C11 Performing Test HAVE_STD_C11 - Failed Performing Test HAVE_STD_C99 Performing Test HAVE_STD_C99 - Failed Checking _FILE_OFFSET_BITS for large files Checking _FILE_OFFSET_BITS for large files - not needed Performing Test HAVE_RESTRICT Performing Test HAVE_RESTRICT - Failed Performing Test HAVE_INLINE Performing Test HAVE_INLINE - Success Performing Test HAVE_STRUCT_TIMESPEC Performing Test HAVE_STRUCT_TIMESPEC - Success Performing Test HAVE_LIBATOMIC Performing Test HAVE_LIBATOMIC - Failed Performing Test HAVE_C99_VLA Performing Test HAVE_C99_VLA - Failed Performing Test HAVE_C99_BOOL Performing Test HAVE_C99_BOOL - Success Performing Test HAVE_C11_STATIC_ASSERT Performing Test HAVE_C11_STATIC_ASSERT - Failed Performing Test HAVE_C11_ALIGNAS Performing Test HAVE_C11_ALIGNAS - Failed Performing Test HAVE_C11_ATOMIC Performing Test HAVE_C11_ATOMIC - Failed Using DirectX SDK directory: C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/ Performing Test HAVE_GCC_FORMAT Performing Test HAVE_GCC_FORMAT - Failed Looking for stdbool.h Looking for stdbool.h - found Looking for stdalign.h Looking for stdalign.h - not found Looking for malloc.h Looking for malloc.h - found Looking for dirent.h Looking for dirent.h - not found Looking for strings.h Looking for strings.h - not found Looking for cpuid.h Looking for cpuid.h - not found Looking for intrin.h Looking for intrin.h - found Looking for sys/sysconf.h Looking for sys/sysconf.h - not found Looking for fenv.h Looking for fenv.h - found Looking for float.h Looking for float.h - found Looking for ieeefp.h Looking for ieeefp.h - not found Looking for guiddef.h Looking for guiddef.h - found Looking for pow in m Looking for pow in m - not found Looking for dlopen in dl Looking for dlopen in dl - not found Looking for dlfcn.h Looking for dlfcn.h - not found Performing Test HAVE_CPUID_INTRINSIC Performing Test HAVE_CPUID_INTRINSIC - Success Looking for aligned_alloc Looking for aligned_alloc - not found Looking for posix_memalign Looking for posix_memalign - not found Looking for _aligned_malloc Looking for _aligned_malloc - found Looking for lrintf Looking for lrintf - found Looking for modff Looking for modff - found Looking for alloca Looking for alloca - found Looking for _controlfp Looking for _controlfp - found Looking for __control87_2 Looking for __control87_2 - not found Looking for stat Looking for stat - found Looking for strtof Looking for strtof - found Looking for strcasecmp Looking for strcasecmp - not found Looking for _stricmp Looking for _stricmp - found Looking for strncasecmp Looking for strncasecmp - not found Looking for _strnicmp Looking for _strnicmp - found Looking for strnlen Looking for strnlen - found Looking for snprintf Looking for snprintf - found Looking for isfinite Looking for isfinite - found Looking for isnan Looking for isnan - found Looking for windows.h Looking for windows.h - found Looking for xmmintrin.h Looking for xmmintrin.h - found Looking for emmintrin.h Looking for emmintrin.h - found Looking for pmmintrin.h Looking for pmmintrin.h - found Looking for smmintrin.h Looking for smmintrin.h - found Looking for arm_neon.h Looking for arm_neon.h - not found Could NOT find ALSA (missing: ALSA_LIBRARY ALSA_INCLUDE_DIR) Could NOT find OSS (missing: OSS_INCLUDE_DIR) Could NOT find AudioIO (missing: AUDIOIO_INCLUDE_DIR) Could NOT find SoundIO (missing: SOUNDIO_LIBRARY SOUNDIO_INCLUDE_DIR) Could NOT find QSA (missing: QSA_LIBRARY QSA_INCLUDE_DIR) Looking for include files windows.h, mmsystem.h Looking for include files windows.h, mmsystem.h - found Looking for waveOutOpen in winmm Looking for waveOutOpen in winmm - found Found DSound: C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/lib/x86/dsound.lib Looking for mmdeviceapi.h Looking for mmdeviceapi.h - found Could NOT find PortAudio (missing: PORTAUDIO_LIBRARY PORTAUDIO_INCLUDE_DIR) Could NOT find PulseAudio (missing: PULSEAUDIO_LIBRARY PULSEAUDIO_INCLUDE_DIR) Could NOT find JACK (missing: JACK_LIBRARY JACK_INCLUDE_DIR) Looking for include files SLES/OpenSLES.h, SLES/OpenSLES_Android.h Looking for include files SLES/OpenSLES.h, SLES/OpenSLES_Android.h - not found Building OpenAL with support for the following backends: WinMM, DirectSound, MMDevApi, WaveFile, Null Building with support for CPU extensions: Default, SSE, SSE2, SSE3, SSE4.1 Looking for include file inttypes.h Looking for include file inttypes.h - found Looking for include file stdint.h Looking for include file stdint.h - found Looking for include file sys/types.h Looking for include file sys/types.h - found Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) 0.4.1 :: 4 :: 1 :: 4 :: 2.0 Performing Test HAVE_WIN32_CC Performing Test HAVE_WIN32_CC - Success Performing Test HAVE_XINPUT_H Performing Test HAVE_XINPUT_H - Success Looking for d3d9.h Looking for d3d9.h - found Looking for d3d11_1.h Looking for d3d11_1.h - found Looking for ddraw.h Looking for ddraw.h - found Looking for dsound.h Looking for dsound.h - found Looking for dinput.h Looking for dinput.h - found Looking for xaudio2.h Looking for xaudio2.h - not found Looking for dxgi.h Looking for dxgi.h - found SDL2 was configured with the following options: Platform: Windows-6.1.7601 64-bit: TRUE Compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe Subsystems: Atomic: ON Audio: ON Video: ON Render: ON Events: ON Joystick: ON Haptic: ON Power: ON Threads: ON Timers: ON File: ON Loadso: ON CPUinfo: ON Filesystem: ON Dlopen: ON Options: 3DNOW (Wanted: ON): OFF ALSA (Wanted: OFF): OFF ALSA_SHARED (Wanted: OFF): OFF ALTIVEC (Wanted: ON): OFF ARTS (Wanted: OFF): OFF ARTS_SHARED (Wanted: OFF): OFF ASSEMBLY (Wanted: ON): OFF ASSERTIONS (Wanted: auto): auto CLOCK_GETTIME (Wanted: OFF): OFF DIRECTFB_SHARED (Wanted: OFF): OFF DIRECTX (Wanted: ON): ON DISKAUDIO (Wanted: ON): ON DUMMYAUDIO (Wanted: ON): ON ESD (Wanted: OFF): OFF ESD_SHARED (Wanted: OFF): OFF FUSIONSOUND (Wanted: OFF): OFF FUSIONSOUND_SHARED (Wanted: OFF): OFF GCC_ATOMICS (Wanted: OFF): OFF INPUT_TSLIB (Wanted: OFF): OFF LIBC (Wanted: OFF): OFF MIR_SHARED (Wanted: OFF): OFF MMX (Wanted: ON): OFF NAS (Wanted: OFF): OFF NAS_SHARED (Wanted: OFF): OFF OSS (Wanted: OFF): OFF PTHREADS (Wanted: OFF): OFF PTHREADS_SEM (Wanted: OFF): OFF PULSEAUDIO (Wanted: OFF): OFF PULSEAUDIO_SHARED (Wanted: OFF): OFF RENDER_D3D (Wanted: ON): ON RPATH (Wanted: OFF): OFF SDL_DLOPEN (Wanted: ON): OFF SDL_STATIC_PIC (Wanted: OFF): OFF SNDIO (Wanted: OFF): OFF SSE (Wanted: ON): ON SSE2 (Wanted: ON): ON SSEMATH (Wanted: ON): OFF VIDEO_COCOA (Wanted: OFF): OFF VIDEO_DIRECTFB (Wanted: OFF): OFF VIDEO_DUMMY (Wanted: ON): ON VIDEO_MIR (Wanted: OFF): OFF VIDEO_OPENGL (Wanted: ON): ON VIDEO_OPENGLES (Wanted: ON): ON VIDEO_RPI (Wanted: OFF): OFF VIDEO_VIVANTE (Wanted: OFF): OFF VIDEO_WAYLAND (Wanted: OFF): OFF VIDEO_WAYLAND_QT_TOUCH (Wanted: OFF): OFF VIDEO_X11 (Wanted: OFF): OFF VIDEO_X11_XCURSOR (Wanted: OFF): OFF VIDEO_X11_XINERAMA (Wanted: OFF): OFF VIDEO_X11_XINPUT (Wanted: OFF): OFF VIDEO_X11_XRANDR (Wanted: OFF): OFF VIDEO_X11_XSCRNSAVER (Wanted: OFF): OFF VIDEO_X11_XSHAPE (Wanted: OFF): OFF VIDEO_X11_XVM (Wanted: OFF): OFF WAYLAND_SHARED (Wanted: OFF): OFF X11_SHARED (Wanted: OFF): OFF CFLAGS: /DWIN32 /D_WINDOWS /W3 /DWIN32 /D_WINDOWS /W3 /GR /EHsc -DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /O2 /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:precise /fp:except- /GR /Zc:wchar_t- EXTRA_CFLAGS: EXTRA_LDFLAGS: EXTRA_LIBS: user32;gdi32;winmm;imm32;ole32;oleaut32;version;uuid;dinput8 Build Shared Library: ON Build Static Library: OFF writing E:/Torque3D/Torque3D/My Projects/newFull/source/torqueConfig.h Prepare Template(Full) install... Configuring done Compiled in VS 2017. Run. Falid because of exceptions again. Could you tell me what did I do wrong?Thank you for help! Quote Link to comment Share on other sites More sharing options...
Azaezel Posted February 25, 2018 Share Posted February 25, 2018 [*] Cloned a development branch. Unfortunately I didn't find the version number.We don't really assign point-release numbers to the dev fork, since while stuff gets tested, things can creep in we missed, so that's considered unstable till a full-bore review phase towards the end of each release-cycle. You'd want the master branch for a largely guaranteed build.[*] Followed this instruction. It didn't help me. CMake didn't configured.please elaborate at what point it failed to configure.[*] Then I tried this with the copy-past "Full" folder trick. copy-past "Full" folder trick???[*] Made a configuration and generation succesfully(but with lot of "not found" and "failed").most of that will be SDL seeing what all files are relevant to your setup, as reflected in the log you posted. wouldn't necessarily worry about that.[*] Compiled in VS 2017 succesfully. But it didn't run because of exceptions.such as? Did you build the INSTALL project after compiling? that should clone the full directory into your working dir with modifications relevant to your project, like making a main.cs alongside your exe with a bit of tweaking to reflect your game name.[*] Realized that I didn't install DirectX Software Development Kit - DXSDK_Jun10.exe.[*] Installed it.should be no longer needed in the current development fork, actually.[*] Run. Falid because of exceptions again.need a bit more info, like what exception? there may be a generated console.log file in the same directory as your built exe. if so, there's a fair possibility of an exception being logged in the text-editable file. Quote Link to comment Share on other sites More sharing options...
avovana Posted February 25, 2018 Share Posted February 25, 2018 We don't really assign point-release numbers to the dev fork, since while stuff gets tested, things can creep in we missed, so that's considered unstable till a full-bore review phase towards the end of each release-cycle. You'd want the master branch for a largely guaranteed build.Ok. Next time(tomorrow) I'll try it. please elaborate at what point it failed to configure.Now all changed. At that time(first time) I used cmake rc and didn't install DirectX. So there were many failures I can not repeat now. copy-past "Full" folder trick???I mean: coping folder named "Full" from the folder "Templates". copying it to the folder "My Progects". renaming it to "newFull". creating "CMake" folder like this - "My Projects\newFull\buildFiles\CMake". Configuring and generating CMake into that folder. most of that will be SDL seeing what all files are relevant to your setup, as reflected in the log you posted. wouldn't necessarily worry about that.Ok. Thanks. Now I'm a bit less woried about it :) such as? Did you build the INSTALL project after compiling? that should clone the full directory into your working dir with modifications relevant to your project, like making a main.cs alongside your exe with a bit of tweaking to reflect your game name.It is not so clear for me now - I mean building the engine. I can be messy. Sorry about it.I don't understand what you say here. Can you repeat it please in a bit another way?If you were interested about steps I did - here what I did exactly after generating in CMake: Open "newFull.sln" in the "My Projects\newFull\buildFiles\CMake" folder. Choosed a "Release" in the "Solution Configurator". Made a right-click on the "INSTALL" in the "Solution Explorer". Builded succesfully. Pushed "Start debugging". Got this:and this in the output after stop:'newFull.exe' (Win32): Loaded 'E:\Torque3D\Torque3D\My Projects\newFull\game\newFull.exe'. Module was built without symbols. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ntdll.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\kernel32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\KernelBase.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\user32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\gdi32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\lpk.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\usp10.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\msvcrt.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\advapi32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\sechost.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\rpcrt4.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\winmm.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ws2_32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\nsi.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ole32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\shell32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\shlwapi.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\oleaut32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'E:\Torque3D\Torque3D\My Projects\newFull\game\SDL2.dll'. Module was built without symbols. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\imm32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\msctf.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dxgi.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dwmapi.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3d11.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\D3DCompiler_43.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\nvinitx.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\api-ms-win-core-synch-l1-2-0.dll'. Cannot find or open the PDB file. Input Init: 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\uxtheme.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\cryptbase.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\clbcatq.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dinput8.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\hid.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\setupapi.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\cfgmgr32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\devobj.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\wintrust.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\crypt32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\msasn1.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\xinput1_3.dll'. Cannot find or open the PDB file. Done 'newFull.exe' (Win32): Loaded 'E:\Torque3D\Torque3D\My Projects\newFull\game\OpenAL32.dll'. Module was built without symbols. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\MMDevAPI.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\propsys.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dsound.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Program Files (x86)\Punto Switcher\pshook64.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\imagehlp.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\AudioSes.dll'. Cannot find or open the PDB file. The thread 0x2478 has exited with code 0 (0x0). DebugDrawer Enabled! GFX Init: 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\igd10umd64.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3dx10_40.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Unloaded 'C:\Windows\System32\d3dx10_40.dll' The thread 0x65c has exited with code 1 (0x1). The thread 0x1e60 has exited with code 1 (0x1). The thread 0x26bc has exited with code 1 (0x1). 'newFull.exe' (Win32): Unloaded 'C:\Windows\System32\igd10umd64.dll' 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\opengl32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\glu32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ddraw.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dciman32.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ig4icd64.dll'. Cannot find or open the PDB file. Could not create GL context: Операция успешно завершена. Null device found Direct 3D (version 11.x) device found 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3d9.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3d8thk.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\igdumd64.dll'. Cannot find or open the PDB file. --------- Loading DIRS --------- --------- Parsing Arguments --------- 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\mswsock.dll'. Cannot find or open the PDB file. 'newFull.exe' (Win32): Loaded 'C:\Windows\System32\WSHTCPIP.DLL'. Cannot find or open the PDB file. UDP initialized on ipv4 IP:0.0.0.0:61167 Attempting to create GFX device: Intel(R) HD Graphics Family (D3D11) [] Device created, setting adapter and enumerating modes Exception thrown at 0x000000014078001C in newFull.exe: 0xC0000005: Access violation reading location 0x0000000000000000. The program '[8400] newFull.exe' has exited with code 0 (0x0). Error occurred when I tried to run "newFull.exe" also. should be no longer needed in the current development fork, actually.Strange, because, as I said, for first time I used CMake there were many errors and I'm pretty sure that I didn't see name DirectX with some "succesfull" mark as I saw later - after installing DirectX. need a bit more info, like what exception? there may be a generated console.log file in the same directory as your built exe. if so, there's a fair possibility of an exception being logged in the text-editable file. Here is info from the console.log file://-------------------------- 2/25/2018 -- 15:42:15 ----- Processor Init: Unknown x86 Compatible, ~2.29 Ghz HT detected MP detected [2 cores, 4 logical, 1 physical] Math Init: Installing Standard C extensions Installing Assembly extensions Initializing platform... Input Init: Done DebugDrawer Enabled! GFX Init: Could not create GL context: Операция успешно завершена. Null device found Direct 3D (version 11.x) device found --------- Loading DIRS --------- --------- Parsing Arguments --------- UDP initialized on ipv4 IP:0.0.0.0:61167 Attempting to create GFX device: Intel(R) HD Graphics Family (D3D11) [] Azaezel, thank you for your reply! I really appreciate your help. And I try to explain well what I did and provide all possible information that might be needed. Quote Link to comment Share on other sites More sharing options...
Timmy Posted February 25, 2018 Share Posted February 25, 2018 Does you system have switchable graphics @avovana ? It looks like it is trying to init the on board Intel HD gpu & is crashing there. See if you can force the discrete card (your nvidia) to be enabled and report back what happens. Are you running that with a debug or release build? If it's a release build, recompile it again but with the debug build while we sort this problem out. Quote Link to comment Share on other sites More sharing options...
avovana Posted February 26, 2018 Share Posted February 26, 2018 Does you system have switchable graphics @avovana ?I decided to change PC and the enviroment.It is pretty strange but it works now!I chose the "master" branch as was recommended.I configured and generated with CMake v 3.8.2 for a Visual Studio 14 2015 Win64 that I have on this PC.It was pretty interesting because there were much more items in Cmake comparing with configuring "development" branch.I run VS2015, builded and run! And it works! :)Thanks for help! Quote Link to comment Share on other sites More sharing options...
Timmy Posted February 26, 2018 Share Posted February 26, 2018 Does you system have switchable graphics @avovana ?I decided to change PC and the enviroment.It is pretty strange but it works now!I chose the "master" branch as was recommended.I configured and generated with CMake v 3.8.2 for a Visual Studio 14 2015 Win64 that I have on this PC.It was pretty interesting because there were much more items in Cmake comparing with configuring "development" branch.I run VS2015, builded and run! And it works! :)Thanks for help! Ok glad it is working. Whenever you get a chance, if you could test the master branch with the original PC (the one with the nvidia & intel card) and report back that would be appreciated. Quote Link to comment Share on other sites More sharing options...
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