BOS
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Sadly. Nothing worked after all the new setups.
3.8 is the only version that works without crashing.
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Ok it finally unfroze. so it's installing now.
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The DX 2010 installer freezes when I run it.
I run the command line uninstalls.
And now the installer just keep freezing even after running it like an admin.
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Setup of DX failed.
Error Code S1023
Sorry forgot to log in and check ya progress, don't worry this is easy to fix too, it is rather annoying when this happens, it has happened on numerous windows installs for me, so much so i bookmarked the fix lol.
Anyway open a command prompt as an admin and issue these two commands, than reinstall the directx sdk. The problem is caused by the Microsoft Visual C++ 2010 x86/x64 Redistributables. The below command just removes them. than you can reinstall them from here after ya install the directx sdk
[code2=bash]MsiExec.exe /passive /X{F0C3E5D1-1ADE-321E-8167-68EF0DE699A5}
MsiExec.exe /passive /X{1D8E6291-B0D5-35EC-8441-6616F567A0F7}[/code2]
No problem. Will do this later today.
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Setup of DX failed.
Error Code S1023
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Luckily that is a very easy fix, you need to download and install the old June 2010 DirectXSDK. You can get it here https://www.microsoft.com/en-au/download/details.aspx?id=6812 . After you have installed, reboot your PC, run cmake again to make sure it picks up those new directx sdk paths and it will compile just fine :D
On a general note, future versions of T3D such as the development version do not require the old deprecated DirectXSDK unless you really want to run XAudio. T3D versions 3.10 and earlier do require it
This is fantastic.
Can't wait to try it.
Thanks a lot for this.
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Sorry for the delay.
Here is the Log from VS 2017 after a failed build:
1>------ Build starte~: Project: NID310, Configuration: Debug Win32 ------ 1>sfxXAudioDevice.cpp 1>sfxXAudioProvider.cpp 1>gfxD3D9CardProfiler.cpp 1>gfxD3D9Cubemap.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Cubemap.cpp) 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9CardProfiler.cpp) 1>gfxD3D9Device.cpp 1>gfxD3D9Device.regen-states.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Device.regen-states.cpp) 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Device.cpp) 1>gfxD3D9OcclusionQuery.cpp 1>gfxD3D9PrimitiveBuffer.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9OcclusionQuery.cpp) 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9PrimitiveBuffer.cpp) 1>gfxD3D9QueryFence.cpp 1>gfxD3D9Shader.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9QueryFence.cpp) 1>gfxD3D9TextureManager.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9TextureManager.cpp) 1>gfxD3D9TextureObject.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9TextureObject.cpp) 1>gfxD3D9VertexBuffer.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9VertexBuffer.cpp) 1>screenshotD3D9.cpp 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioDevice.cpp(57): error C2664: 'HRESULT IXAudio2::CreateMasteringVoice(IXAudio2MasteringVoice **,UINT32,UINT32,UINT32,LPCWSTR,const XAUDIO2_EFFECT_CHAIN *,AUDIO_STREAM_CATEGORY)': cannot convert argument 5 from 'U32' to 'LPCWSTR' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioDevice.cpp(57): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(53): error C3646: 'role': unknown override specifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(53): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(104): error C2039: 'GetDeviceCount': is not a member of 'IXAudio2' 1>~:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\xaudio2.h(400): note: see declaration of 'IXAudio2' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(107): error C2065: 'XAUDIO2_DEVICE_DETAILS': undeclared identifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(107): error C2146: syntax error: missing ';' before identifier 'details' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(107): error C2065: 'details': undeclared identifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(108): error C2039: 'GetDeviceDetails': is not a member of 'IXAudio2' 1>~:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\xaudio2.h(400): note: see declaration of 'IXAudio2' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(108): error C2065: 'details': undeclared identifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(116): error C2065: 'details': undeclared identifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(116): error C2228: left of '.DisplayName' must have class/struct/union 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(116): note: type is 'unknown-type' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): error C2039: 'role': is not a member of 'SFXXAudioProvider::XADeviceInfo' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(49): note: see declaration of 'SFXXAudioProvider::XADeviceInfo' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): error C2065: 'details': undeclared identifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): error C2228: left of '.Role' must have class/struct/union 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): note: type is 'unknown-type' 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(120): error C2065: 'details': undeclared identifier 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(120): error C2228: left of '.OutputFormat' must have class/struct/union 1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(120): note: type is 'unknown-type' 1>videoCaptureD3D9.cpp 1>gfxD3D9Device.pc.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxD3D9Device.pc.cpp) 1>gfxD3D9PrimitiveBuffer.pc.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxD3D9PrimitiveBuffer.pc.cpp) 1>gfxPCD3D9Device.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxPCD3D9Device.cpp) 1>gfxPCD3D9Target.cpp 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Shader.cpp) 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\screenshotD3D9.cpp) 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\videoCaptureD3D9.cpp) 1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxPCD3D9Target.cpp) 1>Done building project "NID310.vcxproj" -- FAILED. ========== Buil~: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
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Ok that PkgConfig error can be safely ignored, it is actually from libSDL cmake setup. It's a harmless error.
Anyway, your cmake setup appears to be ok, in VS when it fails to compile, can you compile it again and than paste the output here from the build window. So compile it once and let it fail, than compile it again by just hitting build->build solution and paste the results of that second one.
Understood. I will do this tomorrow.
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Hello,
VS 2017 generates the following message:
1>Done building project "NID310.vcxproj" -- FAILED. ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I can assure you I did not rush and I was able to follow all the procedures step by step.
This is the output from CMake:
The C compiler identification is MSVC 19.10.25019.0 The CXX compiler identification is MSVC 19.10.25019.0 Check for working C compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe Check for working C compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe -- works Detecting C compiler ABI info Detecting C compiler ABI info - done Check for working CXX compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe Check for working CXX compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/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 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 - 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 Could NOT find DSound (missing: DSOUND_LIBRARY DSOUND_INCLUDE_DIR) 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, MMDevApi, WaveFile, Null Building with support for CPU extensions: Default, SSE, SSE2, SSE3, SSE4.1 WARNING: Building the Windows version without DirectSound output This is probably NOT what you want! 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 writing ~T3D 310 2017/My Projects/NID310/source/torqueConfig.h Prepare Template(Full) install... Configuring done Generating doneThanks
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Trying a new project now and I will tell you what it says.
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BOS: Can you clarify a little on the 'the project files might be invalid' bit? What's throwing that message? VS? CMake?
Hello,
It says " Error in configuration process, Project Files might be invalid "
This is the message that CMake generates.
IT also says in the output:
" Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
0.4.0 :: 4 :: 0 :: 4 :: 2.0
Performing Test HAVE_WIN32_CC "
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Right.
I tried creating a new project via CMake from the 3.10 source and now all of a sudden I am getting errors saying "the project files might be invalid".
Before that, another project I tried to INSTALL via VS 2017 failed to build.
I didn't change anything from the source, and the procedures I followed are the same as I did yday.
I've decided to drop back down to 3.6.1 as I am having far too many problems with 3.10 and the CMake build.
Anyway, It didn't generate an errors log file for some reason.
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Ok happy days than. Yeah bullet physics is very easy to compile in, just go back and give that a tick in cmake and rebuild ya project
Brilliant, you have been so helpful.
Thank you so much.
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D3D11 is working brilliantly. No more crashes.
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The results:
Both the HD 5500 and the NV820M run absolutely fine with no problems.
I think the CMAKE system is actually pretty good.
PM was nice (and quick) but I think it is still being worked on ATM ?
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The build finished, but with no .exe file :-(
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Update, just copied the .exe from the one I downloaded for you.
Testing it now.
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Physx atm is a bit of a pain in the ass, you have to manually compile the source code for it as nvidia no longer ship binaries for it and for legal reasons we can't ship binary versions of it either (it is totally free to get from NVidia however). PhysX definitely works, there is a PR i sent in here with support for physx 3.4 for the development branch https://github.com/GarageGames/Torque3D/pull/2020 otherwise the 3.10 version will only work with physx 3.3.x
Yes, that makes a lot of sense seeing as the want registration for everything.
I will get it directly from them.
What about the bullet Physics ? My project requires simple physics Nothing too complex.
THanks
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Question!
Te 3.10 source I have has nothing in the projects folder. Do I just make the directories like in the tutorial here ? http://wiki.torque3d.org/coder:compiling-in-windows
Thanks
After you have run cmake and it's generated the project files for you, open those up and compile the engine. Watch out because it will default to Debug mode, unless you plan on doing development work in the engine itself, change it over to use Release mode. Compile the source code, when that is done, right click on the project called INSTALL, than goto project only and build only install like this, that will copy whatever template you told cmake at the start when generating a project.
http://i67.tinypic.com/6eloh5.png
Very good. Doing this now.
By the way, I didn't see the option to include PhysX, but I saw a BULLET option during the CMake build.
Is this ok ?
Thanks.
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Question!
Te 3.10 source I have has nothing in the projects folder. Do I just make the directories like in the tutorial here ? http://wiki.torque3d.org/coder:compiling-in-windows
Thanks
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Hmm I see.
Will do that right now.
I heard that CMAKE is the new way to generate projects ?
If this is the case, how will it work if I want to use a game template to compile it into a project ?
And yes the performance gap is huge from what I'm seeing.
820M handles alpha blending MUCH better.
Yes cmake is the only way to generate project files to compile the engine now. You can set the template in cmake or you can actually manually copy the template files yourself into the game directory, obviously specifying it in cmake is easier but both way work
I see. very good.
I will have to do a fresh generation of 3.10 right away. I think I messed up the one I have already.
Cmake it is!
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Hmm I see.
Will do that right now.
I heard that CMAKE is the new way to generate projects ?
If this is the case, how will it work if I want to use a game template to compile it into a project ?
And yes the performance gap is huge from what I'm seeing.
820M handles alpha blending MUCH better.
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Hey!
Here are the results from my tests:
1) Intel HD 5500: Runs smoothly with no hang ups. Works perfectly with both D3D 11 and OpenGL.
2) Nvidia 820M: Runs even better with rock solid frame rates. Works perfectly with both D3D 11 and OpenGL.
I'm particularly impressed with the 820M performance. Very fast and seemingly produces better frame rates than the HD 5500.
Thank you so much!
Where do I go from here ?
Thanks
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It's actually late over here so i will contact you tomorrow and send a test version with the nv optimus code i mentioned before enabled and see how that goes. Actually the latest version of T3D has Direct3D9 removed completely, so be interesting how that goes.
*Edit: This is not the first switchable NV optimus based machine these troubles have popped up with actually.Would be nice to solve it once and for all.
Ah I see.
Well my system is here for testing. So it's all good.
Ok here is the latest development branch build, i haven't changed anything with it, just want to use it as a baseline, do note there is no Direct3D9 anymore, only Direct3D11 and OpenGL. Let me know how this build goes for you.
Link: https://drive.google.com/open?id=0B0tHSJ8eQYh6RUk0VXp0VWZjc00
Fantastic. Downloading it now.
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It's actually late over here so i will contact you tomorrow and send a test version with the nv optimus code i mentioned before enabled and see how that goes. Actually the latest version of T3D has Direct3D9 removed completely, so be interesting how that goes.
*Edit: This is not the first switchable NV optimus based machine these troubles have popped up with actually.Would be nice to solve it once and for all.
Ah I see.
Well my system is here for testing. So it's all good.

Strange T3D 3.10 Problem.
in Beginner
Posted
That's not a problem at all.
I've downloaded the files and will let you know how they run.
I think the problem with the CMake build is that there are files missing from the engine source folder.
VS2017 keeps failing to build too. So I guess files are missing.