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fLUnKnhaXYU

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Everything posted by fLUnKnhaXYU

  1. I've been wondering why it has been left out of the demo . Seems like damage to certain areas can possibly be ignored if prone , IDK , i dont know how the engine handles that . as for the orientation on slopes , Oh Well , never was an issue in the good 'OL days eh? :) , Collisions sure can be a problem ! :evil: Thank You Steve ,
  2. // ./scripts/gui/startup.CS //--------------------------THIS SECTION SHOWS THE CALL TO PLAY LOGOMUSIC function loadStartup() { // The index of the current splash screen $StartupIdx = 0; // A list of the splash screens and logos // to cycle through. Note that they have to // be in consecutive numerical order StartupGui.bitmap0 = "art/gui/background"; StartupGui.logo0 = "art/gui/Torque-3D-logo"; StartupGui.logoPos0 = "178 251"; StartupGui.logoExtent0 = "443 139"; // Call the next() function to set our firt // splash screen StartupGui.next(); // Play our startup sound SFXPlayOnce(AudioGui, "art/sound/gui/logo");//--------PLAY THE LOGOSOUND //SFXPlay(logosound); //echo("PLAYING ONCE PLAYINGONCE PLAYING ONCE"); } //....................................................... //---------------------------- IN THIS SECTION I WAIT UNTIL AFTER THE //---------------------------- LOADMAINMENU() CALL THEN EXECUTE THE FILE //---------------------------- WITH THE SFXPROFILE DATABLOCK (FIRST TIME) // ./scripts/gui/startup.CS function StartupGui::onDone(%this) { // If we have been tagged as done decide if we need // to end or cycle to the next one if (%this.done) { // See if we have a valid bitmap for the next screen if (getVariable(%this @ ".bitmap" @ $StartupIdx) $= "") { // Clear our data and load the main menu %this.done = true; // NOTE: Don't ever ever delete yourself during a callback from C++. // // Deleting the whole gui itself seems a bit excessive, what if we want // to return to the startup gui at a later time? Any bitmaps set on // the controls should be unloaded automatically if the control is not // awake, if this is not the case then that's what needs to be fixed. //%this.delete(); //BlankGui.delete(); //flushTextureCache(); loadMainMenu(); //DECIDED TO START MAIN MENU MUSIC FROM HERE ...after the first load of //the main menu . After leaving a game the server is destroyed so , to //continue the music is done in scripts/client/serverconnection.CS at //the end of the disconnectedCleanup func , where I exec this same //gui_music.cs file . //echo("!!!!BACK FROM STARTUP LOADMAINMENU FUNC CALL!!!!"); //------------------------------------EXECUTE THE FILE WITH THE MUSIC DATABLOCK exec("art/gui/gui_music.CS"); } else { // We do have a bitmap so cycle to it %this.next(); } } } //================================================================================ //scripts/client/serverconnection.CS //--------------------------IN THIS FILE I SCHEDULE A CALL TO THE FUNCTION //--------------------------IN ./core/scripts/client/client.CS "MAINMENUMUSIC.CS" function disconnect() { // We need to stop the client side simulation // else physics resources will not cleanup properly. physicsStopSimulation( "client" ); // Delete the connection if it's still there. if (isObject(ServerConnection)) ServerConnection.delete(); disconnectedCleanup(); // Call destroyServer in case we're hosting destroyServer(); } function disconnectedCleanup() { // End mission, if it's running. if( $Client::missionRunning ) clientEndMission(); // Disable mission lighting if it's going, this is here // in case we're disconnected while the mission is loading. $lightingMission = false; $sceneLighting::terminateLighting = true; // Clear misc script stuff HudMessageVector.clear(); // LagIcon.setVisible(false); PlayerListGui.clear(); // Clear all print messages clientCmdclearBottomPrint(); clientCmdClearCenterPrint(); // Back to the launch screen if (isObject( MainMenuGui )) Canvas.setContent( MainMenuGui ); // Before we destroy the client physics world // make sure all ServerConnection objects are deleted. if(isObject(ServerConnection)) { ServerConnection.deleteAllObjects(); } // We can now delete the client physics simulation. physicsDestroyWorld( "client" ); echo("!!!!THIS IS SCRIPTS/CLIENT/SERVERCONNECTION.CS!!!!"); schedule(1, 0 , "mainmenumusic");//-----------I PUT IT HERE , AFTER ALL HAS BEEN DONE //-------------LESS THAN 1 MILLISECOND DIDNT WORK //-------------EXECUTES EVERY TIME I END A MISSION } //=================================================================================== // ./core/scripts/client/client.CS //----------------------------------------------------------THIS IS MY NEATO FUNCTION function mainmenumusic() { echo("!!!!THIS IS THE CORE CLIENT MAINMENUMUSIC FUNCTION!!!!"); exec("art/gui/gui_music.cs"); } //=============================================================== // ./art/gui/GUImusic.CS //-----------------------THE FILE WITH THE SFXPROFILE DATABLOCKS //datablock SFXProfile(logoSound) //{ // filename = "art/sound/gui/logo.ogg"; // description = Audiomusic/Loop2d; //}; datablock SFXProfile(mainMenuMusic) { preload = "0"; description = Audiomusicloop2d; filename = "./gui_music/mainMenu.ogg"; }; echo("!!!!READING THE MUSIC FILE MAINMENUMUSIC!!!!"); sfxplay(mainMenuMusic); echo("!!!!DID IT PLAY?!!!!");//----of course , quite often this answer was NOOOOOO!!!:) //====================================================================================== // ./scripts/server/gameCore.CS //----------------------------------- I THINK THIS IS THE 1 SECOND DELAY IN THE EXECUTION OF THE //----------------------------------- DISCONNECT CLEANUP . function GameCore::cycleGame(%game) { if (%game.allowCycling) { // Cycle to the next mission cycleGame(); } else { // We're done with the whole game endMission(); // Destroy server to remove all connected clients after they've seen the // end game GUI. schedule($Game::EndGamePause * 1000, 0, "gameCoreDestroyServer", $Server::Session);// --HERE } } //======================================================================================= So , as the bits concerning single player vs multiplayer , are concerning , .... :?: I've re-read this a couple of times so i hope i haven't left any cursing in my comments :cry: Really , I dug around quite hard for this so , if you get a chukkle , how about share it with me . and thank you both for your responses .
  3. Hi again , Ive come across a couple new issues while creating a few animations . They're with the prone_root sequence , One issue is I cant use the free-look while moving while prone , three buttons , prone , move , free-look . Prone and free-look are fine but no free-look during movement , The second issue is with the prone sequence on a slope , the player just remains straight . Is it resolvable somehow :?: , like the way ski bones worked , I'm sorta newb and Ive seen no reference to ski bones with T3d . Thanks for your time Im using T3D 3.9 , custom model and custom armature . <-if it matters at all , actually its the CMU Hahne conversion Armature (.BVH) , with just a bit of tweaking to match a make human mesh and be a little more easily manipulated in blender 2.76 . edit ; I didn't mention that i didn't have a prone_forward animation loaded , just a prone root but , after adding a prone forward animation there is still no free look . So I guess my question is , basically , is free-look supposed to work or is it not available for the prone sequence ?
  4. Thanks Duion , I have your UberGame and I especially like the main menu , scenes are REAL COOL . Im just going for basic asthetica , if you will , I tried using onMainMenuWake in mainMenu GUI but it seems that the destroyServer , in particular the ,disconnectedCleanup function which has a 1 second wait , the command would execute my music profile resume play but, it seems , that after the 1 second it too was flushed , again I say , it seems to me . So , i scheduled a call to a function which reloads the music profile and plays it at just milliseconds after the disconnectedCleanup runs and it goes well , But it seems "hacky?" somehere in this file is where i put the schedule to reload and play the music scripts/client/serverconnection.CS func disconnectedCleanup It calls a function which I put in here ./core/scripts/client/client.CS func mainmenumusic SO , what do you think ?
  5. Hi, where might I place the bit of scripting necessary for playing a music file in the start up main menu ., that will repeat once a mission has been exited . So far it has dumped all of my efforts at the destroy server (ish) . I resolved it by re executing a file with the music profile and play commands after the destroy server , but I havent been quite satified that its a REAL/GOOD way of doing this . Thank You
  6. Okee, I got it , setactionthread written into the spawnscript seems to fix it . Thx for bothering to read .
  7. Im adding an aiPlayer through an autoSpawn spawnshere . In the Spawnscript I just put $spawnObject setTransform and playThread methods . The playthread seemed as if it were not working . I tried this and that and , anyway , finally i just nudged the aiPlayer around a little in the World Editor and the animation would play a bit and stop and sometimes play fine . After seeing that the animation seemed to be playing correctly I saved the level and restarted the mission but again the animation would not work right . So , The model is my player character with the demoplayer datablock . Its not the stock soldier_rigged model but I am using all of the scripts associated to it just pointing to my model and adding my own animations . The armature and bones arent named like the soldier model but hasnt given me a problem so far . Its probably something simple as I am fantastically adept at working for hours over what would ultimately be said kinda matter . :?: <-can I use this for my avatar ? edit : it may or may not be worth noting that the animation isnt one of the usual movement or trigger things its just some arbitrary action (playing a musical instrument)
  8. excellent explanation , Duion , truly , had I noticed , I should have tried it just to see , but you've enhanced my understanding just a bit . I say as I now ponder the 360 degree vertical/horizontal "LOOP" .
  9. "Look Vertical head movement blend animation, start frame is fully up and end frame is fully down. Usually imple- mented as a 9 frame animation that only affects the neck and head nodes." All I can say is that is doesn't say that it is a loop . But really , HOW could I have not thought of trying that possibly very time saving solution , hmmm?
  10. now just how n the heck did you know that ? Thanks Steve , You're brilliant .
  11. Hi, I'm having a problem with the "head" sequence for my model . The animation is made with Blender 2.76 . As suggested in the ReadTheDocs manual , its 9 frames however , I only inserted bone rotation and location for frames 1 , 5 and 9 . 1 is up 9 is down plus i sorta centered it with 5 . The problem I'm seeing in the game is on the last frame of the sequence as it appears to be a repeat of the first frame . In the shape editor it shows that the last frame is the same as the first and doesn't let me reset the out frame . This is not the stock model or armature . Its a human character . Other sequences are working well . They are separate animations that Ive placed in the anim folder . The base shape with the mesh has no animations . My T3D version is 3.9 . Thank you for your time .
  12. Thank You , LucasPJ , for your valuable time .
  13. This is all that I can locate here . I dont comprehend any of it so I cant determine if it was from the command line or within the GUI . Its from the same code printed above . Running command: S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f "S:/dev/Torque3D-development/WindowsBuild/Makefile" VERBOSE=1 all S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -HS:\dev\Torque3D-development -BS:\dev\Torque3D-development\WindowsBuild --check-build-system CMakeFiles\Makefile.cmake 0 S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_progress_start S:\dev\Torque3D-development\WindowsBuild\CMakeFiles S:\dev\Torque3D-development\WindowsBuild\CMakeFiles\progress.marks S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f CMakeFiles\Makefile2 all mingw32-make.exe[1]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f Tools\CMake\CMakeFiles\collada.dir\build.make Tools/CMake/CMakeFiles/collada.dir/depend mingw32-make.exe[2]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_depends "MinGW Makefiles" S:\dev\Torque3D-development S:\dev\Torque3D-development\Tools\CMake S:\dev\Torque3D-development\WindowsBuild S:\dev\Torque3D-development\WindowsBuild\Tools\CMake S:\dev\Torque3D-development\WindowsBuild\Tools\CMake\CMakeFiles\collada.dir\DependInfo.cmake --color= mingw32-make.exe[2]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f Tools\CMake\CMakeFiles\collada.dir\build.make Tools/CMake/CMakeFiles/collada.dir/build mingw32-make.exe[2]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_progress_report S:\dev\Torque3D-development\WindowsBuild\CMakeFiles [ 0%] Building CXX object Tools/CMake/CMakeFiles/collada.dir/__/__/Engine/lib/collada/src/1.4/dom/domAccessor.cpp.obj cd /d S:\dev\Torque3D-development\WindowsBuild\Tools\CMake && S:\dev\CodeBlocks\MinGW\bin\g++.exe -DDOM_INCLUDE_TINYXML -DPCRE_STATIC -DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /O2 /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:fast /fp:except- /GR /Zc:wchar_t- /arch:SSE2 -wd4800 -wd4018 -wd4244 -g /EHsc @CMakeFiles/collada.dir/includes_CXX.rsp /W0 -o CMakeFiles\collada.dir\__\__\Engine\lib\collada\src\1.4\dom\domAccessor.cpp.obj -c S:\dev\Torque3D-development\Engine\lib\collada\src\1.4\dom\domAccessor.cpp
  14. Hello , JeffR , thank you for your attention to this , First , Id like to let you know that Im not a developer with some technical issue . Im a beginner and want to determine if I can use code::blocks on windows 7 to compile T3D . Sorry that I didnt make it clear that I got the code from a previous post made in December 2015 forums.torque3d.org/viewtopic.php?f=12&t=485&hilit=codeblocks#p4111 Ive seen that some problem/s had existed between cmake and code::blocks , for torue 3D , on windows and , there doesnt seem to be many posts related to the use of code::blocks on windows in these forums (Ill do a search for mingw or something) . Here , I am just wondering if those problems have been resolved and/or perhaps there could be some other reason for the failure in the case shown in the code . I Dont mean to divert any real production time around here but i am looking for the minimal path to the goal of compiling T3D on windows and Im not sure whether or not it is possible to use anything lighter than vs studio (community) at the same price .:) again , Thank you .
  15. Jason , I totally agree with you , I find your comment "has ruined me for other game engines " very interesting and hope to experience some of that "deeper" torque power . I believe it exists and Im rooting for the T3D success . I was surprised by the openGL performance and honestly hadnt seen anything quite like it . I find the Vulcan API developement to be exciting and am am looking forward to seeing Linux game developement benefit from such projects . I do prefer to choose openGL and multiplatform , now if I can just resolve this dilehmma and move forward . Thanks , Jason , youve been a great help .
  16. Thank you both , Duion and Jason Cambell , Jason , Thats what I am thinking , or some need for certain directories that arent present . i havent tried to compile the engine yet . Im reluctant to install vs 2015 community as I have read that it is difficult if not impossible to uninstall on windows 7 . Duion , Thats what I do , Im totally about editing using the precompiled versions . Id like to add though , at least a couple things seem imminent . The desire for physics , something like openstreet map terrain modification , and I just noticed the open cv with its motion track and things , so I think itd be a good idea to try and catch on if possible , whereas these kind of things may become acquirable . Thank you both again .
  17. Thank You , Jason Cambell , very kind of you to supply the links . Ill get to them ASAP . I find switching to linux a very tempting option , Just for the convenience and lack of tech related self confidence , I havent done so already .
  18. ]Hi Im a new member , I have no experience in using a compiler , but , some interest in learning what is necessary for compiling the T3D engine . My OS is windows 7 and at this time im interested in just building something for that platform . I have no desire to install tons of unnecessary software , thus , this post is really about determining the possibility of using CODE::BLOCKS mingw G++ as the compiler as I am under the impression that its really quite good . so , this is what I found in the beginner forum concerning code::blocks Running command: S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f "S:/dev/Torque3D-development/WindowsBuild/Makefile" VERBOSE=1 all S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -HS:\dev\Torque3D-development -BS:\dev\Torque3D-development\WindowsBuild --check-build-system CMakeFiles\Makefile.cmake 0 S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_progress_start S:\dev\Torque3D-development\WindowsBuild\CMakeFiles S:\dev\Torque3D-development\WindowsBuild\CMakeFiles\progress.marks S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f CMakeFiles\Makefile2 all mingw32-make.exe[1]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f Tools\CMake\CMakeFiles\collada.dir\build.make Tools/CMake/CMakeFiles/collada.dir/depend mingw32-make.exe[2]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_depends "MinGW Makefiles" S:\dev\Torque3D-development S:\dev\Torque3D-development\Tools\CMake S:\dev\Torque3D-development\WindowsBuild S:\dev\Torque3D-development\WindowsBuild\Tools\CMake S:\dev\Torque3D-development\WindowsBuild\Tools\CMake\CMakeFiles\collada.dir\DependInfo.cmake --color= mingw32-make.exe[2]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f Tools\CMake\CMakeFiles\collada.dir\build.make Tools/CMake/CMakeFiles/collada.dir/build mingw32-make.exe[2]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_progress_report S:\dev\Torque3D-development\WindowsBuild\CMakeFiles [ 0%] Building CXX object Tools/CMake/CMakeFiles/collada.dir/__/__/Engine/lib/collada/src/1.4/dom/domAccessor.cpp.obj cd /d S:\dev\Torque3D-development\WindowsBuild\Tools\CMake && S:\dev\CodeBlocks\MinGW\bin\g++.exe -DDOM_INCLUDE_TINYXML -DPCRE_STATIC -DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /O2 /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:fast /fp:except- /GR /Zc:wchar_t- /arch:SSE2 -wd4800 -wd4018 -wd4244 -g /EHsc @CMakeFiles/collada.dir/includes_CXX.rsp /W0 -o CMakeFiles\collada.dir\__\__\Engine\lib\collada\src\1.4\dom\domAccessor.cpp.obj -c S:\dev\Torque3D-development\Engine\lib\collada\src\1.4\dom\domAccessor.cpp g++.exe: error: /MP: No such file or directory g++.exe: error: /O2: No such file or directory g++.exe: error: /Ob2: No such file or directory g++.exe: error: /Oi: No such file or directory g++.exe: error: /Ot: No such file or directory g++.exe: error: /Oy: No such file or directory g++.exe: error: /GT: No such file or directory g++.exe: error: /Zi: No such file or directory g++.exe: error: /W4: No such file or directory g++.exe: error: /nologo: No such file or directory g++.exe: error: /GF: No such file or directory g++.exe: error: /EHsc: No such file or directory g++.exe: error: /GS-: No such file or directory g++.exe: error: /Gy-: No such file or directory g++.exe: error: /Qpar-: No such file or directory g++.exe: error: /fp:fast: No such file or directory g++.exe: error: /fp:except-: No such file or directory g++.exe: error: /GR: No such file or directory g++.exe: error: /Zc:wchar_t-: No such file or directory g++.exe: error: /arch:SSE2: No such file or directory g++.exe: error: /EHsc: No such file or directory g++.exe: error: /W0: No such file or directory g++.exe: error: unrecognized command line option '-wd4800' g++.exe: error: unrecognized command line option '-wd4018' g++.exe: error: unrecognized command line option '-wd4244' mingw32-make.exe[2]: *** [Tools/CMake/CMakeFiles/collada.dir/__/__/Engine/lib/collada/src/1.4/dom/domAccessor.cpp.obj] Error 1 mingw32-make.exe[1]: *** [Tools/CMake/CMakeFiles/collada.dir/all] Error 2 mingw32-make.exe: *** [all] Error 2 mingw32-make.exe[2]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' mingw32-make.exe[1]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' Process terminated with status 2 (0 minute(s), 2 second(s)) 22 error(s), 0 warning(s) (0 minute(s), 2 second(s)) I am requesting that some post some example/s from a successful compile which might show the non existing directories and files . to sum up this noobish mess , I simply am wondering if what is missing can simply be added to the necessary libraries or whether some part of the project should be ommited , etc Hope that wasnt a too exhausting read to digest . thank you for your time and patience . this has been posted in begginner forum as well .
  19. Hi Duion , thank you for youre response . the following is from a post made in Dec 2015 . Running command: S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f "S:/dev/Torque3D-development/WindowsBuild/Makefile" VERBOSE=1 all S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -HS:\dev\Torque3D-development -BS:\dev\Torque3D-development\WindowsBuild --check-build-system CMakeFiles\Makefile.cmake 0 S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_progress_start S:\dev\Torque3D-development\WindowsBuild\CMakeFiles S:\dev\Torque3D-development\WindowsBuild\CMakeFiles\progress.marks S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f CMakeFiles\Makefile2 all mingw32-make.exe[1]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f Tools\CMake\CMakeFiles\collada.dir\build.make Tools/CMake/CMakeFiles/collada.dir/depend mingw32-make.exe[2]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_depends "MinGW Makefiles" S:\dev\Torque3D-development S:\dev\Torque3D-development\Tools\CMake S:\dev\Torque3D-development\WindowsBuild S:\dev\Torque3D-development\WindowsBuild\Tools\CMake S:\dev\Torque3D-development\WindowsBuild\Tools\CMake\CMakeFiles\collada.dir\DependInfo.cmake --color= mingw32-make.exe[2]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' S:/dev/CodeBlocks/MinGW/bin/mingw32-make.exe -f Tools\CMake\CMakeFiles\collada.dir\build.make Tools/CMake/CMakeFiles/collada.dir/build mingw32-make.exe[2]: Entering directory `S:/dev/Torque3D-development/WindowsBuild' S:\.dev\cmake-3.1.0-rc2-win32-x86\bin\cmake.exe -E cmake_progress_report S:\dev\Torque3D-development\WindowsBuild\CMakeFiles [ 0%] Building CXX object Tools/CMake/CMakeFiles/collada.dir/__/__/Engine/lib/collada/src/1.4/dom/domAccessor.cpp.obj cd /d S:\dev\Torque3D-development\WindowsBuild\Tools\CMake && S:\dev\CodeBlocks\MinGW\bin\g++.exe -DDOM_INCLUDE_TINYXML -DPCRE_STATIC -DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /O2 /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:fast /fp:except- /GR /Zc:wchar_t- /arch:SSE2 -wd4800 -wd4018 -wd4244 -g /EHsc @CMakeFiles/collada.dir/includes_CXX.rsp /W0 -o CMakeFiles\collada.dir\__\__\Engine\lib\collada\src\1.4\dom\domAccessor.cpp.obj -c S:\dev\Torque3D-development\Engine\lib\collada\src\1.4\dom\domAccessor.cpp g++.exe: error: /MP: No such file or directory g++.exe: error: /O2: No such file or directory g++.exe: error: /Ob2: No such file or directory g++.exe: error: /Oi: No such file or directory g++.exe: error: /Ot: No such file or directory g++.exe: error: /Oy: No such file or directory g++.exe: error: /GT: No such file or directory g++.exe: error: /Zi: No such file or directory g++.exe: error: /W4: No such file or directory g++.exe: error: /nologo: No such file or directory g++.exe: error: /GF: No such file or directory g++.exe: error: /EHsc: No such file or directory g++.exe: error: /GS-: No such file or directory g++.exe: error: /Gy-: No such file or directory g++.exe: error: /Qpar-: No such file or directory g++.exe: error: /fp:fast: No such file or directory g++.exe: error: /fp:except-: No such file or directory g++.exe: error: /GR: No such file or directory g++.exe: error: /Zc:wchar_t-: No such file or directory g++.exe: error: /arch:SSE2: No such file or directory g++.exe: error: /EHsc: No such file or directory g++.exe: error: /W0: No such file or directory g++.exe: error: unrecognized command line option '-wd4800' g++.exe: error: unrecognized command line option '-wd4018' g++.exe: error: unrecognized command line option '-wd4244' mingw32-make.exe[2]: *** [Tools/CMake/CMakeFiles/collada.dir/__/__/Engine/lib/collada/src/1.4/dom/domAccessor.cpp.obj] Error 1 mingw32-make.exe[1]: *** [Tools/CMake/CMakeFiles/collada.dir/all] Error 2 mingw32-make.exe: *** [all] Error 2 mingw32-make.exe[2]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' mingw32-make.exe[1]: Leaving directory `S:/dev/Torque3D-development/WindowsBuild' Process terminated with status 2 (0 minute(s), 2 second(s)) 22 error(s), 0 warning(s) (0 minute(s), 2 second(s)) Id like to ask of someone to post an example of a successful build using visual studio or any other compiler . Id like to see the directories being accessed if thats possible . THANK YOU .
  20. Hi , Im new here and hate to bother you all with this but,.. my OS = windows 7 over the past couple years ive experimented some with the TGE demos and recently the T3D 3.10 and 3.9 binaries. i just got the T3D 3.9 from GIT as I wish to learn to compile release executables , I have these first 2 questions .is codeblocks suitable or must it be visual studio 2015(community) ? is it CMake or is Project Manager ready again ? My only need for any compiler is to compile T3D release executables and at this time only for windows . Thank You guys and gals.
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