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Can't compile under VS.Net

by Scott Bruno · in Torque Game Engine · 03/18/2002 (11:32 pm) · 3 replies

Visual Studio .Net Enterprise on Win2K. Attempting to build results in several errors from the \dtsSDK directory.

In particular, DTSShape.cpp and DTSMesh.cpp suffer multiple instances of the following error:

error C2660: 'std::vector >::assign' : function does not take 1 parameters

For example:

\tools\ms2dtsExporter\dtsSDK\DTSMesh.cpp(266)
\tools\ms2dtsExporter\dtsSDK\DTSShape.cpp(184)


DTSMesh.cpp also has the following problem:

\tools\ms2dtsExporter\dtsSDK\DTSMesh.cpp(28): error C2475: 'DTS::Point3D::x' : forming a pointer-to-member requires explicit use of the address-of operator ('&') and a qualified name


Finally, DTSShape.cpp has this problem:

c:\torque\tools\ms2dtsExporter\dtsSDK\DTSShape.cpp(450): error C2664: 'std::basic_ostream >::write' : cannot convert parameter 1 from 'std::_Ptrit<_Ty,_Diff,_Pointer,_Reference,_Pointer2,_Reference2>::_Myt' to 'const char *'



Finally, the MAX exporters wouldn't build because ctl3d.h does not exist on my system. ctl3d.h would appear to be a dead file in the new way of doing things. Removing the reference to it (from max.h) allowed the exporters to build correctly.


So... thoughts?

#1
03/18/2002 (11:45 pm)
Small update.

The files with the STL-related errors seem to belong to the Milkshape exporter, so I can live without it. So after _not_ building ms2dtsExporter, and after removing the references to ctl3d.h from the MAX exporters, the demo project builds and runs fine. Of course I'm only assuming the MAX exporters work, but since they did build I'm assuming that either they found what they needed in a new/different header, or ctl3d.h just wasn't necessary.

Kind of a shaky start though. Does ms2dtsExporter compile for you over there?
#2
03/19/2002 (1:49 pm)
I had trouble building both the MS and MAX exporters when I grabbed and built the TGE (using VS.NET).

My assumption is that the problems are related to not having the SDKs for MS nor MAX installed..These exporters likely rely on libs and headers that aren't distributed with the TGE for legal reasons.

However, since I'm not going to use either MS or MAX to do model exporting, I just removed those projects from the solution and didn't look into the exact issues at play.
#3
03/19/2002 (5:50 pm)
That's certainly possible, since I didn't actually install the Max SDK's when I installed Max. However, the build errors from the Milkshape exporter seem to revolve mostly around C++ that just shouldn't compile.