TGB.exe builds (VC2005) but won't run
by Chris Jorgensen · in Torque Game Builder · 03/05/2007 (2:18 pm) · 5 replies
Hi everyone,
I'm trying to add a small bit of new code to TGB. It builds just fine but when I run the executable, nothing happens. I've run TGB on my computer before, so I know it's got to be a specific issue related to the version I'm building. I've tried both release build and debug build. Neither works. Does someone know what the cause of this might be?
Thanks.
I'm trying to add a small bit of new code to TGB. It builds just fine but when I run the executable, nothing happens. I've run TGB on my computer before, so I know it's got to be a specific issue related to the version I'm building. I've tried both release build and debug build. Neither works. Does someone know what the cause of this might be?
Thanks.
About the author
Owner of Cascadia Games LLC
#2
Thanks for the quick reply. In VS Debug mode, TGB.exe will just exit. I get:
"The program '[3920] XenoVersus.exe: Native' has exited with code 1 (0x1)."
(I renamed TGB.exe just as a test.)
If I do debug mode:
"The program '[2372] TGB_DEBUG.exe: Native' has exited with code 1 (0x1)."
As for the console.log file... it never gets updated. It's as if the executable never reaches that point.
03/05/2007 (10:50 pm)
@DavidThanks for the quick reply. In VS Debug mode, TGB.exe will just exit. I get:
"The program '[3920] XenoVersus.exe: Native' has exited with code 1 (0x1)."
(I renamed TGB.exe just as a test.)
If I do debug mode:
"The program '[2372] TGB_DEBUG.exe: Native' has exited with code 1 (0x1)."
As for the console.log file... it never gets updated. It's as if the executable never reaches that point.
#3
03/06/2007 (6:34 am)
@Chris, what exactly did you do the engine source before compiling? :)
#4
03/06/2007 (7:11 am)
Where does your executable reside?
#5
First, I had to add "c:/windows/system32" to the VC++ directories.
Second, for my new code, I had to remove iostream as it conflicted with the definition of "new" in the existing engine code.
I've now successfully integrated my custom code. If anyone's curious, I took some code used for DHP training of neural nets and added some console functions. Right now I just train the net off-line and then use the updated TGB to evaluate and read the neural net. Worked like a charm! :D
03/06/2007 (9:02 am)
Revised for clarification: There were two problems. First, I had to add "c:/windows/system32" to the VC++ directories.
Second, for my new code, I had to remove iostream as it conflicted with the definition of "new" in the existing engine code.
I've now successfully integrated my custom code. If anyone's curious, I took some code used for DHP training of neural nets and added some console functions. Right now I just train the net off-line and then use the updated TGB to evaluate and read the neural net. Worked like a charm! :D
Associate David Higgins
DPHCoders.com
Also, look for a console.log file and go through it ... see if it reports errors ...
Depending on what you did, it could possibly be trying to load the TGB executable in a directory scope that is not its own ... therefore, it's failing to find main.cs and project\main.cs and project\gameScripts\game.cs ... etc ...