Game Development Community

Afx 1.1.2 + yack pack

by Ron Kirkland · in Torque Game Engine Advanced · 04/26/2008 (11:19 am) · 8 replies

Hello, Has anyone successfully integrated the yack pack with afx1.1.2? I'm getting some compile errors..

Here is the build log:

1>------ Build started: Project: afxDemo, Configuration: Release Win32 ------
1>Compiling...
1>guiTextListCtrl.cpp
1>..\\..\\..\\..\\..\\engine\\source\\gui\\controls\\guiTextListCtrl.cpp(141) :
error C2039: \'setBitmapModulation\' : is not a member of \'GFXDevice\'
1>
c:\\Torque\\AFX112_Combo_TGEA170_SDK\\engine\\source\\gfx/gfxDevice.h(148) : see
declaration of \'GFXDevice\'
1>..\\..\\..\\..\\..\\engine\\source\\gui\\controls\\guiTextListCtrl.cpp(144) :
error C2039: \'setBitmapModulation\' : is not a member of \'GFXDevice\'
1>
c:\\Torque\\AFX112_Combo_TGEA170_SDK\\engine\\source\\gfx/gfxDevice.h(148) : see
declaration of \'GFXDevice\'
1>..\\..\\..\\..\\..\\engine\\source\\gui\\controls\\guiTextListCtrl.cpp(147) :
error C2039: \'setBitmapModulation\' : is not a member of \'GFXDevice\'
1>
c:\\Torque\\AFX112_Combo_TGEA170_SDK\\engine\\source\\gfx/gfxDevice.h(148) : see
declaration of \'GFXDevice\'
1>..\\..\\..\\..\\..\\engine\\source\\gui\\controls\\guiTextListCtrl.cpp(179) :
error C2039: \'drawTextN\' : is not a member of \'GFXDevice\'
1>
c:\\Torque\\AFX112_Combo_TGEA170_SDK\\engine\\source\\gfx/gfxDevice.h(148) : see
declaration of \'GFXDevice\'
1>guiCrossHairHud.cpp
1>..\\..\\..\\..\\..\\engine\\source\\T3D\\fps\\guiCrossHairHud.cpp(165) : error
C2665: \'Con::executef\' : none of the 21 overloads could convert all the
argument types
1>
c:\\Torque\\AFX112_Combo_TGEA170_SDK\\engine\\source\\console/console.h(540):
could be \'const char *Con::executef(const char *,const char *,const char *)\'
1>
c:\\Torque\\AFX112_Combo_TGEA170_SDK\\engine\\source\\console/console.h(568): or
\'const char *Con::executef(SimObject *,const char *,const char *)\'
1> while trying to match the argument list \'(GuiCrossHairHud *const ,
int, const char [9])\'
1>Generating Code...
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 8.00.50727
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>Build log was saved at
\"file://c:\\Torque\\AFX112_Combo_TGEA170_SDK\\GameExamples\\AFXDemo\\buildFiles
\\VisualStudio 2005\\Link\\VC2k5.Release.Win32\\afxDemo\\BuildLog.htm\"
1>afxDemo - 5 error(s), 0 warning(s)

#1
04/26/2008 (2:12 pm)
It doesn't look like yack pack supports TGEA 1.7.0 yet. Your errors suggest that a number of pre-1.7 TGEA source files were dropped into the engine. Did you attempt to merge the yack pack, or did you just replace some of the files? Changes in TGEA source code from 1.0.3 to 1.7.0 are extensive. I doubt you'll find many TGEA 1.0.3 resources that work in TGEA 1.7.0 without requiring some merging/porting.
#2
04/26/2008 (2:28 pm)
Thanks Jeff, it was a merge.. I never dump files.. I'll get with the author to see if support for 17 is on the horizon..

As always, thanks for your assistance.
#3
04/29/2008 (7:47 am)
I did the TGEA code for the Yack Pack guys. I'll get on giving them a 1.7 version for everyone's uses. (Even though they haven't asked me for it)
#4
04/29/2008 (7:54 am)
THANK YOU MARK!!!
#5
05/26/2008 (10:40 am)
Ok guys, the update is complete. I'll be submitting it to Filament so they can update their package. I can also post the instructions for manually converting the contents of the Yack Pack for TGEA 1.7 as well. Is there a preferred location? TDN? Resource?

I should also add that this update is for "stock" TGEA 1.7 only, I haven't looked at any of the changes made in the Beta of AFX. But, the update I have created should fix the compile errors listed above.
#6
05/26/2008 (3:39 pm)
No preference here Mark.. Just anxious to see your work; If you need some web-space to host the files and can help with that. THANKS again for everything
#7
05/26/2008 (3:45 pm)
I think I've settled on putting the instructions in this TDN article. Given the fact that the Yack Pack is a protected work by Filament I won't be able to post the complete set of changed files, I will leave that to them. But I will (for now) post the instructions on converting the Yack Pack changes to TGEA 1.7, none of which can be used to construct the changes in the Yack Pack as a whole.
#8
05/26/2008 (4:05 pm)
Ok, TDN article updated.