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)
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)
About the author
#2
As always, thanks for your assistance.
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
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.
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.
Associate Jeff Faust
Faust Logic, Inc.