Game Development Community

Curse this error

by Stephen Kelly · in Technical Issues · 08/03/2008 (8:56 am) · 18 replies

Does the following mean anything to any of you?

7>BSCMAKE: error BK1506 : cannot open file '..\engine\out.VC8.DEBUG\abstractPolyList.sbr': No such file or directory
7>Build log was saved at "file://c:\Torque\TGE_1_5_2\engine\out.VC8.DEBUG\BuildLog.htm"
7>Torque Demo - 2 error(s), 0 warning(s)
========== Rebuild All: 6 succeeded, 1 failed, 0 skipped ==========

#1
08/03/2008 (9:19 am)
This is what msdn says:

Quote:Visual C++ Concepts: Building a C/C++ Program
Creating an .sbr File

The input files for BSCMAKE are .sbr files. The compiler creates an .sbr file for each object file (.obj) it compiles. When you build or update your browse information file, all .sbr files for your project must be available on disk.

To create an .sbr file with all possible information, specify /FR.

To create an .sbr file that doesn't contain local symbols, specify /Fr. If the .sbr files contain local symbols, you can still omit them from the .bsc file by using BSCMAKE's /El option.

You can create an .sbr file without performing a full compile. For example, you can specify the /Zs option to the compiler to perform a syntax check and still generate an .sbr file if you specify /FR or /Fr.

The build process can be more efficient if the .sbr files are first packed to remove unreferenced definitions. The compiler automatically packs .sbr files.

I got that info from this website

I always have problems building a debug exe, so what I normally do is to copy the debug exe that comes with torque to another folder, then build a release exe.
#2
08/03/2008 (9:22 am)
Thank you for the swift reply! Unfortunately you are not being completely clear. What folder does debug.exe go into now?

EDIT: Where is debug.exe?
#3
08/03/2008 (10:09 am)
Actually, I also don't know what you mean by build a release exe. Do you mean do a release debug? Because it isn't built right, so I'm sure that wouldn't do anything.
#4
08/03/2008 (11:46 am)
The torque_debug.exe will be in the examples folder. (the one with the starter.racing, starter.fps, and demo folders)

To build a release exe you have to change the setting in your compiler.

Open the torque.sln in visual studio, right click on "torque Demo" and then click "properties".
Once in the properties, you'll see where it says "configuration debug". Change this to release, then click on the configureation manager button. (to it's right)
Inside the configuration manager, it will also say debug. Change that to release, then scroll down the list in the bottom window and make sure torque demo shows release. If not, change it to release and make sure there is a check mark in the box at the right.

Close, save, clean solution, build.
That should place the release exe in your example folder.
#5
08/03/2008 (2:45 pm)
There is no Torque_debug.exe in my example folder.

EDIT: There IS a torqueDemo_Debug incremental linker file, but not a torque_debug.exe file.
#6
08/03/2008 (3:00 pm)
Also, which version of Visual Studio are you using? Because my properties window is far different than that.
#7
08/03/2008 (4:02 pm)
If you cleaned your build, the debug exe would have been erased. I'm using visual studio express 2005. They may be different, but what I gave you should at least get you close to where you need to be to change from debug to release builds. VS2008 should use the same structure as 2005, so I don't know why it would look different for you.
#8
08/03/2008 (4:05 pm)
Oh, I found the other error, and this might fix it: It said it could not find a particular file that was in the gui folder. You see, it was a code resource for back when the gui's were just in the gui folder. So I changed the path to where the file actually was, and it is currently rebuilding. Give it a couple of minutes, and I will post the result.
#9
08/03/2008 (4:27 pm)
Ok, it gave me a new error that was almost identical to the last one. I fixed that, now I'm rebuilding again.
#10
08/03/2008 (4:41 pm)
That's how it usually goes until you get all the bugs worked out. Keep going. You have the momentum going in your direction. You'll get it.
#11
08/03/2008 (4:49 pm)
Thank you. But there is one little problem. It is asking for a file called consoleTypes.h that is not in any of the gui subfolders. Do you know what I should use to replace this?
#12
08/03/2008 (5:30 pm)
There is no consoleTypes.h in the gui folder or it's subfolders. If it's looking for it there, you have something amiss. consoleTypes.h is in engine/console/.
#13
08/04/2008 (6:12 am)
Thank you, but I had already figured it out, and forgotten to post it here. I instead now need to know where this code would go, which is used to load an object into the guiobjectview.

"view.setObject("objectName", "fps/data/shapes/object/object.dts", "", 0);"
#14
08/04/2008 (2:29 pm)
I would recommend e-mailing the resource author or posting a question in the resource.
#15
08/04/2008 (4:00 pm)
Ok, I'll do that.
#16
08/05/2008 (1:28 pm)
Damnit, the resource hasn't been active for months. How do I get my answer now?!!
#17
08/05/2008 (4:31 pm)
Stephen,

if you have a .gui file(they are under example/demo/client/ui/) and you add a:
new GuiObjectView(anObjectView) {
...
}

you can use torquescript to execute the command:
"anObjectView.setObject("objectName", "fps/data/shapes/object/object.dts", "", 0);"

you could do run this command from the game console, or in a script function

-John
#18
08/05/2008 (5:00 pm)
Nevermind that, I figured it out. I had to put it in the startup code in main.cs.