Modifications for compiling under VS.Net 2003
by Animesh Karna · 06/24/2003 (11:54 am) · 7 comments
To get max2dtsExporter Max3 to build, go to file materialList.h. On line 69 and 70, you see:
typedef Vector::iterator iterator;
typedef Vector::value_type value;
Cut these lines and move them before the class definition (say, to line 20).
With this fix, max2dtsExporter Max3 will build. max2dtsExporter Max4 builds with a number of warnings, but it doesn't appear fatal.
typedef Vector
typedef Vector
Cut these lines and move them before the class definition (say, to line 20).
With this fix, max2dtsExporter Max3 will build. max2dtsExporter Max4 builds with a number of warnings, but it doesn't appear fatal.
#2
Also, I wouldn't recommend taking those typedef's out of the class definition entirely, just move them to the first public section, right before the VectorPtr member.
06/30/2003 (10:04 am)
The .h file should really #include "core/tVector.h"Also, I wouldn't recommend taking those typedef's out of the class definition entirely, just move them to the first public section, right before the VectorPtr member.
#3
07/03/2003 (8:28 am)
All I actually did was moved them up a couple of lines, and it compiled successfully.
#4
07/15/2003 (7:58 pm)
what I want to know is this somthing that MS did to break code that compiled fine in the non-2003 Visual Studio .Net or was it the wrong place all along and MS should be commended for fixing a broken compiler?
#5
But there is another problem I had when compiling. This is the head version as of jul-20. The problem was that the PathedInterior .cc and .h are not added to the torque demo and the torque lib projects... So, you need to add them to the interior folder in each project. You will also get an error which is fixed by commenting out the #include "game/marble/marble.h" in the PathedInterior.cc, line 18.
Miguel
07/22/2003 (3:32 pm)
I had the same problem, and placing the vectors up at the top worked...But there is another problem I had when compiling. This is the head version as of jul-20. The problem was that the PathedInterior .cc and .h are not added to the torque demo and the torque lib projects... So, you need to add them to the interior folder in each project. You will also get an error which is fixed by commenting out the #include "game/marble/marble.h" in the PathedInterior.cc, line 18.
Miguel
#6
I also changed the following code in the file lib\maxsdk40\istdplug.h
Can anybody check?
Thanks.
09/22/2003 (2:19 am)
I didn't encounter the problem described by Miguel and I'm using code merged with the CVS HEAD September 22, 2003 5:36pm.I also changed the following code in the file lib\maxsdk40\istdplug.h
Quote:This will remove the warning message when building the max2dts exporter for 3DSMax version 4. Unfortunately, I don't have 3DSMax so I don't know if this will introduce a new problem to it.
FN_0 (list_getNumItems, TYPE_INT, GetListCount );
VFN_1 (list_setActive, SetActive, TYPE_INDEX );
//--------------------------------------------->>>>>>>>>>>>>>>>>>>>
// Visual Studio.NET 2003
//FN_0 (list_getActive, TYPE_INDEX, GetActive, );
FN_0 (list_getActive, TYPE_INDEX, GetActive );
//---------------------------------------------<<<<<<<<<<<<<<<<<<<<
VFN_1 (list_deleteItem, DeleteItem, TYPE_INDEX );
VFN_1 (list_cutItem, CutItem, TYPE_INDEX );
VFN_1 (list_pasteItem, PasteItem, TYPE_INDEX );
FN_1 (list_getName, TYPE_TSTR_BV, GetName, TYPE_INDEX );
VFN_2 (list_setName, SetName, TYPE_INDEX, TYPE_STRING );
RO_PROP_FN (list_count, GetListCount, TYPE_INT );
PROP_FNS (list_getActive_prop, GetActive, list_setActive_prop, SetActive, TYPE_INDEX );
Can anybody check?
Thanks.
#7
07/01/2005 (3:21 am)
I dont like .Net. Why? 3 words: .NET Framework needed, and another 3: Makes computer slooooooooow. So i'll stick to c++ 6 
Torque Owner Steven Beasley