VS 2017 support

Expanding and utilizing the engine via C++.
  • 1
  • 2
16 posts Page 2 of 2
Jason Campbell
Posts: 147
Joined: Fri Feb 13, 2015 2:51 am
by Jason Campbell » Fri Mar 31, 2017 3:53 pm
chriscalef wrote:Ya know, I never thought I'd say this, but my recent round of excruciating Visual Studio pain has caused me to ask: Waaay back in the day, my first paid gig at Garage Games, before Visual Studio express version even existed, was to put together a build system involving Eclipse and I don't remember what compiler, but it was a free way to build Torque without buying Visual Studio. We dropped that chain of development like a hot potato as soon as VS became free, because it was a serious pain in the butt to maintain a secondary build method when there was already a free option.

But... fast forward to today, does anyone have any suggestions for a potential windows environment build method/compiler that might circumvent this trauma? I love all the bells and whistles but this round of BS has got me seriously doubting the wisdom of being 100% dependent on Visual Studio for my windows build. I'm half afraid that I'm going to pave and reinstall only to find the same thing popping up in a few weeks, given how all of my recent problems have manifested entirely on their own.

EDIT: (I don't even care about the IDE at this point, I'd go back to using Emacs if I had a good way to command line compile for Windows. I suppose I should try reinstalling the OS at least once before I give up but... dang, Microsoft!)

Even when you get VS working again, you could try out code:blocks with gcc a try, as an alt. Im Linux only so I can only attest for that but after I figured it out I really like it. It very simplistic but I enjoy the work flow of it.
Posts: 326
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Fri Mar 31, 2017 6:54 pm
Thanks, I didn't know code::blocks had a windows version.

Re: being linux only, do you by any chance have a cross compile system worked out for windows builds? I haven't put any time into it yet but if I knew I had that reliably nailed, with no new bugs added, I'd probably just reboot to Ubuntu and stay there. :-)
Jason Campbell
Posts: 147
Joined: Fri Feb 13, 2015 2:51 am
by Jason Campbell » Sat Apr 01, 2017 1:38 am
I do not have a cross-compile setup quite yet, however, it is on my to-do list. Even though, I have left Windows behind for good, I realize others cannot(yet?), so I have been researching it. I think the answer is the mingw compiler which does cross platform compiling. I will attempt to delve into it this weekend a bit. I would love to get it working with my current project and I would like to help you to get away from Microsoft.
Steering Committee
Steering Committee
Posts: 682
Joined: Tue Feb 03, 2015 9:49 pm
by JeffR » Sat Apr 01, 2017 7:13 am
Yeah, feel free to look at other tools to see what works. More options that work well is always good.

For the topic at hand, I found this:

Looks like it's an issue that slipped in(as I didn't have any issues with 2017RC) that'll get fixed in the service pack, going off what the one post says. I'm looking into the hotfix the one person suggests now, and if it works, can see about getting that rolled in in the event of using this particular version.
Posts: 23
Joined: Mon Mar 09, 2015 3:41 am
by elfprince13 » Wed Apr 05, 2017 8:58 pm
Now that Visual Studio supports alternate compilers (i.e. Clang), I think it would be in everyone's best interest to drop the VC++ compiler (I don't care for the VS IDE either, but that's personal preference - the VC++ compiler is objectively bad).
Posts: 363
Joined: Tue Feb 03, 2015 9:50 pm
by Azaezel » Wed Apr 05, 2017 9:27 pm
Have to say given the choice, I'd prefer to preserve, well, The Choice. Kinda half the reason for cmake with it's drop down to begin with.
  • 1
  • 2
16 posts Page 2 of 2

Who is online

Users browsing this forum: No registered users and 2 guests