VS 2017 support

Expanding and utilizing the engine via C++.
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Monkeychops
Posts: 17
Joined: Wed Feb 18, 2015 11:53 am
by Monkeychops » Mon Mar 27, 2017 10:47 pm
Has anyone managed to get T3D to build with VS2017? I foolishly broke my VS 2015 because I ran out of disk space and it seems the VS 2017 compiler has issues with the code.
chriscalef
Posts: 333
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Tue Mar 28, 2017 7:08 pm
It worked out of the box for me. After my VS2015 foolishly broke itself beyond all hope of recovery, for no apparent reason. :-\
Monkeychops
Posts: 17
Joined: Wed Feb 18, 2015 11:53 am
by Monkeychops » Wed Mar 29, 2017 1:37 am
I get a ton of errors like this when I try to use the vs2017 compiler:

error C2938: 'MaybeSelfEnabled<TailTs...>' : Failed to specialize alias template
JeffR
Steering Committee
Steering Committee
Posts: 755
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Wed Mar 29, 2017 6:27 am
Did you just upgrade an existing project by opening it in 2017, or did you have cmake generate a new project for it?

Also, can you post up the full error log on pastebin or something? May have some additional clues, but I can say I didn't have any issues with it when I ran the 2017 RC before.
Azaezel
Posts: 384
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed Mar 29, 2017 11:17 am
For clarity, what engine versions? 3.9, 3.10, devhead?
Monkeychops
Posts: 17
Joined: Wed Feb 18, 2015 11:53 am
by Monkeychops » Wed Mar 29, 2017 12:12 pm
I'm trying to build the dev branch (https://github.com/GarageGames/Torque3D ... evelopment) with VS 2017 final release and the latest CMake 3.8.2.

I'm using the "Visual Studio 15 2017 Win64" generator with a clean BaseGame template. It was working before when I used the VS 2015 generator but it will not let me do that now since I broke my VS 2015 installation.

Error looks like this:
Image
chriscalef
Posts: 333
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Wed Mar 29, 2017 6:44 pm
OMFG, well, this is perhaps unrelated news, but I just fired up my VS 2017 and found it taking a dump very similar to the one taken by my 2015 install. Way to go, Microsoft. Looks like I'm back on the full OS reinstall path, sigh.

But anyway, good luck Monkeychops!
Azaezel
Posts: 384
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed Mar 29, 2017 7:47 pm
Got a similar report from @
User avatar
Timmy
https://hastebin.com/asureduyeq.tex looks like it might be a sign of the new VS version handling variadics in a subtly different (or more paranoid) manner, though we did run across https://connect.microsoft.com/VisualStu ... ls/2173198
chriscalef
Posts: 333
Joined: Mon Feb 09, 2015 7:48 pm
by chriscalef » Thu Mar 30, 2017 6:41 pm
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!)
Monkeychops
Posts: 17
Joined: Wed Feb 18, 2015 11:53 am
by Monkeychops » Thu Mar 30, 2017 8:52 pm
I quite like the CMake > VS workflow with the tooling etc.
Installing VS 2017 is nowhere near as painful as previous versions, they have made the installer a lot more lightweight and faster, and it is easy to repair individual components if something goes wrong. The only problem is, the compiler seems to be more strict. I think if we fix whatever it doesn't like, it should work well enough in future. Only trouble is, I don't really get what is wrong or how to fix it. :shock:
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