Tutorial: How to compile the new version of Torque3D v3.9

There are no stupid questions, just stupid answers.
30 posts Page 3 of 3
avovana
Posts: 13
Joined: Sun Feb 25, 2018 2:32 am
by avovana » Sun Feb 25, 2018 5:03 am
Hello everyone!

I'm new here. I want to ask some help in the compiling issue.

I have:
1) PC is Intel(R) Core(TM) i5-2410M CPU @ 2.0 GHz 2.30 GHz.
2) NVIDIA GeForce GT 525M.

My enviroment:
1. Windows 7 SP1.
2. Visual Studio 2017 (15.5.5 version).
3. Cmake 3.10.2 (lastest stable version).

In short, what did I do:
  1. Cloned a development branch. Unfortunately I didn't find the version number.
  2. Followed this instruction. It didn't help me. CMake didn't configured.
  3. Then I tried this video instruction with the copy-past "Full" folder trick.
  4. Run CMake.
  5. Made a configuration and generation succesfully(but with lot of "not found" and "failed").
  6. Compiled in VS 2017 succesfully. But it didn't run because of exceptions.
  7. Realized that I didn't install DirectX Software Development Kit - DXSDK_Jun10.exe.
  8. Installed it.
  9. Deleted folder with a project.
  10. Made copy-past "Full" folder trick again.
  11. Run CMake.
  12. Made a configuration and generation succesfully(with a much less "not found" and "failed" at this time!).


    Code: Select all

    Selecting Windows SDK version 10.0.16299.0 to target Windows 6.1.7601.
    The C compiler identification is MSVC 19.12.25835.0
    The CXX compiler identification is MSVC 19.12.25835.0
    Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe
    Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe -- works
    Detecting C compiler ABI info
    Detecting C compiler ABI info - done
    Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe
    Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe -- works
    Detecting CXX compiler ABI info
    Detecting CXX compiler ABI info - done
    Detecting CXX compile features
    Detecting CXX compile features - done
    Looking for sys/types.h
    Looking for sys/types.h - found
    Looking for stdint.h
    Looking for stdint.h - found
    Looking for stddef.h
    Looking for stddef.h - found
    Check size of long
    Check size of long - done
    Check size of long long
    Check size of long long - done
    Performing Test HAVE_STD_C11
    Performing Test HAVE_STD_C11 - Failed
    Performing Test HAVE_STD_C99
    Performing Test HAVE_STD_C99 - Failed
    Checking _FILE_OFFSET_BITS for large files
    Checking _FILE_OFFSET_BITS for large files - not needed
    Performing Test HAVE_RESTRICT
    Performing Test HAVE_RESTRICT - Failed
    Performing Test HAVE_INLINE
    Performing Test HAVE_INLINE - Success
    Performing Test HAVE_STRUCT_TIMESPEC
    Performing Test HAVE_STRUCT_TIMESPEC - Success
    Performing Test HAVE_LIBATOMIC
    Performing Test HAVE_LIBATOMIC - Failed
    Performing Test HAVE_C99_VLA
    Performing Test HAVE_C99_VLA - Failed
    Performing Test HAVE_C99_BOOL
    Performing Test HAVE_C99_BOOL - Success
    Performing Test HAVE_C11_STATIC_ASSERT
    Performing Test HAVE_C11_STATIC_ASSERT - Failed
    Performing Test HAVE_C11_ALIGNAS
    Performing Test HAVE_C11_ALIGNAS - Failed
    Performing Test HAVE_C11_ATOMIC
    Performing Test HAVE_C11_ATOMIC - Failed
    Using DirectX SDK directory: C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/
    Performing Test HAVE_GCC_FORMAT
    Performing Test HAVE_GCC_FORMAT - Failed
    Looking for stdbool.h
    Looking for stdbool.h - found
    Looking for stdalign.h
    Looking for stdalign.h - not found
    Looking for malloc.h
    Looking for malloc.h - found
    Looking for dirent.h
    Looking for dirent.h - not found
    Looking for strings.h
    Looking for strings.h - not found
    Looking for cpuid.h
    Looking for cpuid.h - not found
    Looking for intrin.h
    Looking for intrin.h - found
    Looking for sys/sysconf.h
    Looking for sys/sysconf.h - not found
    Looking for fenv.h
    Looking for fenv.h - found
    Looking for float.h
    Looking for float.h - found
    Looking for ieeefp.h
    Looking for ieeefp.h - not found
    Looking for guiddef.h
    Looking for guiddef.h - found
    Looking for pow in m
    Looking for pow in m - not found
    Looking for dlopen in dl
    Looking for dlopen in dl - not found
    Looking for dlfcn.h
    Looking for dlfcn.h - not found
    Performing Test HAVE_CPUID_INTRINSIC
    Performing Test HAVE_CPUID_INTRINSIC - Success
    Looking for aligned_alloc
    Looking for aligned_alloc - not found
    Looking for posix_memalign
    Looking for posix_memalign - not found
    Looking for _aligned_malloc
    Looking for _aligned_malloc - found
    Looking for lrintf
    Looking for lrintf - found
    Looking for modff
    Looking for modff - found
    Looking for alloca
    Looking for alloca - found
    Looking for _controlfp
    Looking for _controlfp - found
    Looking for __control87_2
    Looking for __control87_2 - not found
    Looking for stat
    Looking for stat - found
    Looking for strtof
    Looking for strtof - found
    Looking for strcasecmp
    Looking for strcasecmp - not found
    Looking for _stricmp
    Looking for _stricmp - found
    Looking for strncasecmp
    Looking for strncasecmp - not found
    Looking for _strnicmp
    Looking for _strnicmp - found
    Looking for strnlen
    Looking for strnlen - found
    Looking for snprintf
    Looking for snprintf - found
    Looking for isfinite
    Looking for isfinite - found
    Looking for isnan
    Looking for isnan - found
    Looking for windows.h
    Looking for windows.h - found
    Looking for xmmintrin.h
    Looking for xmmintrin.h - found
    Looking for emmintrin.h
    Looking for emmintrin.h - found
    Looking for pmmintrin.h
    Looking for pmmintrin.h - found
    Looking for smmintrin.h
    Looking for smmintrin.h - found
    Looking for arm_neon.h
    Looking for arm_neon.h - not found
    Could NOT find ALSA (missing: ALSA_LIBRARY ALSA_INCLUDE_DIR)
    Could NOT find OSS (missing: OSS_INCLUDE_DIR)
    Could NOT find AudioIO (missing: AUDIOIO_INCLUDE_DIR)
    Could NOT find SoundIO (missing: SOUNDIO_LIBRARY SOUNDIO_INCLUDE_DIR)
    Could NOT find QSA (missing: QSA_LIBRARY QSA_INCLUDE_DIR)
    Looking for include files windows.h, mmsystem.h
    Looking for include files windows.h, mmsystem.h - found
    Looking for waveOutOpen in winmm
    Looking for waveOutOpen in winmm - found
    Found DSound: C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)/lib/x86/dsound.lib 
    Looking for mmdeviceapi.h
    Looking for mmdeviceapi.h - found
    Could NOT find PortAudio (missing: PORTAUDIO_LIBRARY PORTAUDIO_INCLUDE_DIR)
    Could NOT find PulseAudio (missing: PULSEAUDIO_LIBRARY PULSEAUDIO_INCLUDE_DIR)
    Could NOT find JACK (missing: JACK_LIBRARY JACK_INCLUDE_DIR)
    Looking for include files SLES/OpenSLES.h, SLES/OpenSLES_Android.h
    Looking for include files SLES/OpenSLES.h, SLES/OpenSLES_Android.h - not found

    Building OpenAL with support for the following backends:
         WinMM, DirectSound, MMDevApi, WaveFile, Null

    Building with support for CPU extensions:
        Default, SSE, SSE2, SSE3, SSE4.1

    Looking for include file inttypes.h
    Looking for include file inttypes.h - found
    Looking for include file stdint.h
    Looking for include file stdint.h - found
    Looking for include file sys/types.h
    Looking for include file sys/types.h - found
    Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
    0.4.1 :: 4 :: 1 :: 4 :: 2.0
    Performing Test HAVE_WIN32_CC
    Performing Test HAVE_WIN32_CC - Success
    Performing Test HAVE_XINPUT_H
    Performing Test HAVE_XINPUT_H - Success
    Looking for d3d9.h
    Looking for d3d9.h - found
    Looking for d3d11_1.h
    Looking for d3d11_1.h - found
    Looking for ddraw.h
    Looking for ddraw.h - found
    Looking for dsound.h
    Looking for dsound.h - found
    Looking for dinput.h
    Looking for dinput.h - found
    Looking for xaudio2.h
    Looking for xaudio2.h - not found
    Looking for dxgi.h
    Looking for dxgi.h - found

    SDL2 was configured with the following options:

    Platform: Windows-6.1.7601
    64-bit:   TRUE
    Compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/x64/cl.exe

    Subsystems:
      Atomic:   ON
      Audio:   ON
      Video:   ON
      Render:   ON
      Events:   ON
      Joystick:   ON
      Haptic:   ON
      Power:   ON
      Threads:   ON
      Timers:   ON
      File:   ON
      Loadso:   ON
      CPUinfo:   ON
      Filesystem:   ON
      Dlopen:   ON

    Options:
      3DNOW                  (Wanted: ON): OFF
      ALSA                   (Wanted: OFF): OFF
      ALSA_SHARED            (Wanted: OFF): OFF
      ALTIVEC                (Wanted: ON): OFF
      ARTS                   (Wanted: OFF): OFF
      ARTS_SHARED            (Wanted: OFF): OFF
      ASSEMBLY               (Wanted: ON): OFF
      ASSERTIONS             (Wanted: auto): auto
      CLOCK_GETTIME          (Wanted: OFF): OFF
      DIRECTFB_SHARED        (Wanted: OFF): OFF
      DIRECTX                (Wanted: ON): ON
      DISKAUDIO              (Wanted: ON): ON
      DUMMYAUDIO             (Wanted: ON): ON
      ESD                    (Wanted: OFF): OFF
      ESD_SHARED             (Wanted: OFF): OFF
      FUSIONSOUND            (Wanted: OFF): OFF
      FUSIONSOUND_SHARED     (Wanted: OFF): OFF
      GCC_ATOMICS            (Wanted: OFF): OFF
      INPUT_TSLIB            (Wanted: OFF): OFF
      LIBC                   (Wanted: OFF): OFF
      MIR_SHARED             (Wanted: OFF): OFF
      MMX                    (Wanted: ON): OFF
      NAS                    (Wanted: OFF): OFF
      NAS_SHARED             (Wanted: OFF): OFF
      OSS                    (Wanted: OFF): OFF
      PTHREADS               (Wanted: OFF): OFF
      PTHREADS_SEM           (Wanted: OFF): OFF
      PULSEAUDIO             (Wanted: OFF): OFF
      PULSEAUDIO_SHARED      (Wanted: OFF): OFF
      RENDER_D3D             (Wanted: ON): ON
      RPATH                  (Wanted: OFF): OFF
      SDL_DLOPEN             (Wanted: ON): OFF
      SDL_STATIC_PIC         (Wanted: OFF): OFF
      SNDIO                  (Wanted: OFF): OFF
      SSE                    (Wanted: ON): ON
      SSE2                   (Wanted: ON): ON
      SSEMATH                (Wanted: ON): OFF
      VIDEO_COCOA            (Wanted: OFF): OFF
      VIDEO_DIRECTFB         (Wanted: OFF): OFF
      VIDEO_DUMMY            (Wanted: ON): ON
      VIDEO_MIR              (Wanted: OFF): OFF
      VIDEO_OPENGL           (Wanted: ON): ON
      VIDEO_OPENGLES         (Wanted: ON): ON
      VIDEO_RPI              (Wanted: OFF): OFF
      VIDEO_VIVANTE          (Wanted: OFF): OFF
      VIDEO_WAYLAND          (Wanted: OFF): OFF
      VIDEO_WAYLAND_QT_TOUCH (Wanted: OFF): OFF
      VIDEO_X11              (Wanted: OFF): OFF
      VIDEO_X11_XCURSOR      (Wanted: OFF): OFF
      VIDEO_X11_XINERAMA     (Wanted: OFF): OFF
      VIDEO_X11_XINPUT       (Wanted: OFF): OFF
      VIDEO_X11_XRANDR       (Wanted: OFF): OFF
      VIDEO_X11_XSCRNSAVER   (Wanted: OFF): OFF
      VIDEO_X11_XSHAPE       (Wanted: OFF): OFF
      VIDEO_X11_XVM          (Wanted: OFF): OFF
      WAYLAND_SHARED         (Wanted: OFF): OFF
      X11_SHARED             (Wanted: OFF): OFF

     CFLAGS:        /DWIN32 /D_WINDOWS /W3 /DWIN32 /D_WINDOWS /W3 /GR /EHsc -DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /O2 /Ob2 /Oi /Ot /Oy /GT /Zi /W4 /nologo /GF /EHsc /GS- /Gy- /Qpar- /fp:precise /fp:except- /GR /Zc:wchar_t-
     EXTRA_CFLAGS: 
     EXTRA_LDFLAGS:
     EXTRA_LIBS:    user32;gdi32;winmm;imm32;ole32;oleaut32;version;uuid;dinput8

     Build Shared Library: ON
     Build Static Library: OFF

    writing E:/Torque3D/Torque3D/My Projects/newFull/source/torqueConfig.h
    Prepare Template(Full) install...
    Configuring done


    Image

  13. Compiled in VS 2017.
  14. Run. Falid because of exceptions again.

Could you tell me what did I do wrong?

Thank you for help!
Azaezel
Posts: 395
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Sun Feb 25, 2018 6:53 am
avovana wrote:[*] Cloned a development branch. Unfortunately I didn't find the version number.

We don't really assign point-release numbers to the dev fork, since while stuff gets tested, things can creep in we missed, so that's considered unstable till a full-bore review phase towards the end of each release-cycle. You'd want the master branch for a largely guaranteed build.
avovana wrote:[*] Followed this instruction. It didn't help me. CMake didn't configured.

please elaborate at what point it failed to configure.
avovana wrote:[*] Then I tried this video instruction with the copy-past "Full" folder trick.

copy-past "Full" folder trick???
avovana wrote:[*] Made a configuration and generation succesfully(but with lot of "not found" and "failed").

most of that will be SDL seeing what all files are relevant to your setup, as reflected in the log you posted. wouldn't necessarily worry about that.
avovana wrote:[*] Compiled in VS 2017 succesfully. But it didn't run because of exceptions.

such as? Did you build the INSTALL project after compiling? that should clone the full directory into your working dir with modifications relevant to your project, like making a main.cs alongside your exe with a bit of tweaking to reflect your game name.
avovana wrote:[*] Realized that I didn't install DirectX Software Development Kit - DXSDK_Jun10.exe.
[*] Installed it.

should be no longer needed in the current development fork, actually.
avovana wrote:[*] Run. Falid because of exceptions again.

need a bit more info, like what exception? there may be a generated console.log file in the same directory as your built exe. if so, there's a fair possibility of an exception being logged in the text-editable file.
avovana
Posts: 13
Joined: Sun Feb 25, 2018 2:32 am
by avovana » Sun Feb 25, 2018 12:56 pm
Azaezel wrote:We don't really assign point-release numbers to the dev fork, since while stuff gets tested, things can creep in we missed, so that's considered unstable till a full-bore review phase towards the end of each release-cycle. You'd want the master branch for a largely guaranteed build.

Ok. Next time(tomorrow) I'll try it.

Azaezel wrote:please elaborate at what point it failed to configure.

Now all changed. At that time(first time) I used cmake rc and didn't install DirectX. So there were many failures I can not repeat now.

Azaezel wrote: copy-past "Full" folder trick???

I mean:
  • coping folder named "Full" from the folder "Templates".
  • copying it to the folder "My Progects".
  • renaming it to "newFull".
  • creating "CMake" folder like this - "My Projects\newFull\buildFiles\CMake".
  • Configuring and generating CMake into that folder.

Azaezel wrote:most of that will be SDL seeing what all files are relevant to your setup, as reflected in the log you posted. wouldn't necessarily worry about that.

Ok. Thanks. Now I'm a bit less woried about it :)

Azaezel wrote:such as? Did you build the INSTALL project after compiling? that should clone the full directory into your working dir with modifications relevant to your project, like making a main.cs alongside your exe with a bit of tweaking to reflect your game name.

It is not so clear for me now - I mean building the engine. I can be messy. Sorry about it.
I don't understand what you say here. Can you repeat it please in a bit another way?

If you were interested about steps I did - here what I did exactly after generating in CMake:

  • Open "newFull.sln" in the "My Projects\newFull\buildFiles\CMake" folder.
  • Choosed a "Release" in the "Solution Configurator".
  • Made a right-click on the "INSTALL" in the "Solution Explorer".
  • Builded succesfully.
  • Pushed "Start debugging".
  • Got this:

    Image

    and this in the output after stop:

    Code: Select all

    'newFull.exe' (Win32): Loaded 'E:\Torque3D\Torque3D\My Projects\newFull\game\newFull.exe'. Module was built without symbols.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ntdll.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\kernel32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\KernelBase.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\user32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\gdi32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\lpk.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\usp10.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\msvcrt.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\advapi32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\sechost.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\rpcrt4.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\winmm.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ws2_32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\nsi.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ole32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\shell32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\shlwapi.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\oleaut32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'E:\Torque3D\Torque3D\My Projects\newFull\game\SDL2.dll'. Module was built without symbols.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\imm32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\msctf.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dxgi.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dwmapi.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3d11.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\D3DCompiler_43.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\nvinitx.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\api-ms-win-core-synch-l1-2-0.dll'. Cannot find or open the PDB file.
    Input Init:
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\uxtheme.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\cryptbase.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\clbcatq.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dinput8.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\hid.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\setupapi.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\cfgmgr32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\devobj.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\wintrust.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\crypt32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\msasn1.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\xinput1_3.dll'. Cannot find or open the PDB file.

    Done
    'newFull.exe' (Win32): Loaded 'E:\Torque3D\Torque3D\My Projects\newFull\game\OpenAL32.dll'. Module was built without symbols.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\MMDevAPI.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\propsys.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dsound.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Program Files (x86)\Punto Switcher\pshook64.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\imagehlp.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\AudioSes.dll'. Cannot find or open the PDB file.
    The thread 0x2478 has exited with code 0 (0x0).
    DebugDrawer Enabled!
    GFX Init:
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\igd10umd64.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3dx10_40.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Unloaded 'C:\Windows\System32\d3dx10_40.dll'
    The thread 0x65c has exited with code 1 (0x1).
    The thread 0x1e60 has exited with code 1 (0x1).
    The thread 0x26bc has exited with code 1 (0x1).
    'newFull.exe' (Win32): Unloaded 'C:\Windows\System32\igd10umd64.dll'
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\opengl32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\glu32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ddraw.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\dciman32.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\ig4icd64.dll'. Cannot find or open the PDB file.
    Could not create GL context: Операция успешно завершена.

       Null device found
       Direct 3D (version 11.x) device found

    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3d9.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\d3d8thk.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\igdumd64.dll'. Cannot find or open the PDB file.
    --------- Loading DIRS ---------

    --------- Parsing Arguments ---------
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\mswsock.dll'. Cannot find or open the PDB file.
    'newFull.exe' (Win32): Loaded 'C:\Windows\System32\WSHTCPIP.DLL'. Cannot find or open the PDB file.
    UDP initialized on ipv4 IP:0.0.0.0:61167
    Attempting to create GFX device: Intel(R) HD Graphics Family (D3D11) []
    Device created, setting adapter and enumerating modes
    Exception thrown at 0x000000014078001C in newFull.exe: 0xC0000005: Access violation reading location 0x0000000000000000.

    The program '[8400] newFull.exe' has exited with code 0 (0x0).

  • Error occurred when I tried to run "newFull.exe" also.

Azaezel wrote:should be no longer needed in the current development fork, actually.

Strange, because, as I said, for first time I used CMake there were many errors and I'm pretty sure that I didn't see name DirectX with some "succesfull" mark as I saw later - after installing DirectX.

Azaezel wrote:need a bit more info, like what exception? there may be a generated console.log file in the same directory as your built exe. if so, there's a fair possibility of an exception being logged in the text-editable file.


Here is info from the console.log file:

Code: Select all

//-------------------------- 2/25/2018 -- 15:42:15 -----
Processor Init:
   Unknown x86 Compatible, ~2.29 Ghz
   HT detected
   MP detected [2 cores, 4 logical, 1 physical]
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
 
Initializing platform...
Input Init:

Done
DebugDrawer Enabled!
GFX Init:
Could not create GL context: Операция успешно завершена.


   Null device found
   Direct 3D (version 11.x) device found

--------- Loading DIRS ---------

--------- Parsing Arguments ---------
UDP initialized on ipv4 IP:0.0.0.0:61167
Attempting to create GFX device: Intel(R) HD Graphics Family (D3D11) []


Azaezel, thank you for your reply! I really appreciate your help. And I try to explain well what I did and provide all possible information that might be needed.
Timmy
Posts: 346
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Sun Feb 25, 2018 10:30 pm
Does you system have switchable graphics @
User avatar
avovana
? It looks like it is trying to init the on board Intel HD gpu & is crashing there. See if you can force the discrete card (your nvidia) to be enabled and report back what happens. Are you running that with a debug or release build? If it's a release build, recompile it again but with the debug build while we sort this problem out.
avovana
Posts: 13
Joined: Sun Feb 25, 2018 2:32 am
by avovana » Mon Feb 26, 2018 5:32 am
Timmy wrote:Does you system have switchable graphics @
User avatar
avovana
?

I decided to change PC and the enviroment.

It is pretty strange but it works now!

I chose the "master" branch as was recommended.
I configured and generated with CMake v 3.8.2 for a Visual Studio 14 2015 Win64 that I have on this PC.
It was pretty interesting because there were much more items in Cmake comparing with configuring "development" branch.
I run VS2015, builded and run! And it works! :)

Thanks for help!
Timmy
Posts: 346
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon Feb 26, 2018 6:59 am
avovana wrote:
Timmy wrote:Does you system have switchable graphics @
User avatar
avovana
?

I decided to change PC and the enviroment.

It is pretty strange but it works now!

I chose the "master" branch as was recommended.
I configured and generated with CMake v 3.8.2 for a Visual Studio 14 2015 Win64 that I have on this PC.
It was pretty interesting because there were much more items in Cmake comparing with configuring "development" branch.
I run VS2015, builded and run! And it works! :)

Thanks for help!


Ok glad it is working. Whenever you get a chance, if you could test the master branch with the original PC (the one with the nvidia & intel card) and report back that would be appreciated.
avovana
Posts: 13
Joined: Sun Feb 25, 2018 2:32 am
by avovana » Mon Feb 26, 2018 10:15 pm
I changed to "master" branch on my home PC(I desribed problem with run on this PC).
I made a project.
This time it doesn't comile! Many errors occured! So I can provide info but what kind?
Timmy
Posts: 346
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon Feb 26, 2018 10:56 pm
oops i forgot to mention the master branch doesn't compile with vs 2017, only the development branch will.
Johxz
Posts: 441
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Tue Feb 27, 2018 1:24 am
hey @
User avatar
avovana
sorry to not get you on time, but it seems that you figure it out. Good! ;)

That tutorial need to be updated, is a little old now. I'm not using VS2017, I will keep VS2015 for a little longer, because in every new release VS it's getting slower.

But as Tim said, if you need VS2017, you need to use the development branch.
avovana
Posts: 13
Joined: Sun Feb 25, 2018 2:32 am
by avovana » Tue Feb 27, 2018 7:37 am
@
User avatar
Timmy
, thank you for this info!

@
User avatar
Johxz
, thank you for the reply! If I will go further in the gamdev industry I'll make contribution also(making tutorials or something else)!

It is a great feeling that I'm not facing a problem alone but with your, guys, help!
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