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Beaverhunter

New CVS update - New Errors.

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Oki, I recently reported some bugs and I bet some of you (for example KarenRei) has worked on figuring them out aswell as fixing other stuff, but this is where I'm at now at compiling the client:

 

multiplayer.c
1>\multiplayer.c(786) : error C2143: syntax error : missing ';' before 'type'
1>\multiplayer.c(787) : error C2143: syntax error : missing ';' before 'type'
1>\multiplayer.c(788) : error C2065: 'testlen' : undeclared identifier
1>\multiplayer.c(788) : error C2065: 'teststring' : undeclared identifier
1>\multiplayer.c(1012) : error C2143: syntax error : missing ';' before 'type'
1>\multiplayer.c(1015) : error C2065: 'severity' : undeclared identifier
1>\multiplayer.c(1033) : error C2143: syntax error : missing ';' before 'type'
1>\multiplayer.c(1093) : error C2275: 'Uint8' : illegal use of this type as an expression
1>		\include\sdl\sdl_stdinc.h(86) : see declaration of 'Uint8'
1>\multiplayer.c(1093) : error C2146: syntax error : missing ';' before identifier 'str'
1>\multiplayer.c(1093) : error C2065: 'str' : undeclared identifier
1>\multiplayer.c(1093) : error C2109: subscript requires array or pointer type

 

Has someone been making changes here? Or is something that went wrong then updating to new CVS version?

 

I got a merge complaint error when updating on special_effects.c.. What exactly am I suppose to do with it? It said I was suppose to manually do the merging but how? I did copy the code over but well, whats the real fix?

 

Also when adding EYE_CANDY I also in addition to earlier mentioned errors get this:

 

1>special_effects.c
1>c:\dev\elc\special_effects.c(43) : error C2143: syntax error : missing ')' before 'constant'
1>c:\dev\elc\special_effects.c(43) : error C2143: syntax error : missing '{' before 'constant'
1>c:\dev\elc\special_effects.c(43) : error C2059: syntax error : '<Unknown>'
1>c:\dev\elc\special_effects.c(43) : error C2059: syntax error : ')'
1>c:\dev\elc\special_effects.c(734) : error C2143: syntax error : missing ';' before '<<'
1>c:\dev\elc\special_effects.c(778) : error C2048: more than one default
1>c:\dev\elc\special_effects.c(815) : error C2143: syntax error : missing ';' before '=='
1>c:\dev\elc\special_effects.c(841) : error C2043: illegal break
1>c:\dev\elc\special_effects.c(842) : error C2046: illegal case
1>c:\dev\elc\special_effects.c(843) : error C2065: 'x' : undeclared identifier
1>c:\dev\elc\special_effects.c(843) : error C2065: 'y' : undeclared identifier
1>c:\dev\elc\special_effects.c(843) : error C2065: 'z' : undeclared identifier
1>c:\dev\elc\special_effects.c(843) : error C2065: 'a' : undeclared identifier
1>c:\dev\elc\special_effects.c(844) : error C2043: illegal break
1>c:\dev\elc\special_effects.c(859) : error C2047: illegal default
1>c:\dev\elc\special_effects.c(860) : error C2043: illegal break
1>c:\dev\elc\special_effects.c(863) : error C2059: syntax error : '}'
1>c:\dev\elc\special_effects.c(899) : error C2143: syntax error : missing ')' before 'constant'
1>c:\dev\elc\special_effects.c(899) : error C2143: syntax error : missing '{' before 'constant'
1>c:\dev\elc\special_effects.c(899) : error C2059: syntax error : '<Unknown>'
1>c:\dev\elc\special_effects.c(899) : error C2059: syntax error : ')'

Edited by Beaverhunter

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I'd be glad to help.

 

Merge conflict: this means that you've changed a file in a way that's similar, but not the same as how someone else changed it. If you had no intention to modify a file yourself, you can just delete the file and a cvs update will restore it to the latest version. If you did mean to change it, but never committed your changes, well, you'll have to clean up the conflicts manually.

 

Your errors multiplayer.c errors: Looks like someone has made some minor modifications to the code in question that will work fine in lenient gcc, but not in your strict compiler. Basically, strictly following the C standard says that all variable declarations should occur at the top of a code block. It's kind of a pointless requirement that tends to make for more confusing code (long functions tend to accumulate huge blocks of declarations at the top of them). C++ allows you to put variable declarations wherever you want them. gcc is nice to coders and, by default, follows the C++ standard when compiling C code. Your compiler doesn't.

 

I can patch these up for you this evening. These are simple enough that I could do them right here without testing, but I have a policy against never committing code that I myself haven't tested first, and I can't test while I'm at work.

Edited by KarenRei

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Aaah, oki, well I deleted the special_effects.c file and got myself the updated new clean one, but it was still the same outcome.

 

Hmm I see but so you mean that MSVS 2005 is this "strict" for no proper reason or must there not be a reason for these errors causing build problems? And if they aren't that serious, is there away to get past them by changing some option in the compiler to ignore such "low level" errors?

 

I mean much can you say about MS but when it comes to be as "complete" as possible they are good at it, so if something works that is generally working as c++/c code then MS should have it working in their compiler or at least an option for it somewhere, this to take as big portion of the public buyers into their realm as possible.

 

It's no hurry really since I can't really get the client to work anyway since it crashes on mapload cause it can't render the actors properly(See previous thread about PL Cave).

So don't overwork yourself while allready working, but thanks alot for answering and doing what you do=) I would be glad for a patch when you got the time for it.

 

Update: OK, So I rebuilt the project a few times, now for some reason I only get these errors in special_effects.c... Something that can only happen to me as usual...

 

1>special_effects.c
1>c:\dev\elc\special_effects.c(498) : error C2143: syntax error : missing ')' before 'constant'
1>c:\dev\elc\special_effects.c(498) : error C2143: syntax error : missing '{' before 'constant'
1>c:\dev\elc\special_effects.c(498) : error C2059: syntax error : '<Unknown>'
1>c:\dev\elc\special_effects.c(498) : error C2059: syntax error : ')'

 

The rest in multiplayer and bags.c are the same though.

 

1>bags.c
1>c:\dev\elc\bags.c(155) : error C2065: 'x' : undeclared identifier
1>c:\dev\elc\bags.c(156) : error C2065: 'y' : undeclared identifier
1>c:\dev\elc\bags.c(157) : error C2065: 'z' : undeclared identifier

Edited by Beaverhunter

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Don't worry -- weird bugs also happen to us coders :P Only, for us, when we do something weird, we may spend hours trying to figure it out until we realize what was wrong and we need to find a wall to smack our heads against :) I once spent hours trying to track down a bug in a program and was continually frustrated as to why my debugging statements weren't showing up -- until I suddenly realized that I was compiling and running in a different directory than I was editing (I was editing a different version).

 

Bags: I see, you have EYE_CANDY but not SFX enabled, right? Yeah, that top ifdef around "float x, y, z" should probably be changed to #ifdef EYE_CANDY. I guess nobody had tried that particular arrangement of build options yet :)

 

Special effects: let's make sure that we're on the right page here: line 498 is:

 

void parse_special_effect(special_effect_enum sfx, const Uint16 *data)

 

Right? If that's the case, two lines above it, try putting:

 

void parse_special_effect_test(int sfx, const Uint16 *data)
{
}

 

Then try building and let me know where it fails (I'm assuming it will still fail! :) )

 

Limiting declarations to the top of functions: It's archaic. It makes it easier for the compiler -- it can see how big, right up front, it needs to make the stack frame for the function. However, it leads to a lot of code where you have this huge block at the top, and then four pages down you see the first use of a variable. To see what type of variable it is, you have to scroll back up to the top, then back down... etc. It encourages the bad practice of reusing variables to mean multiple things, which can make code confusing. Etc. It's just not good.

Edited by KarenRei

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Aah yes! SFX... I had sfx included but it seems like CAPS is a must?

This is my current build options (preprocessors)

_DEBUG

Wall

ELC

EYE_CANDY

WINDOW_CHAT

NO_MUSIC

NEW_WEATHER

NEW_FRUSTUM

BUG_FIX_3D_OBJECTS_MIN_MAX

NEW_TEX

OPTIONS_I18N

NEW_ACTOR_ANIMATION

AUTO_UPDATE

COUNTERS

SFX

fonts_fix

comment_buffer

afk_fix

custom_look

custom_update

simple_lod

use_actor_defaults

notepad

use_inline

 

Wow, so maybe it was totally noobish stuffs afterall, are all these suppose to be case sensitive?=D I'm gonna try... you can laugh abit while I try...=p

 

Update:

Oki, I made all in CAPS now and there we go... only the multiplayer.c stuffs are left now:OO Amazing. Gotta give ttlanhil some "credits" for the lower case compile options though:P He supplied them:D I'm soon going to fix so that it compiles without NO_MUSIC.

Edited by Beaverhunter

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Yes, C/C++ are case sensitive. In the words of Adam from the Mythbusters, "Well, THERE's your problem!" :)

 

Hey, it's a good thing that it's something simple. Unlike your PL cave crash :P

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Yes, C/C++ are case sensitive. In the words of Adam from the Mythbusters, "Well, THERE's your problem!" :)

 

Hey, it's a good thing that it's something simple. Unlike your PL cave crash :P

 

Yes!;D Adam sure has his moments and good quotes, even if he has goten abit "commercial" lately. But anyway...

 

Yeah, I know that c++ is case sensitive but I would figure that the compiler would recognize and link between the options and the defines actually defined, but I guess it wasn't that smart... You can obviously put anything in there without any effect unless it really has a define.

 

The PL Cave crash could be related to use_actor_defaults.. This in CAPS might do the trick, if I only could get the multiplayer.c to compile properly. I guess I could mess it up temporary and try and fix it myself but well I and probably others too who get this problem want it "fixed globaly" so that when updating CVS it contains code that compiles fine no matter compiler:D But thanks=)

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The fixes for multiplayer.c will go in this evening.

Did you verify my assumptions about special_effects.c and try out the sample code I provided? I need your feedback on that one.

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The fixes for multiplayer.c will go in this evening.

Did you verify my assumptions about special_effects.c and try out the sample code I provided? I need your feedback on that one.

 

 

Yeah I tried to put the code:

 

void parse_special_effect_test(int sfx, const Uint16 *data)

{

}

 

In front of the parse function and there's no complaints about it now that I got CAPS on all the defines:D

 

But the multiplayer.c is of course still complaining but sounds good that you will fix it=) I'm quite excited to test all these new defines out, maybe the render actor problem will be solved and I can stop having PL Cave as my only "home" in EL with own compiled client;D

 

Also alittle update with the NO_MUSIC removal attempt, I seem to have goten it to work, all sound related files compiles fine and no linker error about the libs, only multiplayer.c left:D Looking forward to it now=)

Edited by Beaverhunter

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That concerns me, though, that by missing some defines, you were able to stop the code from compiling. Oh well; we can tackle this one later.

 

Yes, but obviously I lacked some key defines that had to be there for EYE_CANDY to work, I was able to compile the client before you know, even if I had lower case defines preprocessed.

But yes the defines are obviously important, but when excluding the EYE_CANDY I got the client to compile before so it's a combination of EYE_CANDY and the lower case defines, maybe SFX? There was afterall quite a few of them so maybe they can have big influence on the rest of the code. (You could if you want check the ones I have lower cased up there and see which one of those that really made the deal complete, or of course I could do this aswell but it would involve you in the end anyway since your the EYE_CANDY_MAN =P

 

But yeah we can check this out later, tell me if there's something you want me to test and ill do it.

Note that I will also make a guide on how to compile with MSVS 2005 as soon as I myself has goten the client to work properly.

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That concerns me, though, that by missing some defines, you were able to stop the code from compiling. Oh well; we can tackle this one later.
unfortunately, it's not that suprising. some defines get added, tested for a while, become the default, and the lack of that define is no longer tested with new changes in other parts of the code

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EYE_CANDY requires SFX being set because EYE_CANDY is basically an extension of SFX and shares portions of the code.

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30 minute old cvs build: casting some spells and this happens back in the terminal:

 

spleenie@beta:~/games/EL$ ./el.x86.linux.bin
HarvestingEffect (0xe1e3728) created (238660336).
ImpactEffect (0xe3bf8e8) created.
ImpactEffect (0xe3bf8e8) destroyed.
HarvestingEffect (0xe1e3728) destroyed.
SelfMagicEffect (0xe3a50b8) created.
SelfMagicEffect (0xe3a50b8) destroyed.
HarvestingEffect (0xe258670) created (237340392).
ImpactEffect (0xe379370) created.
ImpactEffect (0xe379370) destroyed.
HarvestingEffect (0xe258670) destroyed.
TargetMagicEffect (0xe1167e8) created(1).
TargetMagicEffect (0xe1e1ca8) created(1).
*** glibc detected *** ./el.x86.linux.bin: free(): invalid pointer: 0x0e146708 ***
======= Backtrace: =========
/lib/tls/i686/cmov/libc.so.6[0xb7a288bd]
/lib/tls/i686/cmov/libc.so.6(__libc_free+0x84)[0xb7a28a44]
/usr/lib/libGL.so.1[0xb7cbbc1a]
======= Memory map: ========
08048000-081a1000 r-xp 00000000 03:01 509124	 /home/spleenie/games/EL/el.x86.linux.bin
081a1000-081a4000 rw-p 00158000 03:01 509124	 /home/spleenie/games/EL/el.x86.linux.bin
081a4000-0e3d6000 rw-p 081a4000 00:00 0		  [heap]
b2f07000-b2fe0000 rw-p b2f07000 00:00 0 
b2fe0000-b3000000 rw-s 02883000 00:0d 8954	   /dev/nvidia0
b3700000-b3721000 rw-p b3700000 00:00 0 
b3721000-b3800000 ---p b3721000 00:00 0 
b3802000-b3803000 ---p b3802000 00:00 0 
b3803000-b4003000 rwxp b3803000 00:00 0 
b4003000-b4004000 ---p b4003000 00:00 0 
b4004000-b4804000 rwxp b4004000 00:00 0 
b4804000-b5176000 rw-p b4804000 00:00 0 
b5176000-b5177000 ---p b5176000 00:00 0 
b5177000-b5977000 rwxp b5177000 00:00 0 
b5977000-b5978000 ---p b5977000 00:00 0 
b5978000-b6178000 rwxp b5978000 00:00 0 
b6178000-b6279000 rw-p b6178000 00:00 0 
b6347000-b6356000 r-xp 00000000 03:01 3735898	/lib/tls/i686/cmov/libresolv-2.4.so
b6356000-b6358000 rw-p 0000f000 03:01 3735898	/lib/tls/i686/cmov/libresolv-2.4.so
b6358000-b635a000 rw-p b6358000 00:00 0 
b635a000-b635e000 r-xp 00000000 03:01 3735891	/lib/tls/i686/cmov/libnss_dns-2.4.so
b635e000-b6360000 rw-p 00003000 03:01 3735891	/lib/tls/i686/cmov/libnss_dns-2.4.so
b6360000-b6369000 r-xp 00000000 03:01 3735892	/lib/tls/i686/cmov/libnss_files-2.4.so
b6369000-b636b000 rw-p 00008000 03:01 3735892	/lib/tls/i686/cmov/libnss_files-2.4.so
b637a000-b63bb000 rw-p b637a000 00:00 0 
b63bc000-b63fd000 rw-p b63bc000 00:00 0 
b63fd000-b63fe000 rw-s 00000000 00:08 10813476   /SYSV00000000 (deleted)
b63fe000-b63ff000 rw-s 00000000 00:08 10780703   /SYSV00000000 (deleted)
b63ff000-b64ff000 rw-s 27539000 00:0d 8954	   /dev/nvidia0
b64ff000-b6601000 rw-s 03d71000 00:0d 8954	   /dev/nvidia0
b6601000-b6642000 rw-p b6601000 00:00 0 
b6642000-b66a4000 rw-p 00000000 00:0d 1418	   /dev/zero
b66a4000-b6e42000 rw-s d0000000 00:0d 8954	   /dev/nvidia0
b6e42000-b6e59000 rw-s 00000000 00:08 6782980	/SYSV00000000 (deleted)
b6e59000-b6e5d000 r-xp 00000000 03:01 3671285	/usr/lib/libXfixes.so.3.1.0
b6e5d000-b6e5e000 rw-p 00003000 03:01 3671285	/usr/lib/libXfixes.so.3.1.0
b6e5e000-b6e5f000 rw-p b6e5e000 00:00 0 
b6e5f000-b6e60000 rw-s 00000000 00:08 10879016   /SYSV00000000 (deleted)
b6e60000-b6e61000 rw-s 00000000 00:08 10846245   /SYSV00000000 (deleted)
b6e61000-b6e64000 rw-p b6e61000 00:00 0 
b6e64000-b6e68000 rw-s 23284000 00:0d 8954	   /dev/nvidia0
b6e68000-b6e69000 rw-s 14095000 00:0d 8954	   /dev/nvidia0
b6e69000-b6e6a000 rw-s df2ef000 00:0d 8954	   /dev/nvidia0
b6e6a000-b6e6b000 rw-s 29723000 00:0d 8954	   /dev/nvidia0
b6e6b000-b6e6c000 rw-s 113af000 00:0d 8954	   /dev/nvidia0
b6e6c000-b6e6d000 rw-s e4c04000 00:0d 8954	   /dev/nvidia0
b6e6d000-b6e89000 r-xp 00000000 03:01 3736378	/usr/lib/X11/locale/common/ximcp.so.2.0.0
b6e89000-b6e8b000 rw-p 0001b000 03:01 3736378	/usr/lib/X11/locale/common/ximcp.so.2.0.0
b6e8b000-b6e8d000 r-xp 00000000 03:01 3671303	/usr/lib/libXrandr.so.2.0.0
b6e8d000-b6e8e000 rw-p 00002000 03:01 3671303	/usr/lib/libXrandr.so.2.0.0
b6e8e000-b6e95000 r-xp 00000000 03:01 3671305	/usr/lib/libXrender.so.1.3.0
b6e95000-b6e96000 rw-p 00006000 03:01 3671305	/usr/lib/libXrender.so.1.3.0
b6e96000-b6e9e000 r-xp 00000000 03:01 3671275	/usr/lib/libXcursor.so.1.0.2
b6e9e000-b6e9f000 rw-p 00007000 03:01 3671275	/usr/lib/libXcursor.so.1.0.2
b6e9f000-b6ea4000 r-xp 00000000 03:01 3736384	/usr/lib/X11/locale/common/xlibi18n.so.2.0.0
b6ea4000-b6ea5000 rw-p 00004000 03:01 3736384	/usr/lib/X11/locale/common/xlibi18n.so.2.0.0
b6ea5000-b6f08000 rw-p b6ea5000 00:00 0 
b6f08000-b6f0c000 r-xp 00000000 03:01 3671279	/usr/lib/libXdmcp.so.6.0.0
b6f0c000-b6f0d000 rw-p 00003000 03:01 3671279	/usr/lib/libXdmcp.so.6.0.0
b6f0d000-b6f0e000 rw-p b6f0d000 00:00 0 
b6f0e000-b6f10000 r-xp 00000000 03:01 3Aborted (core dumped)

 

meh

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Thanks to spleenfeeder's help in reproducing the problem, this should now be fixed. See this thread:

 

http://www.eternal-lands.com/forum/index.php?showtopic=33329

 

Hmm nice job also thanks for fixing the multiplayer.c problem, but now I unfortunately get this:

 

1>Linking...
1>elc_private.res : warning LNK4078: multiple '.rsrc' sections found with different attributes (40000040)
1>actors.obj : warning LNK4217: locally defined symbol _CalSkeleton_GetBoneBoundingBox imported in function _get_actors_in_range
1>actors.obj : warning LNK4217: locally defined symbol _CalSkeleton_CalculateBoundingBoxes imported in function _get_actors_in_range
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::EyeCandy::load_textures(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?load_textures@EyeCandy@ec@@QAEXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) referenced in function _ec_init
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::Obstruction::Obstruction(float,float)" (??0Obstruction@ec@@QAE@MM@Z) referenced in function "public: __thiscall ec::SimpleCylinderObstruction::SimpleCylinderObstruction(class ec::Vec3 *,float,float)" (??0SimpleCylinderObstruction@ec@@QAE@PAVVec3@1@MM@Z)
1>eye_candy_wrapper.obj : error LNK2001: unresolved external symbol "public: virtual class ec::Vec3 __thiscall ec::SimpleCylinderObstruction::get_force_gradient(class ec::Particle &)" (?get_force_gradient@SimpleCylinderObstruction@ec@@UAE?AVVec3@2@AAVParticle@2@@Z)
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::EyeCandy::add_light(unsigned int)" (?add_light@EyeCandy@ec@@QAEXI@Z) referenced in function _ec_add_light
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::EyeCandy::set_thresholds(int,int)" (?set_thresholds@EyeCandy@ec@@QAEXHH@Z) referenced in function _ec_set_draw_detail
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::EyeCandy::idle(void)" (?idle@EyeCandy@ec@@QAEXXZ) referenced in function _ec_idle
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "unsigned __int64 __cdecl ec::get_time(void)" (?get_time@ec@@YA_KXZ) referenced in function _ec_idle
1>eye_candy_wrapper.obj : error LNK2001: unresolved external symbol "class std::vector<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::allocator<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > > ec::ec_logs" (?ec_logs@ec@@3V?$vector@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@V?$allocator@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@2@@std@@A)
1>eye_candy_wrapper.obj : error LNK2001: unresolved external symbol "bool ec::ec_error_status" (?ec_error_status@ec@@3_NA)
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::EyeCandy::draw(void)" (?draw@EyeCandy@ec@@QAEXXZ) referenced in function _ec_draw
1>eye_candy_wrapper.obj : error LNK2001: unresolved external symbol "public: virtual class ec::Vec3 __thiscall ec::BoxObstruction::get_force_gradient(class ec::Particle &)" (?get_force_gradient@BoxObstruction@ec@@UAE?AVVec3@2@AAVParticle@2@@Z)
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::PolarCoordElement::PolarCoordElement(float,float,float,float)" (??0PolarCoordElement@ec@@QAE@MMMM@Z) referenced in function _ec_add_polar_coords_bound
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::EyeCandy::push_back_effect(class ec::Effect *)" (?push_back_effect@EyeCandy@ec@@QAEXPAVEffect@2@@Z) referenced in function _ec_create_bag_pickup
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::BagEffect::BagEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,bool,unsigned short)" (??0BagEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@_NG@Z) referenced in function _ec_create_bag_pickup
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::BreathEffect::BreathEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class ec::Vec3 *,class std::vector<class ec::Obstruction *,class std::allocator<class ec::Obstruction *> > *,enum ec::BreathEffect::BreathType,unsigned short,float)" (??0BreathEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@2PAV?$vector@PAVObstruction@ec@@V?$allocator@PAVObstruction@ec@@@std@@@std@@W4BreathType@01@GM@Z) referenced in function _ec_create_breath_fire
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::CampfireEffect::CampfireEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class std::vector<class ec::Obstruction *,class std::allocator<class ec::Obstruction *> > *,float,unsigned short)" (??0CampfireEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@PAV?$vector@PAVObstruction@ec@@V?$allocator@PAVObstruction@ec@@@std@@@std@@MG@Z) referenced in function _ec_create_campfire
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::CloudEffect::CloudEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,float,class std::vector<class ec::PolarCoordElement,class std::allocator<class ec::PolarCoordElement> >,unsigned short)" (??0CloudEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@MV?$vector@VPolarCoordElement@ec@@V?$allocator@VPolarCoordElement@ec@@@std@@@std@@G@Z) referenced in function _ec_create_cloud
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::FireflyEffect::FireflyEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class std::vector<class ec::Obstruction *,class std::allocator<class ec::Obstruction *> > *,float,class std::vector<class ec::PolarCoordElement,class std::allocator<class ec::PolarCoordElement> >)" (??0FireflyEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@PAV?$vector@PAVObstruction@ec@@V?$allocator@PAVObstruction@ec@@@std@@@std@@MV?$vector@VPolarCoordElement@ec@@V?$allocator@VPolarCoordElement@ec@@@std@@@5@@Z) referenced in function _ec_create_fireflies
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::FountainEffect::FountainEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,bool,float,float,unsigned short)" (??0FountainEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@_NMMG@Z) referenced in function _ec_create_fountain
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::HarvestingEffect::HarvestingEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,enum ec::HarvestingEffect::HarvestingType,unsigned short)" (??0HarvestingEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@W4HarvestingType@01@G@Z) referenced in function _ec_create_harvesting_radon_pouch
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::ImpactEffect::ImpactEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class ec::Vec3,enum ec::ImpactEffect::ImpactType,unsigned short,float)" (??0ImpactEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@V31@W4ImpactType@01@GM@Z) referenced in function _ec_create_impact_magic_protection
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::LampEffect::LampEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,float,unsigned short)" (??0LampEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@MG@Z) referenced in function _ec_create_lamp
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::OngoingEffect::OngoingEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,enum ec::OngoingEffect::OngoingType,unsigned short,float)" (??0OngoingEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@W4OngoingType@01@GM@Z) referenced in function _ec_create_ongoing_magic_protection
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::SelfMagicEffect::SelfMagicEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,enum ec::SelfMagicEffect::SelfMagicType,unsigned short)" (??0SelfMagicEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@W4SelfMagicType@01@G@Z) referenced in function _ec_create_selfmagic_heal
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::SmokeEffect::SmokeEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,float,unsigned short)" (??0SmokeEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@MG@Z) referenced in function _ec_create_smoke
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::SummonEffect::SummonEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,enum ec::SummonEffect::SummonType,unsigned short)" (??0SummonEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@W4SummonType@01@G@Z) referenced in function _ec_create_summon_rabbit
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::SwordEffect::SwordEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class ec::Vec3 *,enum ec::SwordEffect::SwordType,unsigned short)" (??0SwordEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@2W4SwordType@01@G@Z) referenced in function _ec_create_sword_serpent
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::TargetMagicEffect::TargetMagicEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class ec::Vec3 *,enum ec::TargetMagicEffect::TargetMagicType,class std::vector<class ec::Obstruction *,class std::allocator<class ec::Obstruction *> > *,unsigned short)" (??0TargetMagicEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@2W4TargetMagicType@01@PAV?$vector@PAVObstruction@ec@@V?$allocator@PAVObstruction@ec@@@std@@@std@@G@Z) referenced in function _ec_create_targetmagic_remote_heal
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::TargetMagicEffect::TargetMagicEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class std::vector<class ec::Vec3 *,class std::allocator<class ec::Vec3 *> >,enum ec::TargetMagicEffect::TargetMagicType,class std::vector<class ec::Obstruction *,class std::allocator<class ec::Obstruction *> > *,unsigned short)" (??0TargetMagicEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@V?$vector@PAVVec3@ec@@V?$allocator@PAVVec3@ec@@@std@@@std@@W4TargetMagicType@01@PAV?$vector@PAVObstruction@ec@@V?$allocator@PAVObstruction@ec@@@std@@@5@G@Z) referenced in function _ec_launch_targetmagic_heal_summoned
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::TeleporterEffect::TeleporterEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,unsigned short)" (??0TeleporterEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@G@Z) referenced in function _ec_create_teleporter
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::WindEffect::WindEffect(class ec::EyeCandy *,bool *,class ec::Vec3 *,class std::vector<class ec::Obstruction *,class std::allocator<class ec::Obstruction *> > *,float,class std::vector<class ec::PolarCoordElement,class std::allocator<class ec::PolarCoordElement> >,enum ec::WindEffect::WindType,class ec::Vec3)" (??0WindEffect@ec@@QAE@PAVEyeCandy@1@PA_NPAVVec3@1@PAV?$vector@PAVObstruction@ec@@V?$allocator@PAVObstruction@ec@@@std@@@std@@MV?$vector@VPolarCoordElement@ec@@V?$allocator@VPolarCoordElement@ec@@@std@@@5@W4WindType@01@V31@@Z) referenced in function _ec_create_wind_leaves
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: void __thiscall ec::WindEffect::set_pass_off(class std::vector<class ec::Effect *,class std::allocator<class ec::Effect *> >)" (?set_pass_off@WindEffect@ec@@QAEXV?$vector@PAVEffect@ec@@V?$allocator@PAVEffect@ec@@@std@@@std@@@Z) referenced in function _ec_add_wind_effect_list
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::EyeCandy::EyeCandy(void)" (??0EyeCandy@ec@@QAE@XZ) referenced in function "void __cdecl `dynamic initializer for 'eye_candy''(void)" (??__Eeye_candy@@YAXXZ)
1>eye_candy_wrapper.obj : error LNK2019: unresolved external symbol "public: __thiscall ec::EyeCandy::~EyeCandy(void)" (??1EyeCandy@ec@@QAE@XZ) referenced in function "void __cdecl `dynamic atexit destructor for 'eye_candy''(void)" (??__Feye_candy@@YAXXZ)

 

Sorry if it's messy. Note that I have tried to readd all files and such, that fixed unresolved external symbols before but now not=/

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Hey -- you're all the way to linking, congrats :P Linking is the last stage of the build process. What all of these mean is that you're not linking in any of the eye candy objects -- that is, eye_candy/*.o, which should have been built by you.

 

Hmm, I thought that there was a windows compilation guide. If there is, it should mention all of this.

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Hey -- you're all the way to linking, congrats :) Linking is the last stage of the build process. What all of these mean is that you're not linking in any of the eye candy objects -- that is, eye_candy/*.o, which should have been built by you.

 

Hmm, I thought that there was a windows compilation guide. If there is, it should mention all of this.

 

Hmm thanks but you got to enlighten me abit more about this, do you mean I should include the .c and .h and so on from the eye_candy folder into the elc project? Or should they compile seperatly?

 

I tried both and that caused serious errors. First it complained about sys/time.h... then I searched for that file and put it in my include files in a sys folder... Then I got about 2.5k errors from gl.h...

 

When trying to compile only the eye_candy files I got some weird error about something needed to be defined or something like that.

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Yes, you will need to build the .cpp files from the eye_candy subdir, as well as eye_candy_wrapper.cpp from the main dir. The solution to solving compilation errors, in general, is not to exclude code that the program needs :) Again, isn't there some sort of windows compilation guide? I don't have windows, so I can only help with general issues and issues actually related to eye candy, not to your compiler.

 

I'd do a CVS update, by the way.

Edited by KarenRei

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Yes, you will need to build the .cpp files from the eye_candy subdir, as well as eye_candy_wrapper.cpp from the main dir. The solution to solving compilation errors, in general, is not to exclude code that the program needs :) Again, isn't there some sort of windows compilation guide? I don't have windows, so I can only help with general issues and issues actually related to eye candy, not to your compiler.

 

I'd do a CVS update, by the way.

 

Oki, updated CVS and had to download SDL_image.h. But I get this (when making a new project called EYE_Candy and compiling only the eye_candy files + eye_candy wrapper:

 

eye_candy.cpp(1757) : error C3861: 'gettimeofday': identifier not found

 

gettimeofday(&t, NULL);

 

There's also some warnings but that's no big deal I guess.

 

Btw: Yes there is a windows compile guide... made 2005 or so... I'll make a new one specific to MSVS 2005.

 

I tried using WINDOWS as a compile option to get around the else option in the define but it caused other more serious problems in xlocnum(566).

 

What preprocessor defines am I suppose to use? I have currently added EYE_CANDY and SFX.

Edited by Beaverhunter

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Committed a fix for your bug.

 

What are the warnings?

 

Thanks I'll try it=)

This is the output including warnings:

 

1>effect_cloud.cpp

1>c:\dev\elc\eye_candy\effect_cloud.cpp(69) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>effect_wind.cpp

1>c:\dev\elc\eye_candy\effect_wind.cpp(417) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'long'

1>eye_candy.cpp

1>c:\dev\elc\eye_candy\eye_candy.cpp(42) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(52) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(350) : warning C4267: 'initializing' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(354) : warning C4267: 'initializing' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(358) : warning C4267: 'initializing' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(369) : warning C4267: '=' : conversion from 'size_t' to 'int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(387) : warning C4267: '=' : conversion from 'size_t' to 'int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(699) : warning C4311: '<function-style-cast>' : pointer truncation from 'const alpha_t *__w64 ' to 'long'

1>c:\dev\elc\eye_candy\eye_candy.cpp(1024) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(1025) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(1413) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(1422) : warning C4267: 'argument' : conversion from 'size_t' to 'const int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(1444) : warning C4267: 'initializing' : conversion from 'size_t' to 'int', possible loss of data

1>c:\dev\elc\eye_candy\eye_candy.cpp(1757) : error C3861: 'gettimeofday': identifier not found

1>math_cache.cpp

1>eye_candy_wrapper.cpp

1>c:\dev\elc\cal.h(11) : warning C4273: 'CalModel_GetAttachedMesh' : inconsistent dll linkage

1> c:\dev\elc\cal3d_wrapper.h(456) : see previous definition of 'CalModel_GetAttachedMesh'

1>c:\dev\elc\cal.h(12) : warning C4273: 'CalCoreSkeleton_Scale' : inconsistent dll linkage

1> c:\dev\elc\cal3d_wrapper.h(312) : see previous definition of 'CalCoreSkeleton_Scale'

1>c:\dev\elc\cal.h(13) : warning C4273: 'CalMixer_RemoveAction' : inconsistent dll linkage

1> c:\dev\elc\cal3d_wrapper.h(430) : see previous definition of 'CalMixer_RemoveAction'

1>c:\dev\elc\cal.h(14) : warning C4273: 'CalCoreAnimation_Scale' : inconsistent dll linkage

1> c:\dev\elc\cal3d_wrapper.h(192) : see previous definition of 'CalCoreAnimation_Scale'

1>c:\dev\elc\cal.h(15) : warning C4273: 'CalCoreMesh_Scale' : inconsistent dll linkage

1> c:\dev\elc\cal3d_wrapper.h(268) : see previous definition of 'CalCoreMesh_Scale'

1>c:\dev\elc\eye_candy_wrapper.cpp(927) : warning C4800: 'int' : forcing value to bool 'true' or 'false' (performance warning)

 

Also Compiling after update:

 

1>LINK : fatal error LNK1561: entry point must be defined

 

Update: I managed to compile eye_candy into an eye_candy.lib... and when adding it to the linker I get this:

1>EYE_Candy.lib(eye_candy.obj) : error LNK2019: unresolved external symbol _IMG_Load referenced in function "public: void __thiscall ec::Texture::push_texture(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (?push_texture@Texture@ec@@QAEXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)

 

What is suppose to be the output, .o files aren't an option?

 

Also: Sorry if I have misunderstood what you want me to do.

Edited by Beaverhunter

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Warning fixes committed.

 

Your error, according to google, means that you have no main function. Are you not including main.c?

 

Nope, I didn't but I still need to know how the project should be set up when compiling only the eye_candy stuff.

 

1. Should any libs be included in the Linking?

2. Should any preprocess definitions be included?

3. What should be the output? .exe? .dll? .lib? utility?

4. Should it be correct to start a new project, add the files in eye_candy + the eye wrapper + main.c and then just compile? Or should I use the elc project file but add the eye_candy files and remove the rest?

 

Doing 4. gives me this:

 

1>Linking...
1>main.obj : error LNK2001: unresolved external symbol _continent_maps
1>main.obj : error LNK2001: unresolved external symbol _cache_system
1>main.obj : error LNK2019: unresolved external symbol _cache_delete referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _destroy_e3d referenced in function _cleanup_mem
1>main.obj : error LNK2001: unresolved external symbol _cache_e3d
1>main.obj : error LNK2019: unresolved external symbol _destroy_3d_object referenced in function _cleanup_mem
1>main.obj : error LNK2001: unresolved external symbol _objects_list
1>main.obj : error LNK2001: unresolved external symbol _obj_2d_list
1>main.obj : error LNK2019: unresolved external symbol _cleanup_lights referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _end_actors_lists referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _destroy_all_actors referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _cursors_cleanup referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _cleanup_fonts referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _cleanup_text_buffers referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _queue_destroy referenced in function _cleanup_mem
1>main.obj : error LNK2001: unresolved external symbol _buddy_request_queue
1>main.obj : error LNK2019: unresolved external symbol _command_cleanup referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _history_destroy referenced in function _cleanup_mem
1>main.obj : error LNK2019: unresolved external symbol _free_reflection_framebuffer referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _use_frame_buffer
1>main.obj : error LNK2019: unresolved external symbol _FreeXML referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _xmlCleanupParser referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _SDL_Quit referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _SDL_QuitSubSystem referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _destroy_sound referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _end_particles_list referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _misc_timer
1>main.obj : error LNK2019: unresolved external symbol _SDL_RemoveTimer referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _draw_scene_timer
1>main.obj : error LNK2019: unresolved external symbol _unload_e3d_list referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _cleanup_chan_names referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _cleanup_rules referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _free_vars referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _free_icons referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _unload_questlog referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _turn_music_off referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _save_local_data referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _free_pm_log referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _pm_log
1>main.obj : error LNK2019: unresolved external symbol _SDL_WaitThread referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _log_error referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _exit_now
1>main.obj : error LNK2019: unresolved external symbol _cache_system_maint referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _SDL_Delay referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _draw_scene referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _limit_fps
1>main.obj : error LNK2019: unresolved external symbol _my_tcp_flush referenced in function _start_rendering
1>main.obj : error LNK2001: unresolved external symbol _my_socket
1>main.obj : error LNK2019: unresolved external symbol _process_message_from_server referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _queue_pop referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _queue_isempty referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _SDL_GetTicks referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _HandleEvent referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _SDL_PollEvent referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _SDL_CreateThread referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _get_message_from_server referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _queue_initialise referenced in function _start_rendering
1>main.obj : error LNK2019: unresolved external symbol _safe_snprintf referenced in function _read_command_line
1>main.obj : error LNK2019: unresolved external symbol _check_var referenced in function _read_command_line
1>main.obj : error LNK2019: unresolved external symbol _init_stuff referenced in function _Main
1>main.obj : error LNK2019: unresolved external symbol _init_vars referenced in function _Main
1>main.obj : error LNK2019: unresolved external symbol _init_translatables referenced in function _Main
1>main.obj : error LNK2001: unresolved external symbol _restart_required

 

Oki, update:D

 

"Good" news!

I compiled the eye_candy as .lib and included it in the ELC project, then I also included SDL_image.lib. This took away alot of errors and well now it compiles=O But...

 

When I included the SDL_image.lib it also want it's .dll file, which I could find, but after that it also complains about SDL_LoadObject in the SDL.dll file. Not sure what this is.

 

Update2:

I copied the newer SDL.dll to the EL folder and now it complains about not finding MSVCR80D.dll, I looked for this on comp, found it and put it in EL folder but nothing changed, it still wants this file.

Edited by Beaverhunter

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Compiling <I>only</I> the eye candy stuff?

Omitting main.c?

 

Beaverhunter, you need to be compiling everything, together. You can't just omit files and expect things to work.

 

Oh, and I see some SDL link errors in there. If you're building an SDL project, you need to link with SDL.

Edited by KarenRei

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