Author Topic: v1.2.1.2 (and v2.0) and Visual Studio .net  (Read 2592 times)

Thrain

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v1.2.1.2 (and v2.0) and Visual Studio .net
« on: 24 January 2006, 22:28:18 »
Hi,

I have Visual Studio .NET (2002) and I would like to compile Glest.

I followed the tutorial (the stickied one in this forum) but it just doesn't want to compile ....
First of all there wa sa problem cause of "typedef long long int int64;" - it didn't accept two long's ....
then the glu.h file was missing, so I copied it over from another project ....
then the sdl.cpp was missing ... ok no problem ... i downloaded and installed the newest sdl, set up the includes paths and the problem was gone.

But now there are errors like: SDL_MIDDELMOUSEBUTTON - undeclared ... etc. ....


any ideas ?

Thx in advance
Thrain
« Last Edit: 1 January 1970, 00:00:00 by Thrain »

Thrain

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« Reply #1 on: 25 January 2006, 23:12:22 »
Hi,

ok it compiles now ... with both 1.2 and 2.0 I can create the exe ....

but when I want to start it I get the following error message:



Microsoft Visual C++ Debug Library

Program: ..../out.exe
Module: .../out.exe
File:

Runtime Check Failure #2 - Stack around the variable 'freq' was corrupted.
Please retry to debug the application





If I ignore this message 3 times it starts the game... but everything is really really fast (like if you want to play a game of an 386 on a modern 3ghz computer) :(

When I then try to get in the game I get similar messages like the above one, which cannot be skipped ...

Any suggestions ?

Thrain
« Last Edit: 1 January 1970, 00:00:00 by Thrain »

Thrain

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« Reply #2 on: 25 January 2006, 23:52:58 »
Hi,

ok I solved it ....

Visual C++ doesnt like long long int so i replaced it with a long int. That was a big mistake ... correctly it is: _int64

cya
Thrain
« Last Edit: 1 January 1970, 00:00:00 by Thrain »

martiño

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« Reply #3 on: 26 January 2006, 00:53:27 »
Visual Studio .NET 2003 accepts "long long int" as a 64 bit integer, thats why I´ve changed it, that way I can have the same header for GCC and VS.NET.

By the way, if you compile Glest under windows you don´t really need SDL, you can use the platform/win32 code (Anyway you will have to choose between platform/win32 and platform/sdl, because they contain the same functionality in the same way as sound/ds8 and sound/openal).
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Thrain

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« Reply #4 on: 26 January 2006, 21:09:37 »
Hi,

yes I changed that and used the win32-platform ... now it works fine!

When I compile the release version I get unsolved symboles. .. somewhat strange or ?

Thx
Thrain
« Last Edit: 1 January 1970, 00:00:00 by Thrain »

martiño

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« Reply #5 on: 26 January 2006, 22:59:02 »
Can you paste the error message?
« Last Edit: 1 January 1970, 00:00:00 by martiño »

 

anything