FOnline Development > Questions and Answers
[2238] How compile check_look.cpp and others in extensions?
SEGA_RUS:
Tired with Visual Studio 12
--- Code: ---Build started 21.08.2015 20:15:43.
1>Project "C:\SDK\2238\New\Server\extensions\check_look\check_look.vcxproj" on node 4 (Build target(s)).
1>ClCompile:
C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\CL.exe /c /I..\3rdParty\angelscript\include /I..\3rdParty\StlPort /ZI /nologo /W3 /WX- /Od /Oy- /D WIN32 /D NDEBUG /D _WINDOWS /D _USRDLL /D CHECK_LOOK_EXPORTS /D _WINDLL /D _UNICODE /D UNICODE /Gm /EHsc /MT /GS /fp:precise /Zc:wchar_t /Zc:forScope /Fo"Debug\\" /Fd"Debug\vc120.pdb" /Gd /TP /analyze- /errorReport:prompt Lookup.cpp Walking.cpp WallDist.cpp check_look.cpp
check_look.cpp
1>c:\sdk\2238\new\server\extensions\check_look\check_look.cpp(74): error C2039: 'IsHexRaked' : is not a member of 'Map'
c:\sdk\2238\new\server\extensions\fonline.h(1604) : see declaration of 'Map'
1>c:\sdk\2238\new\server\extensions\check_look\check_look.cpp(77): error C2039: 'IsHexPassed' : is not a member of 'Map'
c:\sdk\2238\new\server\extensions\fonline.h(1604) : see declaration of 'Map'
1>c:\sdk\2238\new\server\extensions\check_look\check_look.cpp(101): error C2039: 'IsHexRaked' : is not a member of 'Map'
c:\sdk\2238\new\server\extensions\fonline.h(1604) : see declaration of 'Map'
WallDist.cpp
1>c:\sdk\2238\new\server\extensions\check_look\walldist.cpp(31): error C2039: 'HexFlags' : is not a member of 'ProtoMap'
c:\sdk\2238\new\server\extensions\fonline.h(1534) : see declaration of 'ProtoMap'
Walking.cpp
Lookup.cpp
Generating Code...
1>Done Building Project "C:\SDK\2238\New\Server\extensions\check_look\check_look.vcxproj" (Build target(s)) -- FAILED.
Build FAILED.
Time Elapsed 00:00:04.88
--- End code ---
Ghosthack:
What define do you use while compiling? Make sure __SERVER is set.
SEGA_RUS:
--- Quote from: Ghosthack on August 26, 2015, 06:05:35 pm ---What define do you use while compiling? Make sure __SERVER is set.
--- End quote ---
I just opened project and clicked to compile check_look.
SEGA_RUS:
--- Quote from: Ghosthack on August 26, 2015, 06:05:35 pm ---What define do you use while compiling? Make sure __SERVER is set.
--- End quote ---
I understand you.
Added __SERVER in Preprocessor definitions
With /MD I have this
--- Code: ---1>------ Build started: Project: check_look, Configuration: Debug Win32 ------
1> WallDist.cpp
1> compiled as server
1> Walking.cpp
1> compiled as server
1> Lookup.cpp
1> compiled as server
1> check_look.cpp
1> compiled as server
1> Generating Code...
1>check_look.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/SAFESEH' specification
1>LINK : fatal error LNK1104: cannot open file 'stlport_statix.lib'
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
--- End code ---
With /MT this
--- Code: ---1>------ Build started: Project: check_look, Configuration: Debug Win32 ------
1> WallDist.cpp
1> compiled as server
1> Walking.cpp
1> compiled as server
1> Lookup.cpp
1> compiled as server
1> check_look.cpp
1> compiled as server
1> Generating Code...
1>check_look.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/SAFESEH' specification
1>LINK : fatal error LNK1104: cannot open file 'stlport_static.lib'
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
--- End code ---
Wipe:
--- Quote from: SEGA_RUS on August 31, 2015, 07:03:19 pm ---Configuration: Debug Win32
--- End quote ---
Debug configuration was broken from what i remember helping Reloaded guys; i think some paths was either wrongly set or totally missing - check if they're the same as in Release and correct if needed. Or simly switch to using Release which should be working correctly.
Most important paths are StlPort [must be always first] and AngelScript, everything else is up to you and your project structure.
--- Quote from: SEGA_RUS on August 31, 2015, 07:03:19 pm ---With /MD I have this
...
With /MT I have this
--- End quote ---
Do not change that option, ever - it must be set to whatever it is in 2238 repo [i think MT, but don't trust my memory and recheck it on clean repo]. There was some bad shit happening if you used different setting, but details are long lost in Rotators IRC channel... Maybe Atom could provide you some details, as he was investigating it back in days, but he's long lost too :D
Anyway, consensus was - use same option for all projects and never change it. If your code goes crazy on used setting but work on the other one, you must correct the code.
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