compiling darkplaces
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compiling darkplaces
when I tried compiling the newest version of dark places engine, I get a couple of errors saying I'm missing files like dsound.h and d3dx9.h. Im guessing these are part of the direct x sdk, which version of direct x sdk do I download?
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Hazematman - Posts: 54
- Joined: Thu Jul 15, 2010 1:58 am
- Location: Canada
Any recent version should be good enough. I've successfully compiled DP using VC++ 2008 Express with both the August 2008 and the February 2010 SDKs in the past. It even ran! 
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
I compiled darkplaces with direct x sdk February 2010 and I get these three errors
Some help would be greatly appreciated.
- Code: Select all
1>model_alias.obj : error LNK2019: unresolved external symbol "void __cdecl Mod_Skeletal_AnimateVertices_Generic(struct model_s const * __restrict,struct frameblend_s const * __restrict,struct skeleton_s const *,float * __restrict,float * __restrict,float * __restrict,float * __restrict)" (?Mod_Skeletal_AnimateVertices_Generic@@YAXPIBUmodel_s@@PIBUframeblend_s@@PBUskeleton_s@@PIAM333@Z) referenced in function "void __cdecl Mod_Skeletal_AnimateVertices(struct model_s const * __restrict,struct frameblend_s const * __restrict,struct skeleton_s const *,float * __restrict,float * __restrict,float * __restrict,float * __restrict)" (?Mod_Skeletal_AnimateVertices@@YAXPIBUmodel_s@@PIBUframeblend_s@@PBUskeleton_s@@PIAM333@Z)
1>model_alias.obj : error LNK2019: unresolved external symbol "void __cdecl Mod_Skeletal_AnimateVertices_SSE(struct model_s const * __restrict,struct frameblend_s const * __restrict,struct skeleton_s const *,float * __restrict,float * __restrict,float * __restrict,float * __restrict)" (?Mod_Skeletal_AnimateVertices_SSE@@YAXPIBUmodel_s@@PIBUframeblend_s@@PBUskeleton_s@@PIAM333@Z) referenced in function "void __cdecl Mod_Skeletal_AnimateVertices(struct model_s const * __restrict,struct frameblend_s const * __restrict,struct skeleton_s const *,float * __restrict,float * __restrict,float * __restrict,float * __restrict)" (?Mod_Skeletal_AnimateVertices@@YAXPIBUmodel_s@@PIBUframeblend_s@@PBUskeleton_s@@PIAM333@Z)
1>C:\stuff\dp\darkplaces-debug.exe : fatal error LNK1120: 2 unresolved externals
Some help would be greatly appreciated.
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Hazematman - Posts: 54
- Joined: Thu Jul 15, 2010 1:58 am
- Location: Canada
Spike wrote:c++ name mangling?
Agreed. You're definitely doing something weird, like compiling the source as C++ (Visual C++ let's you select this option even for .c files).
Those errors have nothing to do with DirectX by the way, they're functions in Darkplaces itself.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Ok, then how would I set it to compile as c and not c++?
edit: I went to properties, c/c++, advance and I changed it from c++ to c and I still get the same errors.
edit: I went to properties, c/c++, advance and I changed it from c++ to c and I still get the same errors.
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Hazematman - Posts: 54
- Joined: Thu Jul 15, 2010 1:58 am
- Location: Canada
mh wrote:Any recent version should be good enough. I've successfully compiled DP using VC++ 2008 Express with both the August 2008 and the February 2010 SDKs in the past. It even ran!
I've also used the Express version and it worked like a charm. The source was set to Debug instead of Release, but this can easily be changed.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
I just compiled the debug version and it worked perfectly. I generally always go for the debug version first, and I tend to think less of any engine where the debug version doesn't compile (or doesn't exist!)
Like, it's not really a great indicator that the thing has been tested, is it?
Like, it's not really a great indicator that the thing has been tested, is it?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
My debug config works in XP but not under Win7 unless i use "attach to process". I have to run the .\GLDebug\glQrack.exe in compatibility mode, for some strange reason. Which doesnt work through the debug menu option.
Under Win7 i get this...
Under Win7 i get this...
Debug Assertion Failed!
Program: glQrack.exe
File: f:\dd\vctools\crt_bld\self_x86\crt\src\dbgheap.c
Expression: _CrtIsValidHeapPointer(pUserData)
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
You're still calling free on that static array, are you? In CL_ParseServerInfo, the "char url[1024]" array? And likewise folder and name?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
no i think its actually from the
free (smokedata);
from gl_smokes.c in the lava smoke tutorial code :O
the debugger did recently warn me about
if (isPlayer)
in CL_ParseUpdate not being initialized.
but that error i posted above is printed immediately when i start the debugger.
free (smokedata);
from gl_smokes.c in the lava smoke tutorial code :O
the debugger did recently warn me about
if (isPlayer)
in CL_ParseUpdate not being initialized.
but that error i posted above is printed immediately when i start the debugger.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
There's another in Mod_BuildDetailTexture:
Also R_InitOtherTextures.
But yeah, smokedata (and basedata in the same function) are also static arrays which are being free'd. I guess XP had app compatibility settings for this kind of thing which were always on, whereas later versions don't.
- Code: Select all
byte data[DETAILRESOLUTION][DETAILRESOLUTION][4],
.
.
.
free (data);
Also R_InitOtherTextures.
But yeah, smokedata (and basedata in the same function) are also static arrays which are being free'd. I guess XP had app compatibility settings for this kind of thing which were always on, whereas later versions don't.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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