Any Progress YET?
Moderators: jesterKing, stiv
Any Progress YET?
is there any update on getting MSVC7 to compile blender?
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Re: Any Progress YET?
It does already so with SCons (use 0.95beta or newer). I haven't had the time yet to look into the project-files, though, since I was busy with porting the Tuhopuu2 solid gameengine to bf-blender. I completed the merge yesterday, committed and all. Next week I probably have holidays, so then I'll do these for sure (if not earlier).havocsoft wrote:is there any update on getting MSVC7 to compile blender?
/jesterKing
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same with me !!havocsoft wrote:Well the thing is I tried scons, and it dosn't appear to work... says it dosn't know how to compile it lol... I did run the batch files to set the environment variables I needed so I'm not sure whats wrong.
tried to build tuhopuu on
on 2 boxes win98 and w2k, MSVC6 sp5,python2.2
bjornmose
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Are you both sure you are using the latest SCons version? For some users the problem was solved by installing a newer release. The current is 0.95 beta.
And if that doesn't work, please be as elaborate as possible, so we can pinpoint any possible problems. And solve them.
/jesterKing
PS. I use winxp with several compilers (msvc6, msvc7, msvs7) and python2.2. Also on Linux I can compile without problems using SCons.
And if that doesn't work, please be as elaborate as possible, so we can pinpoint any possible problems. And solve them.
/jesterKing
PS. I use winxp with several compilers (msvc6, msvc7, msvs7) and python2.2. Also on Linux I can compile without problems using SCons.
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Code: Select all
C:\tupobuild\tu\tuhopuu2>dir
Datenträger in Laufwerk C: ist SYSTEM
Datenträgernummer: EC50-0CE9
Verzeichnis von C:\tupobuild\tu\tuhopuu2
25.03.2004 10:50 <DIR> .
25.03.2004 10:50 <DIR> ..
10.08.2003 22:19 0 AUTHORS
18.02.2004 15:44 <DIR> bin
16.02.2004 09:07 58.310 blender.sln
10.08.2003 22:19 4.262 ChangeLog
10.08.2003 22:19 1.684 compileblender_freebsd-4.7-i386.sh
10.08.2003 22:19 94 COPYING
24.03.2004 09:20 <DIR> CVS
18.02.2004 14:46 <DIR> dlltool
18.02.2004 14:26 <DIR> doc
18.02.2004 14:26 <DIR> extern
24.03.2004 09:20 30.531 featurelist.txt
16.02.2004 09:07 16.379 INSTALL
25.03.2004 10:33 <DIR> intern
18.02.2004 14:26 <DIR> make
16.02.2004 09:07 3.215 Makefile
10.08.2003 22:19 0 NEWS
02.03.2004 09:40 <DIR> obj
24.03.2004 09:20 <DIR> po
18.02.2004 14:28 <DIR> projectfiles
18.08.2003 13:28 1.600 README
18.02.2004 14:28 <DIR> release
10.08.2003 22:19 3.181 release_226.txt
10.08.2003 22:19 4.159 release_227.txt
10.08.2003 22:19 8.945 release_228.txt
09.11.2003 21:13 3.585 release_228a.txt
09.11.2003 21:13 5.555 release_228c.txt
29.11.2003 20:26 9.669 release_231.txt
24.03.2004 09:20 45.330 SConstruct
27.05.2003 10:05 16.626 SetEnv.Bat
24.03.2004 09:20 <DIR> source
18.02.2004 14:46 2.215 user-def.mk
08.12.2003 01:35 2.187 user-def.mk.defaults
27.05.2003 09:18 989 VCVARS32.BAT
21 Datei(en) 218.516 Bytes
14 Verzeichnis(se), 17.344.868.352 Bytes frei
C:\tupobuild\tu\tuhopuu2>
C:\tupobuild\tu\tuhopuu2>vcvars32
Setting environment for using Microsoft Visual C++ tools.
C:\tupobuild\tu\tuhopuu2>set
ALLUSERSPROFILE=C:\Dokumente und Einstellungen\All Users
APPDATA=C:\Dokumente und Einstellungen\Jens Wund.PC-WUND2\Anwendungsdaten
CommonProgramFiles=C:\Programme\Gemeinsame Dateien
COMPUTERNAME=PC-WUND2
ComSpec=C:\WINNT\system32\cmd.exe
HOMEDRIVE=C:
HOMEPATH=\
INCLUDE=C:\PROGRA~1\MICROS~2\VC98\ATL\INCLUDE;C:\PROGRA~1\MICROS~2\VC98\INCLUDE;
C:\PROGRA~1\MICROS~2\VC98\MFC\INCLUDE;
LIB=C:\PROGRA~1\MICROS~2\VC98\LIB;C:\PROGRA~1\MICROS~2\VC98\MFC\LIB;
LOGONSERVER=\\PC-WUND2
MSDevDir=C:\PROGRA~1\MICROS~2\Common\msdev98
MSVCDir=C:\PROGRA~1\MICROS~2\VC98
NUMBER_OF_PROCESSORS=1
OS=Windows_NT
Os2LibPath=C:\WINNT\system32\os2\dll;
Path=C:\PROGRA~1\MICROS~2\Common\msdev98\BIN;C:\PROGRA~1\MICROS~2\VC98\BIN;C:\PR
OGRA~1\MICROS~2\Common\TOOLS\WINNT;C:\PROGRA~1\MICROS~2\Common\TOOLS;C:\WINNT\sy
stem32;C:\WINNT;C:\WINNT\System32\Wbem;C:\PYTHON22;C:\PYTHON22\DLLS;C:\PYTHON22\
LIB;C:\PYTHON22\LIB\LIBTK
PATHEXT=.COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH
PROCESSOR_ARCHITECTURE=x86
PROCESSOR_IDENTIFIER=x86 Family 15 Model 2 Stepping 7, GenuineIntel
PROCESSOR_LEVEL=15
PROCESSOR_REVISION=0207
ProgramFiles=C:\Programme
PROMPT=$P$G
PYTHONPATH=C:\PYTHON22;C:\PYTHON22\DLLS;C:\PYTHON22\LIB;C:\PYTHON22\LIB\LIBTK
SystemDrive=C:
SystemRoot=C:\WINNT
TEMP=C:\DOKUME~1\JENSWU~1.PC-\LOKALE~1\Temp
TMP=C:\DOKUME~1\JENSWU~1.PC-\LOKALE~1\Temp
USERDOMAIN=PC-WUND2
USERNAME=Jens Wund
USERPROFILE=C:\Dokumente und Einstellungen\Jens Wund.PC-WUND2
windir=C:\WINNT
C:\tupobuild\tu\tuhopuu2>scons
scons: Reading SConscript files ...
Creating new config file: config.opts
scons: done reading SConscript files.
scons: Building targets ...
scons: *** Do not know how to make target `blender'. Stop.
scons: building terminated because of errors.
C:\tupobuild\tu\tuhopuu2>scons -v
SCons by Steven Knight et al.:
engine: v0.95.D001, 2004/03/08 07:28:28, by knight on casablanca
Copyright (c) 2001, 2002, 2003, 2004 Steven Knight
C:\tupobuild\tu\tuhopuu2>
bjornmose
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Be great to get MSVC++ 7 (.net) to work...
Hey jesterKing, am really looking forward to the fixed msvc7 make files...
BTW, in case anyone is interested, last week i actually got all the projects except "GP_Ghost" to sucessfully compile in msvc++7, using the blender.sln makefile....what i had to do was (apart from adding several million directory paths to the compiler directories) to add a couple of BPY_ files and the Yafray_render.[c,h] files to the "blender" project....lo and behold, i got a blender.exe!!!! (Caveat: My Blender.exe did not have the main menu....wonder why....)
I reasoned that all those unresolved external symbol errors in the blender project's make might be solved if i hunted down the files they lived in, and actually added those files to the blender project...and since most of my unresolved symbols were BPY_* and yafray*, i just added those to the blender project (an unforgivable kludge, i know, but i was desperate) and compiled...
However, GP_ghost couldnt be fixed that easily...it still throws up errors...and if you try to use the same cute trick as for blender, it just keeps throwing more and more of those "unresolved external symbol" errors until you go mad from sheer frustration....So i just gave it a break for a week and spent it playing Quake...
jesterking, now that you're working on tuhopuu being integrated into blender, could you tell me if it is ready to roll, and if so, is there going to be a separate source branch for this??? Am really interested in this beast, and would love to get my grubby paws on it...always assuming, of course, that it all compiles properly
BTW, in case anyone is interested, last week i actually got all the projects except "GP_Ghost" to sucessfully compile in msvc++7, using the blender.sln makefile....what i had to do was (apart from adding several million directory paths to the compiler directories) to add a couple of BPY_ files and the Yafray_render.[c,h] files to the "blender" project....lo and behold, i got a blender.exe!!!! (Caveat: My Blender.exe did not have the main menu....wonder why....)
I reasoned that all those unresolved external symbol errors in the blender project's make might be solved if i hunted down the files they lived in, and actually added those files to the blender project...and since most of my unresolved symbols were BPY_* and yafray*, i just added those to the blender project (an unforgivable kludge, i know, but i was desperate) and compiled...
However, GP_ghost couldnt be fixed that easily...it still throws up errors...and if you try to use the same cute trick as for blender, it just keeps throwing more and more of those "unresolved external symbol" errors until you go mad from sheer frustration....So i just gave it a break for a week and spent it playing Quake...
jesterking, now that you're working on tuhopuu being integrated into blender, could you tell me if it is ready to roll, and if so, is there going to be a separate source branch for this??? Am really interested in this beast, and would love to get my grubby paws on it...always assuming, of course, that it all compiles properly

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Re: Be great to get MSVC++ 7 (.net) to work...
I only merged the gameengine from tuhopuu2 to bf-blender. This process has already been completed. This evening and tomorrow I'll be at my girlfriends parents, but after that it's show-timebeast_in_black wrote:jesterking, now that you're working on tuhopuu being integrated into blender, could you tell me if it is ready to roll, and if so, is there going to be a separate source branch for this???

/jesterKing
Re: Be great to get MSVC++ 7 (.net) to work...
I got ghost to compile by building it before any other internal libsbeast_in_black wrote: However, GP_ghost couldnt be fixed that easily...it still throws up errors...and if you try to use the same cute trick as for blender, it just keeps throwing more and more of those "unresolved external symbol" errors until you go mad from sheer frustration....So i just gave it a break for a week and spent it playing Quake...
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jesterking and havocsoft, thanks for your replies....
I tried scons just now, hoping that magic would be created, but it just kind of refused to compile...
Got the same old "...Error(void) const..." error with FTGL, so i'm looking at FTGL now... i tried to remove the "const"ness of the Error() function declarations in FTGL (as mentioned in an earlier topic on this forum), but that didnt work...i got 9 other different unresolved symbol errors thrown by scons...
Am now going to try guitargeek's advice about moving the declaration of FTFont::Error() from the header file to the .cpp file and then recompiling FTGL...BTW, does anyone know whether i need to do this for ALL declarations of the Error() function, or just for FTFont?? As i remember, the "...Error() const..." declarations appears in about 6 different files, for different FTGL modules...
This definitely aint easy is it...
I guess it must be some kinda initiation ceremony into the universe of bf-blender development....get it compiled successfully and you're one in the Fraternity 
I tried scons just now, hoping that magic would be created, but it just kind of refused to compile...
Got the same old "...Error(void) const..." error with FTGL, so i'm looking at FTGL now... i tried to remove the "const"ness of the Error() function declarations in FTGL (as mentioned in an earlier topic on this forum), but that didnt work...i got 9 other different unresolved symbol errors thrown by scons...
Am now going to try guitargeek's advice about moving the declaration of FTFont::Error() from the header file to the .cpp file and then recompiling FTGL...BTW, does anyone know whether i need to do this for ALL declarations of the Error() function, or just for FTFont?? As i remember, the "...Error() const..." declarations appears in about 6 different files, for different FTGL modules...
This definitely aint easy is it...

