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Old 02-12-2003, 08:32 PM   #1   Add To Ignore List  
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Default Microsoft Visual C++ .NET Setup

How do I set up my serious sam SDK in MSVC++N? It completly differnt that what Hollywood has told me with VC++6, at least I think so...
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Old 02-12-2003, 10:52 PM   #2   Add To Ignore List  
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as far as i know AJ, it is possible to setup the Sam SDK in Visual
Studio .NET but you have to link the older MFC 4.2 DLLs manually
because the MFC that comes with .NET is 7.0. Other than linking
the older MFC DLLs, it's pretty much the same thing as doing it
in VS 6.
lates

EDIT: Ah, hell i'll do a step-by-step visual tutorial on it. here it goes
my friends... let me know if what worked for me works for you.

Last edited by gone_motard; 02-13-2003 at 01:17 AM.
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Old 02-13-2003, 12:21 AM   #3   Add To Ignore List  
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Default Setting up the Sam SDK 1.07 in VS .NET

1.) Let's work with EntitiesMP and try to build it under Visual Studio .NET or VS7 for
short. EntitiesMP comes with a DSP file, EntitiesMP.dsp. Find this file in your SDK
EntitiesMP directory (Figure 1).

http://rocketers.rick-n-steve.com/VC7/image01.jpg
Figure 1

2.) Open VS7 and choose File->Open->Project. Locate and select the
EntitiesMP.dsp file and click the Open button (Figure 2). It will ask you if
you want to convert the files to VS7 format. Select "Yes to All" (Figure 3).

http://rocketers.rick-n-steve.com/VC7/image02.jpg
Figure 2

http://rocketers.rick-n-steve.com/VC7/image03.jpg
Figure 3

3.) If you get a "Source Control" error just select OK and a "Change
Source Control" dialog will pop up. Uncheck the "Connected" box for
EntitiesMP and select OK (Figure 4). Now your project should look like
Figure 5. Get rid of the "Pending Checkins" window by clicking on the "X"
if you don't like that being there.

http://rocketers.rick-n-steve.com/VC7/image04.jpg
Figure 4

http://rocketers.rick-n-steve.com/VC7/image05.jpg
Figure 5

4.) Well now let's try to build the project and see what happens! Select
"Build->Build Solution" from the main menu and a dialog will appear (Figure 6).
Select OK and watch it go as it begins to convert all of the ES files into H and
CPP files. After converting, the compiler should generate an error (Figure 7).

http://rocketers.rick-n-steve.com/VC7/image06.jpg
Figure 6

http://rocketers.rick-n-steve.com/VC7/image07.jpg
Figure 7

5.) Ah! we have to set our directories! Go to "Tools->Options" from the main
menu and this dialog should appear (Figure 8). Find Projects->VC++ Directories
and select "Include Directories from the group box. Click on the last empty slot
and enter the location of the Serious SDK directory (Figure 9). Now we must do
the same for "Library Directories" as well (Figure 10). Select OK and rebuild the
solution.

Note: Last I checked, VC7 comes with the directX 8 headers so you don't need to
put the location of your dx8 headers here.

http://rocketers.rick-n-steve.com/VC7/image08.jpg
Figure 8

http://rocketers.rick-n-steve.com/VC7/image09.jpg
Figure 9

http://rocketers.rick-n-steve.com/VC7/image10.jpg
Figure 10

6.) Cool, now the solution compiles all of the CPP files (this takes a while so go
take a crapper or something lol). But after you do your stuff.. guess what? We
still get an error (Figure 11)!

http://rocketers.rick-n-steve.com/VC7/image11.jpg
Figure 11

7.) This error occurs because of the code "ClampDn(ctPlayers-1, 0)" in Common.cpp.
Obviously VC7 uses stricter template argument type checking than previous
versions. You will have to adjust your code to avoid the error.
Do this to avoid ambiguous template argument determination (both arguments
are of type INDEX now):
ClampDn(ctPlayers-1, (INDEX)0)

8.) Now rebuild the solution and cool, it rebuilt successfully (Figure 12)! Ignore
the PRJ0019 errors if you get them, they are unimportant. You should find
your EntitiesMPD.dll file in the Debug directory (Figure 13).

http://rocketers.rick-n-steve.com/VC7/image12.jpg
Figure 12

http://rocketers.rick-n-steve.com/VC7/image13.jpg
Figure 13

9.) OK, now that we've built our Debug DLL, let's build our Release version.
Select "Build->Configuration Manager" from the main menu and a dialog will
pop up (Figure 14). Select "Release" under configuration and select "Close".

http://rocketers.rick-n-steve.com/VC7/image14.jpg
Figure 14

10.) Rebuild the solution (Build->Build Solution). It will go through all the cpp files
again. You should get no errors (Figure 15) . When it is done, look in the release
directory for EntitiesMP.dll. Hmmm... notice it's smaller than 2.24 MB, which is the
size of the original EntitiesMP.dll (Figure 16). This is probably because MFC 7 is
more compact than before, but still compatible with version 4.2. So don't expect
this DLL version to work under Windows98 or ME unless you have the newer
MFC DLLs. Even I was suprised to get no linker errors due to the newer version
of MFC.

http://rocketers.rick-n-steve.com/VC7/image15.jpg
Figure 15

http://rocketers.rick-n-steve.com/VC7/image16.jpg
Figure 16

11.) Well let's ignore the fact that it's not the same for now and put it to the test.
Let's see if it works by replacing it over the original EntitiesMP.dll in the
/Serious Sam/Bin directory. Make sure to back up the original.

12.) Well I was able to run the game just fine, and even joined a 1.07 server
and played a level with not problems. But.... after selecting "QUIT" and
closing the game, i got an Application Error, but not always.
To prevent this, make sure you rebuild all three game DLLs with VC7 before
doing any play testing. Mixing MFC DLL versions is not a good thing.

http://rocketers.rick-n-steve.com/VC7/image17.jpg
Figure 17

Last edited by gone_motard; 05-24-2003 at 06:28 PM.
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Old 02-13-2003, 02:08 AM   #4   Add To Ignore List  
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Kickass. I'm going to sticky this, if you don't mind.
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Old 02-13-2003, 09:39 AM   #5   Add To Ignore List  
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Wow, thanks so much!
I'm going to try this asap!
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Old 02-18-2003, 03:41 PM   #6   Add To Ignore List  
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I'm getting a weird error.
This is from the first build, where you need to do the options for the Librays and Includes.
What is happening?
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Last edited by AverageJoe; 01-17-2008 at 12:34 AM.
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Old 02-18-2003, 07:38 PM   #7   Add To Ignore List  
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that tool is probably Ecc.exe.
ok WorldSettingsController.es is the last ES file so i'm assuming what's happening is that VC++ 7 can't find ECC.EXE.
Check your Library directory where all the LIB files are (like Engine.lib and so on, mines is C:\Projects\SeriousSam\API) and make sure that Ecc.exe is in there. You can also find Ecc.exe in the game's Bin directory. If that doesn't work, take the Ecc.exe from the game's Bin directory and copy it to the Windows\System32 directory or where ever your system directory is.

EDIT: Yes, AJ, i just verified your error. I got the exact same error when I moved the Ecc.exe file out of the Serious SDK Library directory. Ecc.exe has to be there. I'll adjust the tutorial later today.

Last edited by gone_motard; 02-18-2003 at 07:43 PM.
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Old 02-18-2003, 07:46 PM   #8   Add To Ignore List  
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here is a pic
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Old 07-08-2007, 07:28 PM   #9   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

Well, it's been a long time since I coded for SS1 but I decided to, or discy decided for me, that I need to continue on my rocket jump mod. Now, because I also use the SS2 SDK for the Pushgun Mod I have VS2003, and it would seem SS1 doesn't like that. I have already fixed quite a few errors in the code with ambigious function calls, and even re-setup the SDK from scratch, but I keep on getting these errors:

Quote:
Creating library .\Debug/EntitiesD.lib and object .\Debug/EntitiesD.exp
Camera.obj : error LNK2019: unresolved external symbol "class Quaternion __cdecl Squad(float,class Quaternion const &,class Quaternion const &,class Quaternion const &,class Quaternion const &)" (?Squad@@YA?AV?$Quaternion@M@@MABV1@000@Z) referenced in function "public: virtual void __thiscall CCamera:oMoving(void)" (?DoMoving@CCamera@@UAEXXZ)
PyramidSpaceShip.obj : error LNK2001: unresolved external symbol "class Quaternion __cdecl Squad(float,class Quaternion const &,class Quaternion const &,class Quaternion const &,class Quaternion const &)" (?Squad@@YA?AV?$Quaternion@M@@MABV1@000@Z)
Camera.obj : error LNK2019: unresolved external symbol "class Quaternion __cdecl Exp(class Quaternion const &)" (?Exp@@YA?AV?$Quaternion@M@@ABV1@@Z) referenced in function "public: virtual void __thiscall CCamera:oMoving(void)" (?DoMoving@CCamera@@UAEXXZ)
PyramidSpaceShip.obj : error LNK2001: unresolved external symbol "class Quaternion __cdecl Exp(class Quaternion const &)" (?Exp@@YA?AV?$Quaternion@M@@ABV1@@Z)
Camera.obj : error LNK2019: unresolved external symbol "class Quaternion __cdecl Log(class Quaternion const &)" (?Log@@YA?AV?$Quaternion@M@@ABV1@@Z) referenced in function "public: virtual void __thiscall CCamera:oMoving(void)" (?DoMoving@CCamera@@UAEXXZ)
PyramidSpaceShip.obj : error LNK2001: unresolved external symbol "class Quaternion __cdecl Log(class Quaternion const &)" (?Log@@YA?AV?$Quaternion@M@@ABV1@@Z)
Player.obj : error LNK2019: unresolved external symbol "class Quaternion __cdecl Slerp(float,class Quaternion const &,class Quaternion const &)" (?Slerp@@YA?AV?$Quaternion@M@@MABV1@0@Z) referenced in function "public: void __thiscall CPlayer::GetLerpedAbsoluteViewPlacement(class CPlacement3D &)" (?GetLerpedAbsoluteViewPlacement@CPlayer@@QAEXAAVC Placement3D@@@Z)
RollingStone.obj : error LNK2001: unresolved external symbol "class Quaternion __cdecl Slerp(float,class Quaternion const &,class Quaternion const &)" (?Slerp@@YA?AV?$Quaternion@M@@MABV1@0@Z)
Common.obj : error LNK2001: unresolved external symbol "class Quaternion __cdecl Slerp(float,class Quaternion const &,class Quaternion const &)" (?Slerp@@YA?AV?$Quaternion@M@@MABV1@0@Z)
Debug/EntitiesD.dll : fatal error LNK1120: 4 unresolved externals
It obviously fails to link to some lib file probably, but the question is why, seeing as I set up the dirs exactly the same as ~10 months ago when I started with this mod. Any help please?
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Old 07-09-2007, 04:23 AM   #10   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

Well first, try building as release, I've never done any debug builds in SS1. Then about the compilers, I couldn't get it to compile with the VS2005 compilers, I always resorted back to the 6.0 ones (though you can change the paths so it uses those in a VS2005 environment).
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Old 07-09-2007, 07:15 AM   #11   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

Maybe this is a stupid question, but how do I get it to use the VS6.0 compiler? Building in Release gave the same results by the way.
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Old 07-09-2007, 07:22 AM   #12   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

I'll upload some screenshots of my directory configs, just a moment.

http://img166.imageshack.us/img166/8120/configyw2.jpg

I have those paths commented right now, just remove the 1 at the end of those paths and you should be good to go
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Old 07-09-2007, 08:36 AM   #13   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

Thanks Fragman, I got it to work
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Old 07-09-2007, 10:21 AM   #14   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

Now get back to coding, damnit!
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Old 04-08-2008, 10:56 AM   #15   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

Will I be able to set up SDK and mod for SSSE with Microsoft Visual C++ 2008 Express?
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Old 04-09-2008, 10:46 AM   #16   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

If you have the old compilers, you can make it use them, then you can have the benefits of the newer environment, but still be able to compile it.
With the new compilers you won't get it to compile most likely.
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Old 09-10-2009, 11:04 PM   #17   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

how to do it ? who can make a tutorial for VS 2008 ?
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Old 09-11-2009, 07:49 AM   #18   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

when I add DX8 SDK lib include to Serious SDK , it got a lot of error on winnt.h (I use win7 )
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Old 09-11-2009, 10:19 AM   #19   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

I'm not sure if you can get it to work with the new compilers, but if you want to use the old ones, you'll just have to add all those include, executable,..., paths from VC6.0 in VC 2008. Replace the VS 2008 ones, or put the new ones above the VC 2008 ones.
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Old 09-11-2009, 11:04 AM   #20   Add To Ignore List  
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Default Re: Microsoft Visual C++ .NET Setup

here is solution

http://www.vbforums.com/showthread.php?t=419854
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