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Dark GDK / d3dx9_26.dll missing?

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Lampton Worm
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Posted: 5th Sep 2005 10:43
Hi,

I tried a DGSDK app on another machine and it told me d3dx9_26.dll was missing, the machine in question has DX9.0c on it, anyway so it appears (a bit like with a version of DBP I had) a few additional files are needed, which is do-able.

But its not ideal - maybe I can link in the DLL in me VS project.. then again, that'll increase the exe size, surely a machine with just the standard DX9 runtime on should be enough?

Cheers!
Mike Johnson
TGC Developer
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Posted: 5th Sep 2005 10:49
The DGSDK app must have been created with the latest version of DirectX 9.0c. There are quite a few versions floating around.

Ideally compile using an earlier version of DX 9.0c. The one from February might be the best one to use.
Lampton Worm
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Posted: 5th Sep 2005 11:34
Thanks, that's another option for me to try - although it does feel odd to need to use an older version, is it because the SDK needs updating to work with the latest DX? Just interested

Ta!
OSX Using Happy Dude
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Posted: 5th Sep 2005 11:37
Doubt it, but forget that for each DirectX update, Microsoft change the D3D9 file (currently its either x_26 or x_27 - cant remember which now), but it means whoever uses the program will need to install DirectX from the SDK (or download the indiviual files)

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Lampton Worm
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Posted: 5th Sep 2005 15:00
Ah I see. Interesting. Any idea by chance if its legal to supply the individual file(s) inside your own installer?

Ta.
OSX Using Happy Dude
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Posted: 5th Sep 2005 15:52 Edited at: 5th Sep 2005 15:57
Doubt it is for the files - but it should be for the complete installer...

Oh, and were onto x_27 for last months SDK...

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Lampton Worm
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Posted: 5th Sep 2005 19:01
Ok, ta. Still a pity the apps don't just work with the regular DX runtime distribution that most people will have by default, ahh well.
OSX Using Happy Dude
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Posted: 5th Sep 2005 22:37
Thats why you need the December or possibly the previous one.

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Lampton Worm
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Posted: 10th Sep 2005 12:43
Hi,

Using the december 2004 release I get the following error...

Test error LNK2019: unresolved external symbol _CLSID_DxDiagProvider referenced in function "public: long __thiscall CDxDiagInfo::Init(int)" (?Init@CDxDiagInfo@@QAEJH@Z)

...any thoughts? Isn't the DxDiag stuff that can be switched on/off.. hmm.. btw if I quickly switch back to June 2005 all then works. But I'm trying to get around supplying the additional DX files as ya know, but it doesn't stop me coding for now at least.

Cheers
OSX Using Happy Dude
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Posted: 10th Sep 2005 15:18
You probably need to use a #define INITGUID or something...

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Lampton Worm
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Posted: 10th Sep 2005 16:27
Hi,

@Bouncy Brick, had a quick play with that, no joy yet, but thanks for the suggestion.

@Mike, Feb 2005? I tried that, compiles and links ok but using a dependancy walker still tells me it needs d3dx9d_24.dll (think that one is part of the dev runtime but not standard runtime?)

Cheers!
OSX Using Happy Dude
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Posted: 10th Sep 2005 17:14
Try :

#define INITGUID
#include <dxdiag.h>

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Lampton Worm
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Posted: 10th Sep 2005 18:32
Ahhhhh... yes! Thank you Working a treat now and depends is now just showing the regular d3dx9 file not the _nn files. Cool.

Cheers!

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