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Dark GDK / GDK Update - 100207

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Mike Johnson
TGC Developer
22
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 10th Feb 2007 11:36
A new download is now available for the GDK. This download can be found in the order history section and is listed as Beta Upgrade 100207.

The following items have been fixed:

* resolved linker issues when using STL

* to use STL in debug mode, go to Project Settings, C/C++, Code Generation, set Runtime Library to Multi-threaded Debug DLL (/MDd)

* to use STL in release mode, go to Project Settings, C/C++, Code Generation, set Runtime Library to Multi-threaded DLL (/MD)

* removed a reliance on atls.lib with the animation library, this means Express users no longer need to add atls.lib into ignore libraries
MiR
21
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Joined: 13th Jul 2003
Location: Spain
Posted: 10th Feb 2007 12:18
W00t! Downloading....

Need path finding in your games? Have a look at the tutorials on Pathfinding.
Morcilla
21
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Location: Spain
Posted: 12th Feb 2007 11:26
I'm sorry to say that I'm having problems with VS2005 standard.

I get some linking errors related to MSVCRT.lib(MSVCR80.dll) and LIBCMT.lib:



and this general warning:

LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library

Mmmm... I added "LIBCMT.lib" into ignore libraries, however it still has conflicts somehow with some code and I get 3 link errors:



In this case KeyEvent is some code published by IanM to pick input keys... Uh, I'm not losing anymore time by now, any advice?
Mike Johnson
TGC Developer
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Location: United Kingdom
Posted: 12th Feb 2007 11:51
Morcilla, please send me your test project. I will check the settings and try it out.
Morcilla
21
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Location: Spain
Posted: 12th Feb 2007 12:57
Of course Mike, sample emailed.
Thank you very much.
Mike Johnson
TGC Developer
22
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 12th Feb 2007 13:59
Morcilla, please make the following changes to your project:

* to use STL in release mode, go to Project Settings, C/C++, Code Generation, set Runtime Library to Multi-threaded DLL (/MD)

* go to Project Settings, Linker, Input, Ignore Specific Library, enter libcmt.lib

Not yet find the reason behind the second problem but doing this will allow you to compile your project.
Mike Johnson
TGC Developer
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 12th Feb 2007 14:05
Morcilla, I found the cause. Go into KeyEvent.hpp and remove the line saying include <wtypes.h>, replace this with #include "DarkSDK.h". Now you no longer need to ignore libcmt.lib.
Morcilla
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Location: Spain
Posted: 12th Feb 2007 14:22
Yes, it is working now. ***THANKS***

- changed to Multi-threaded DLL
- replaced wtypes.h with DarkSDK.h

I didn't know I was using STL stuff

Is there any difference between Multi-threaded and Multi-threaded DLL that we should know for developing our projects?
Mike Johnson
TGC Developer
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Location: United Kingdom
Posted: 12th Feb 2007 14:38
Don't expect it to cause any problems. Main thing you need to check is http://msdn2.microsoft.com/en-us/library/8kche8ah(VS.80).aspx
Morcilla
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Location: Spain
Posted: 12th Feb 2007 16:42
Ok, thanks. I'll check it out.
Neglected
17
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Posted: 14th Feb 2007 20:05
One question...

dbObjectSize is gonna be fixed, right?
Morcilla
21
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Location: Spain
Posted: 15th Feb 2007 17:14
While I suppose dbObjectSize is going to be fixed (it is desirable), it can be replaced in the mean time by dbObjectCollisionRadius, it seems to be a workaround...
kBessa
18
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Joined: 8th Nov 2006
Location: Manaus, Amazonas, Brazil
Posted: 15th Feb 2007 21:40
It's so great DGDK got updated! I've got myself back to work on DarkEngine v0.1

I don't know if you (Mike) or Paul will be able to help me. When I released the Christmas preview for DarkEngine, it was almost 1 to 1 with DBPro (except 3D objects and Shaders, as MudBug was the one on these), but I know that new command have been added, and I really wanted to know if you have a list of added commands. Maybe I'm being too lazy, but then I could release a new version earlier.

Oh, and I almost forgot. Thanks for the CameraExist, it helped a lot on the Wrappers, but I think we're still missing a TerrainExist function. Any thoughts on that?

Thiago
APEXnow
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Posted: 15th Feb 2007 21:55
kBessa, I'll sort out a list of the added functions later on this evening. I can't at present as I'm indisposed.

Paul.

kBessa
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Posted: 15th Feb 2007 22:08
No problem Paul, that's just for the weekend. Thanks in advance!

Thiago
Neglected
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Posted: 6th Mar 2007 10:15
So, are the pending bugs going to be fixed?

I'm asking because I would like to migrate some DBPro code I made to the c++ language. But before I buy anything, I want to make sure that it is going to be possible, and that every command has its working equivalent.

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