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  #1  
Old 07-18-2003, 04:47 AM
aldore55
Fire Beetle
 
Join Date: Feb 2003
Location: CA
Posts: 3
Default My problems complieing in MS VC++ 6.0

Here the errors im getting when tring to complie in MS VC++ 6.0

When complieing EMuShareMem - Win32 Release: get one error
C:\eqemu\NewSource\EMuShareMem\NPCFactionLists.cpp (55) : error C2065: 'DEBUG' : undeclared identifier
Error executing cl.exe.



Results
EMuShareMem.dll - 1 error(s), 0 warning(s)

-------------------------------------------------------------------------------------
World .exe: No errors


-------------------------------------------------------------------------------------
Zone.exe complie: was 34 errors got it down to 6 now.

Output Window
Compiling...
attack.cpp
C:\eqemu\NewSource\Zone\attack.cpp(283) : error C2065: 'DEBUG' : undeclared identifier
client.cpp
C:\eqemu\NewSource\Zone\client.cpp(7316) : error C2065: 'DEBUG' : undeclared identifier
client_process.cpp
C:\eqemu\NewSource\Zone\client_process.cpp(32 : error C2065: 'DEBUG' : undeclared identifier
C:\eqemu\NewSource\Zone\client_process.cpp(5910) : error C2371: 'i' : redefinition; different basic types
C:\eqemu\NewSource\Zone\client_process.cpp(5900) : see declaration of 'i'
MobAI.cpp
C:\eqemu\NewSource\Zone\MobAI.cpp(307) : error C2065: 'DEBUG' : undeclared identifier
spells.cpp
C:\eqemu\NewSource\Zone\spells.cpp(48 : error C2065: 'DEBUG' : undeclared identifier
Error executing cl.exe.



Results
Zone.exe - 6 error(s), 0 warning(s)
-------------------------------------------------------------------------------------


Im new at all this but had no problems in the past complieing source codes. I applied changes for posts 5.0 fixes / changes
and Compile errors in VC++ 6.0. Still cant get them to complie.


Thanks for any help or advice on how or what i did wrong. lol


John
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  #2  
Old 07-18-2003, 04:52 AM
Edgar1898
Senior Member
Former EQEmu Developer
Current EQ2Emu Lead Developer
 
Join Date: Dec 2002
Posts: 1,065
Default

Add DEBUG to your precompiler definitions list. As for the redefinition, just rename the second one to ii and change the function to reflect that change. Without looking at the code and seeing what the definitions were and where they were defined, that is the safest option.
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  #3  
Old 07-18-2003, 04:57 AM
tcsmyworld's Avatar
tcsmyworld
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Join Date: Feb 2002
Posts: 452
Default

For the DEBUG errors , open projects\settings , under C/C++ in the preprocessor definitions add DEBUG.
That should get those.
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  #4  
Old 07-18-2003, 05:21 AM
alkrun
Sarnak
 
Join Date: Jan 2002
Posts: 66
Default

All of those lines should be changed to or wrapped with #ifdef DEBUG statements too.
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  #5  
Old 07-18-2003, 05:26 AM
Bigpull
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Join Date: Feb 2003
Posts: 305
Default

erm no they shouldn't debug is always defined if it's not you're doing something wrong.
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  #6  
Old 07-18-2003, 05:51 AM
alkrun
Sarnak
 
Join Date: Jan 2002
Posts: 66
Default

It's not defined in the projects I have and I didn't touch the project settings.

Wrapping them up doesn't cost anything other than the 10 minutes it would take to change the code. What it saves you is having code that won't compile when the preprocessor definition gets removed from the project settings as looks like the case with 5.0.
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  #7  
Old 07-18-2003, 06:16 AM
gazember
Fire Beetle
 
Join Date: May 2003
Posts: 2
Default

After downloading the source I have noticed the following,

There are many .dsw files. When I try to load them VC6 asks for a .dsp file too. ???

If I try to create a project for world and zone I get the following error when trying to comple. I have not touched the code at all.

--------------------Configuration: EMuShareMem - Win32 Debug--------------------
Compiling...
DLLMain.cpp
Doors.cpp
Items.cpp
Loot.cpp
MMF.cpp
NPCFactionLists.cpp
NPCTypes.cpp
Spells.cpp
EMuShareMem.cpp
timer.cpp
Linking...
Creating library ../Build/EMuShareMem.lib and object ../Build/EMuShareMem.exp

EMuShareMem.dll - 0 error(s), 0 warning(s)


--------------------Configuration: World - Win32 Debug--------------------
Compiling...
client.cpp
console.cpp
LoginServer.cpp
net.cpp
c:\source\world\net.cpp(316) : error C2065: '_beginthread' : undeclared identifier
zoneserver.cpp
Error executing cl.exe.

World.exe - 1 error(s), 0 warning(s)

--------------------Configuration: Zone - Win32 Debug--------------------
Compiling...
attack.cpp
client.cpp
client_process.cpp
doors.cpp
entity.cpp
faction.cpp
forage.cpp
groups.cpp
hate_list.cpp
import_raw_items.cpp
c:\source\common\mysql_com.h(11 : error C2146: syntax error : missing ';' before identifier 'fd'
c:\source\common\mysql_com.h(11 : error C2501: 'SOCKET' : missing storage-class or type specifiers
c:\source\common\mysql_com.h(11 : error C2501: 'fd' : missing storage-class or type specifiers
c:\source\zone\import_raw_items.cpp(50) : error C2039: 'unknown0144' : is not a member of 'Item_Struct'
c:\source\common\eq_packet_structs.h(975) : see declaration of 'Item_Struct'
c:\source\zone\import_raw_items.cpp(50) : error C2039: 'unknown0144' : is not a member of 'Item_Struct'
c:\source\common\eq_packet_structs.h(975) : see declaration of 'Item_Struct'
loottables.cpp
Map.cpp
mob.cpp
MobAI.cpp
net.cpp
npc.cpp
Object.cpp
parser.cpp
petitions.cpp
PlayerCorpse.cpp
spawn2.cpp
spawngroup.cpp
spells.cpp
WesQuests.cpp
worldserver.cpp
zone.cpp
zonedbasync.cpp
Error executing cl.exe.

Zone.exe - 5 error(s), 0 warning(s)


Please help!
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  #8  
Old 07-18-2003, 06:20 AM
aldore55
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Join Date: Feb 2003
Location: CA
Posts: 3
Default TY it worked Woot

Thank you guys it worked! Keep up the good work

John
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  #9  
Old 07-18-2003, 09:37 AM
Smarto's Avatar
Smarto
Fire Beetle
 
Join Date: Feb 2003
Posts: 17
Default Im having the same problem

gazember i get the same errors and same everything as you :( i wish we could solve it.
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  #10  
Old 07-20-2003, 01:57 PM
Krayz
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Join Date: May 2003
Posts: 20
Default

Gazember and Myself are working on the same server. Today I finally got the code to compile. Once I downloaded the .dsp files from the Respository, and set a few directory paths it worked great.

However now for some reason my Quest NPC that gives levels think its a Guildwars server and won't give levels above 50. Where in the last 0.4.4 source code is the Guildwars switch set at?

Thanks.
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  #11  
Old 07-21-2003, 02:54 AM
Merth
Dragon
 
Join Date: May 2003
Location: Seattle, WA
Posts: 609
Default

Quote:
Where in the last 0.4.4 source code is the Guildwars switch set at?
Try removing GUILDWARS from the preprocessor definition list.
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  #12  
Old 07-21-2003, 03:19 PM
Krayz
Fire Beetle
 
Join Date: May 2003
Posts: 20
Default

Ok if this is a dumb question then just slap me. But what I remember from my C++ class which seems like forever ago, the preprocessor is run before the source code is compiled. Meaning if I remember correctly it would be up with the #includes, and #define. I'm I on the right track here? If so then which .cpp file will Guildwars be defined in? I see ifdef=Guildwars and ifdef=Guildwars2 in tons of places, but I never see #define Guildwars anywhere.

Which brings up two questions. 1. Am I on the right track, and 2. What is the difference between Guildwars and Guildwars2?

Like I said if these are dumb questions just say so.

Edit: Nevermind I found the answers I was looking for.
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  #13  
Old 07-22-2003, 04:54 AM
aldore55
Fire Beetle
 
Join Date: Feb 2003
Location: CA
Posts: 3
Default Download source dated 7/20

Hello again have another problem. I download source dated 7/20. When i complie it gives me a new error:
Compiling...
MobAI.cpp
C:\eqemu\NewSource\Zone\MobAI.cpp(1544) : error C2955: 'list' : use of class template requires template argument list
C:\Program Files\Microsoft Visual Studio\VC98\INCLUDE\list(415) : see declaration of 'list'
C:\eqemu\NewSource\Zone\MobAI.cpp(161 : error C2955: 'list' : use of class template requires template argument list
C:\Program Files\Microsoft Visual Studio\VC98\INCLUDE\list(415) : see declaration of 'list'
Error executing cl.exe.



Results
Zone.exe - 2 error(s), 0 warning(s)

Not sure how to fix it. lol The dll and world complied with out any problems.

thanks for any advice

John
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  #14  
Old 07-22-2003, 05:17 AM
devn00b's Avatar
devn00b
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Join Date: Jan 2002
Posts: 15,658
Default

Guildwars 2 was somthing that image was working on when he was running the guildwars server. it isnt complete and is probly the most buggy portion of the code.

Guildwars 1 is the origanal (and most uptodate) GW code.
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Current Work: EverQuest 2 Emulator. Zeklabs Server
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  #15  
Old 07-22-2003, 07:10 AM
DeletedUser
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Join Date: Sep 2002
Posts: 0
Default

That must have been one horrible class, if you look under build->Set active configuration, you choose the guildwars or guildwars 2 build and it has it in the preprocessor definitions.
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