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Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186170] Sat, 24 May 2008 22:50 Go to next message
firefly28 is currently offline firefly28

 
Messages:54
Registered:May 2008
Hi as far as I can see everything seemed to compile ok except warning files in relation to russian language files , I just comiled JA MS VS Express 2005 project with a 90 day trial of vs 2005 pro. I expected it to compile and executable? Where is the exe located also when I click start debugging to run my compiled project it says something about fmod.dll missing? Can anyone help me resolve this I think Im nearly there and have it working

edit:

I am reading whats here on the forums extensively Smile I found something and am going to try it, I am rebuilding and think I should know where my exe is , now once the exe is made is it the case that I can just run it from the svn directory? (i.e have a whole game compiled and now able to run?)

Not meaning to spam the place its just I find this whole fighting against the tools part the worst and just want it out the way, I know Im nearly there so I figure just get this part done and Im set just to enjoy trying stuff with the code

Ok I have in my debug directory my_JA2.exe.manifest &

my_ja2.exe.intermediate.manifest etc

It appears theres no proper exe?

[Updated on: Sat, 24 May 2008 23:06] by Moderator

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Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186171] Sat, 24 May 2008 23:05 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia

The times when I last compiled something are buried in history, but one thing I can tell you for sure. The EXE is one thing, the game itself is another. You kindda need the /Data and some other folders and files.

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Captain
Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186176] Sat, 24 May 2008 23:17 Go to previous messageGo to next message
firefly28 is currently offline firefly28

 
Messages:54
Registered:May 2008
Ok yeah what I have are alot of object files , It doesnt appear to have created exes or dlls Im just wandering what I need to do because everything built fine.

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Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186178] Sat, 24 May 2008 23:21 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
@ Maverick

Your not spamming at all. Keep the questions coming. Smile


After compiling you should have an executable file. If you compiled the 1.13 source code, then you need JA2 + 1.13 installed, then copy/paste your exe file into the root directory of your JA2 and then run the exe. And hopefully if your compile was a success, the game will run.

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Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186179] Sat, 24 May 2008 23:22 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia

Here's a quote I've dug up from an old old post. Might help, dunno...

Quote:
The EXE is only built if there are no erros in all of the projects. You do not need to care about the warnings.

You can set the output path of your EXE in VS 2003. The output path should be point to your JA2 Installation folder. So you can simple debug your code.

How to change the location of your EXE output file in VS 2003:

Select the ja2 project in your solution explorer -> right click -> properties -> Linker -> General -> Output File:

Set it to something like: C:\Games\Jagged Alliance 2\my_ja2.exe

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Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186197] Sun, 25 May 2008 00:15 Go to previous messageGo to next message
firefly28 is currently offline firefly28

 
Messages:54
Registered:May 2008
ahh yes prior to checking back Smile I found it in exactly the place you say shanga Smile . Hey Marlboro Man thanks Smile) + what you have said regarding the exe being done in such a way it needs put into a current install well things make a bit more sense now Smile. Its with doing my own small programs, the exe always runs the program. (I kinda figured that source should encompass everything, you know build from ground up)

Anyway Im just thinking on the wrong track because I started with the 1.13 source instead of vanilla Smile but Im away to install v1.13 now cheers!! (Actually no its making sense in a way because that fmod.dll must be one of the files required by the mod at runtime, like you are saying shanga I think I aint making the distinction between the exe and program data to well - giving it too much credit hehe)

edit: Ok copied all my files from C:\games\jagged alliance 2 en to the ja2 gold dir and it says ja 2 windowed mode requires a resolution of 16bpp or less? then vista says app has encountered problem yet the 1.13 patch worked prior to moving the files

During the 1.13 install I noticed an option "source code" but I figured since I already had that I didnt need it, I am going to try setting my rez to 16bpp and see if that will start it

OK just checked I get a debug error a screen comes up in 16bpp mode that says
Beta version error reporting enabled
debug v1.13.2180 debug build 08.05.18
soldier type 1664 bytes

[Updated on: Sun, 25 May 2008 00:25] by Moderator

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Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186198] Sun, 25 May 2008 00:35 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia

Windowed mode doesn't work unless you set your screen to 16bpp. Play fullscreen if you dont want to mess with Display Settings.

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Captain
Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186199] Sun, 25 May 2008 00:44 Go to previous messageGo to next message
firefly28 is currently offline firefly28

 
Messages:54
Registered:May 2008
Thats the thing I never set it to windowed mode anywhere. I tested the mod before I copied any of my files and it worked, next I copy my exe over and its saying about windowed mode? I never set that . I already did what you suggest by putting the screen to 16bpp and what happens then is I get a black debug window with the information above and runtime error displayed. Is there a place on my PC or some ini file I can alter to stop the game starting in windowed mode? (I never ever use windowed mode so if its set anywhere its set by default and Im just wandering where)

Ok in screens.cpp is the following code

#ifdef _DEBUG
#define WINDOWED_MODE
#endif

My source is defined in debug active win32 in configuration manager? should I set it to release? Also when I set it to release it changes but the minute I reload the config manager again it always goes back to debug I THINK that may be my problem so how can I change my app not to use begug mode? Assuming Im correct and there isnt an easier way

Ok Ive took the _DEBUG preprocessor field out from the preprocessor field in project properties, hopefully that fixes it because _DEBUG well to my inexperianced thinking shouldnt be defined lol but that probably wont be it hehe.

I still get the same thing, I also noticed my main exe is 7.74MB the exact same size as the debug exe, is that wrong , why do I keep getting a black debug window saying beta debugging?

[Updated on: Sun, 25 May 2008 01:06] by Moderator

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Re: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run[message #186204] Sun, 25 May 2008 01:10 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
You're talking about 1.13? It's in the INI file. Use the editor provided.

[CORRECTION] It's not the INI from /data-1.13... Look for a Ja2.ini file in the root folder. That's where the general settings are set. You can safely edit it by hand and set SCREEN_MODE_WINDOWED = 0

[Updated on: Sun, 25 May 2008 01:14] by Moderator

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Re: Giving in for the night really need help here and as much up to date info+someone check SVN [message #186212] Sun, 25 May 2008 01:56 Go to previous message
firefly28 is currently offline firefly28

 
Messages:54
Registered:May 2008
Sweet thats it starting in full screen mode now but Im still getting

Runtime error
Beta version error reporting enabled
debug v1.13.2180 debug build 08.05.18
soldier type 1664 bytes

Also in my JA2 dir I have files
ja2_release_2169_ru.exe
my_ja2.exe

and some other files, a debug file which is exactly the same size as my_ja2.exe Im just wandering if I should have a russian release exe? Im going to look around for other sources and start afresh because everythings built ok, just dont get how this isnt working still thanks a bunch for mentioning that ini, I did see comments in the code it said something about an ini but didnt specify which one

Im going to finish up for tonight but gonna have 1 last shot only this time I am going to re-install 1.13 and I am going to put in this thread the site I get the mod from, the version number, the site I get the source from, the revision number listed if poss. (Cheers for all the help)

heres the exact link to the exact folder containing everything I have used
https://81.169.133.124/source/ja2/trunk/GameSource/ja2_v1.13/Build

heres the name of the release of 1.13 I downloaded
ja2v1.13release502

edit:

managed to find some warning plus strange message i.e

(Language set to GERMAN, You'll need Topware/german CDs)

and

10>smooth.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>SmartMethod.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>selectwin.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Sector Summary.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Road Smoothing.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>popupmenu.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>newsmooth.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>messagebox.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Item Statistics.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>EditorTerrain.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>EditorMercs.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>EditorMapInfo.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>EditorItems.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>EditorBuildings.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Editor Undo.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Editor Taskbar Utils.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Editor Taskbar Creation.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Editor Modes.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Editor Callbacks.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>edit_sys.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Cursor Modes.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
10>Build log was saved at "file://d:\Program Files\Jagged Alliance 2 Gold\Source Code\Build\Editor\Debug\BuildLog.htm"
10>Editor_2005Express - 0 error(s), 21 warning(s)
9>Compiling...
9>finances.cpp
9>florist Cards.cpp
9>florist Gallery.cpp
9>florist Order Form.cpp
9>florist.cpp
9>funeral.cpp


BTW thats me done it from scratch, about to put it to full screen but its looking like Im going to get the same thing, how do I get it from german to english? the more I think about it that could be causing a problem

edit :

Going to sleep soon Smile but I found the file LanguageDefines.cpp and it had define german and had in comments to set one here so I changed it as follows

#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(TAIWANESE)
/* please set one manually here (by uncommenting) if not willingly to set Workspace wide */
#define ENGLISH
//#define GERMAN
//#define RUSSIAN
//#define DUTCH
//#define POLISH
//#define FRENCH
//#define ITALIAN
//#define TAIWANESE

#endif

edit: gn all Smile One final thing would really appreciate input about is those linker errors because according to the microsoft site its to do with putting the file into a dll or something and shared resources, either way even if this is harmless I still cant see what Im doing wrong Ive been into everything on this forum and the limited info thats other places any input is much needed, heres the microsoft article(Was hoping to have this compilation done in 2 hours heck I can be 50% through a gentoo install in about 3 hours anyway lol, hope someone who compiles source of late can pitch in)

Its not as if the actual compilation is rocket science but the info is kinda dated which is causing the problems

You receive the linker tools warning "LNK4221" message when you try to add resources to a static library
View products that this article applies to.
Article ID : 815773
Last Review : January 5, 2006
Revision : 2.0
SUMMARY
This article discusses the Linker Tools Warning LNK4221 message. This warning occurs when you try to add resources to a static library. The linker tries to add resources in a publicly accessible way. However, the linker fails and you receive the following warning message:
warning LNK4221: no public symbols found; archive member will be inaccessible
An object file was added to an archive library that has no public symbols. The object is not accessible by using subsequent linker commands.
MORE INFORMATION
Steps to Reproduce the Behavior
Create, and then build an MFC Single-Document Interface (SDI) or a Multiple-Document Interface (MDI), and also a dialog-based application by using the Application Wizard. To do this, follow these steps:1. Create, and then build an MFC Application project. To do this, follow these steps:a. Start Microsoft Visual Studio .NET or Microsoft Visual Studio 2005.
b. On the File menu, point to New, and then click Project
c. Click Visual C++ Projects under Project Types, and then click MFC Application under Templates.

Note In Visual Studio 2005, Visual C++ Projects is changed to Visual C++.
d. In the Name text box, type MyApp, and then click OK.
e. Click Finish.
f. Build the MyApp project.
MyApp.res resource file is created in the debug directory.
2. Create, and then build a Win32 Project. To do this, follow these steps:a. Start Visual Studio .NET or Visual Studio 2005.
b. On the File menu, point to New, and then click Project
c. Click Visual C++ Projects under Project Types, and then click Win32 Project under Templates.

Note In Visual Studio 2005, Visual C++ Projects is changed to Visual C++.
d. In the Name text box, type TestLib, and then click OK.
e. In the Win32 Application Wizard, click Next, click Application Settings, click Static Library under Application type, and then click Finish.
f. In Solution Explorer, right-click TestLib, point to Add, and then click Add Existing Item.

Note In Visual Studio 2005, Add Existing Item is changed to Existing Item.
g. In the Add Existing Item dialog box, locate, and then add MyApp.res.

3. Build the TestLib project. You may receive the warning message that is mentioned in the "Summary" section.
4. Remove MyApp.res from the TestLib project. Repeat steps f and g in step 2 to add the MyApp.res resource file.
5. Build the TestLib project. You may receive the warning message that is mentioned in the "Summary" section.
When you put the object file in the archive library, the object file is not included in the final image file. This behavior occurs because the object file does not have public symbols.

Note When you want to share the resources, put the resources in a DLL.
checked

Also doesnt help its supposed to be compiling english and the files named as such but in the defines its set to german, when I changed that I actually get the logo comming up now with the runtime error, so could someone perhaps do a default install of VS 2005 non express edition (None of your own custom settings, just follow the instructions dotted over the forum and see what you come up with, either that or set me straight to where Im going wrong because Im starting to think information is missing or that svn build is not 100% stable by the settings provided on the forum. Finally I can use MS VS Express because the platform SDK doesnt work on vista and the windows SDK does have MFC headers, I ended up installing a 90 day trial of VS 2005 pro to get MFC and tried the platform SDK included with 2005 pro + the windows sdk 2008 , no joy very frustrating trying to piece together how to accomplish this now)

edit:

Ok another day Smile I am going to try doing all of this on an xp machine, that way I can use the more dated but probably more stable platform sdk and be able to follow the instructions to the letter, you see with having to use vista I had to use the 2008 win sdk and that doesnt have MFC headers, to get arouind this I had to install MS VS 2005 trial, the non express edition and compile using a VCExpress named project. Maybe its false hope but Im thinking maybe the differance between the full and express versions and the fact I had to improvise + using vista was what stopped things working as they should, this way I can follow things to the letter and be more sure whether the problem was at my end with vista or whether its something to do with the svn. If I manage it succesfully I will test for a bit and summarise it all so as to hopefully help someone in the same boat in the future. (The reason Im so determined is because of having access to source code, if I could get the forsaken source Smile working I could learn a heap just buy going through the code and referancing stuff I dont know with books I have. (Trons instructions on the site seem really good, I may end up installing linux as I am going to need it for UNI in september anyway buit heck gentoo takes a long time!)

[Updated on: Sun, 25 May 2008 17:01] by Moderator

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