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Keygen is offline Keygen
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  Old Post 18-12-2003 02:54 Visit Keygen's homepage!
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Any further attempt to compile in VC++ .NET?

sprudl is offline sprudl
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  Old Post 25-12-2003 06:31
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I tried compiling this on with VC++ 7.1 but I keep getting errors. Even in the standard headers.

I'm confused about the list header. What am I supposed to replace it with?

Maybe I should try again when I'm less tired

Keygen is offline Keygen
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  Old Post 25-12-2003 19:41 Visit Keygen's homepage!
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Isn't there a utility that updates older code created in VC++ 6.0 in the VC++ .NET? I think they supposed to have such a tool but since I don't have VC++ .NET I can't be sure.

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  Old Post 25-12-2003 20:03
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I keep getting errors about too few template arguments like this:
c:\devel\ctp2\ctp2_code\ai\list-fixed(59): error C2976: 'std::_Bidit' : too few template arguments

After some googling I discovered it appears to be a bug in the VC++ 7.1 compiler.

Does anyone know if there's a workaround?

Martin Gühmann is offline Martin Gühmann
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Did you search for an update on Microsoft's pages? Maybe you should try to get an earlier version of MS VC++ of course for free.

Other than that I cannot give more usefull advice as I use VC++ 6.0.

-Martin

Keygen is offline Keygen
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  Old Post 28-12-2003 01:35 Visit Keygen's homepage!
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In case you don't know:

For information and downloads regarding visual studio .net visit: http://msdn.microsoft.com/vstudio/default.aspx
For support: http://support.microsoft.com/defaul...=fh;en-us;vsnet

More links in Microsoft's site.
If you find no answer to the problem in question simply email them.
It might prove to be a rather simple fix after all.

george03 is offline george03
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Nov 2003
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  Old Post 24-02-2004 20:45
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Hello!
Did anyone manage to get the source code compiled on VC++ .NET 2002 or 2003?

Martin Gühmann is offline Martin Gühmann
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I doupt that anyone tried it at least not publicly, so you are on your own, if you have .net then just try it of course with the lastest source files available.

-Martin

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 20-04-2004 19:21 Visit Martin Gühmann's homepage!
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OK, I played around with .NET at uni. So far I was able to compile the mapplugins, but wasn't able to compile, dbgen.exe and the debug *.exe.

As I don't have administrator rights I had to replace all the appearance of CDKDIR again in all the *.dsp files first, then I had to convert the VC 6 dsw file to a .NET solution, note that you have to replace the CDKDIR refferences first otherwise you still have some refferences in .NET files.

Then I had to add the include stuff I did what Mr Ogre suggested in the other thread:

quote:

MAKE SURE THE INCLUDE PATHS FOR DIRECTX AND DXMEDIA COME FIRST IN YOUR SETTINGS. That is very important, especially for DirectX. If you don't do this step, you will get the wrong version of ddraw.h, the one that's included with VC++ 6.0 is horribly outdated. Go to Tools->Options->Directories, Include Files, and put C:\DXSDK\Include at the top of the list, and just under it, add c:\DXMedia\include and then c:\DXMedia\classes\base. That assumes you installed them to DXSDK and DXMedia.

Copy the libraries into the ctp2 libs folder:

copy c:\dxsdk\lib\*.lib (ctp2_src)\libs\directx\lib
copy c:\dxmedia\lib\*.lib (ctp2_src)\libs\dxmedia\lib


You find the include places under: Tools->Options->Projects->VC++ Directories

I added under as first directory: Show directories for Executable file
Z:\RAID\CTP2\ctp2source\bin

That's the directory of the binaries like bison or flex.

Under include files:

Z:\RAID\CTP2\DXSDK\include
Z:\RAID\CTP2\DXMedia\classes\base
Z:\RAID\CTP2\DXMedia\include

The stuff for direectX and direct media.

And under Libary files well nothing and I thought I put there the libaries, however I copied like Mr Ogre the libary stuff.

And then I changed in Project->Properties->Linker->Advanced Target Machine from MachineX86 (/MACHINE:X86) to Not Set.

I think this should be done but so far I wasn't able to test it whether this has any effect, because I got these error messages:

code:
------ Build started: Project: dbgen, Configuration: Debug Win32 ------ Performing Custom Build Step "", line 1: premature EOF /cygdrive/z/Raid/CTP2/ctp2source/bin/flex: could not create z:\Raid\Ctp2\ctp2source\ctp2_code\gs\dbgen"lex.yy.c z:RaidCtp2ctp2sourcectp2_codegsdbgenctpdb.l Project : error PRJ0019: A tool returned an error code from "Performing Custom Build Step" Build log was saved at "file:// z:\Raid\Ctp2\ctp2source\ctp2_code\gs\dbgen\Debug\B uildLog.htm" dbgen - 1 error(s), 0 warning(s)


I see that the '' are missing in the path name but I don't know why.

-Martin

J Bytheway is offline J Bytheway
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  Old Post 20-04-2004 20:27 Visit J Bytheway's homepage!
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Do you mean " or \ are missing? If the latter, you might try changing them to / instead.

Otherwise, you could just do the custom build steps by hand on a command line.

Martin Gühmann is offline Martin Gühmann
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Actual this is the problem:

z:RaidCtp2ctp2sourcectp2_codegsdbgenctpdb.l

You see neither \ or / given this is really the filename it tried to create.

-Martin

Solver is offline Solver
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  Old Post 20-04-2004 21:20 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Maybe try to replace \ with \\ in custom build step command?

J Bytheway is offline J Bytheway
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Judging by the "/cygdrive/z/" it's running under bash, which probably won't recogonise \ as a directory separator, which could be causing the problem...

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  Old Post 20-04-2004 21:22 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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How is that possible anyway, Visual Studio .NET on a machine that's running bash?

J Bytheway is offline J Bytheway
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quote:
Originally posted by Solver
How is that possible anyway, Visual Studio .NET on a machine that's running bash?


Through the magic of cygwin.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 20-04-2004 21:31 Visit Martin Gühmann's homepage!
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Actual I access my linux home directory from a WinXP computer, and I think it is something like a virtual drive the Z: drive. Z:\Raid\ is actual some another hardrive space provided on the Linux/Unix platform. So it is possible that it runs under a bash. So the only question is now where I have to insert this addition \.

-Martin

J Bytheway is offline J Bytheway
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  Old Post 20-04-2004 23:17 Visit J Bytheway's homepage!
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What does the custom build command say?

Martin Gühmann is offline Martin Gühmann
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The custom built command for z:\Raid\Ctp2\ctp2source\ctp2_code\gs\dbgen\ctpdb.l looked like this:

code:
Z:\Raid\CTP2\ctp2source\bin\flex -i -o"$(ProjectDir)"lex.yy.c "$(InputPath)"


I changed it to this:

code:
Z:\Raid\CTP2\ctp2source\bin\flex -i -o"$(ProjectDir)\lex.yy.c" "$(InputPath)"


I moved a quotation mark from before the lex.yy.c behinfd the lex.yy.c and put at the original postion of the quotation mark a \.

I also had to change in the dbgen properties in Linker->General->Enable Incremental Linking from No (/INCREMENTAL:NO) to Yes (/INCREMENTAL).

With this dbgen links fine.

Maybe I have also to do it in the main CTP2 project, too.

Another constum built error for z:\Raid\Ctp2\ctp2source\ctp2_code\ui\ldl\ldl.l was this:

code:
Z:\Raid\CTP2\ctp2source\bin\flex -i -Pldl -o"$(ProjectDir)"..\ui\ldl\lex.ldl.c "$(InputPath)"


Again changed to:

code:
Z:\Raid\CTP2\ctp2source\bin\flex -i -Pldl -o"$(ProjectDir)..\ui\ldl\lex.ldl.c" "$(InputPath)"


Another one for z:\Raid\Ctp2\ctp2source\ctp2_code\gs\newdb\DBLexer
.l

I fix it according the same pattern.

Probably I will find a lot more. So I stop now and report later.

-Martin

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 21-04-2004 21:54 Visit Martin Gühmann's homepage!
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I it looked like every custom built file is affected, in addition there were ..\ctp2_code\gs\slic\slic.l and ..\ctp2_code\gs\slic\sliccmd.l. And also all the *.cdb files in the ..\ctp2_code\gs\newdb\ folder. Unfortunatly not all of the *Record.* files are rebuilt, I don't have updated stamps of:

AdvanceListRecord.stamp
BuildingListRecord.stamp
BuildListSequenceRecord.stamp
ImprovememtListRecord.stamp
UnitBuildListRecord.stamp
WonderBuildListRecord.stamp

Than I got such error messages:

z:\RAID\CTP2\ctp2source\ctp2_code\gs\newdb\BuildLi
stSequenceRecord.h(89) : warning C4183: 'Init': missing return type; assumed to be a member function returning 'int'

That could be fixed by adding the return type to the Init function in RecordDesscription.*, for most of the DB records.

-Martin

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 24-05-2004 18:56 Visit Martin Gühmann's homepage!
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Here is the modified deque, I think I should replace the ACTIVISION_ORIGINAL stuff by something more appropiate, as this is not Activision code. Another problem with this file is that there are still two problems, but it should fix a bunch of other problems.

I put it into a separte folder and added this folder to the include file list in front of the MS include file directories.

Another problem I wasn't able to fix yet is the Scheduler thingy I still don't know into which file I should move.

-Martin

Attachment: deque.zip
This has been downloaded 2 time(s).

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 26-05-2004 21:38 Visit Martin Gühmann's homepage!
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Well looks like I attached the wrong file, it wasn't deque, but it is a list-fixed here is the file:

Well so far no real idea for:
typedef std::deque > Scheduler_Vector;

And no idea for tech_wllist.h

-Martin

Attachment: list-fixed.zip
This has been downloaded 2 time(s).

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 28-05-2004 16:59 Visit Martin Gühmann's homepage!
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Well I was able to pass the Scheduler problem, I just replaced these lines:

typedef std::deque > Scheduler_Vector;
typedef std::deque Scheduler_Vector;

by:

typedef std::vector > Scheduler_Vector;
typedef std::vector Scheduler_Vector;

In Scheduler.h

Does anybody see a problem to use a vector instead of deque, are there any problems like access time?

-Martin

vovan is offline vovan
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  Old Post 31-05-2004 05:54
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Martin,

As per Microsoft's C++ Reference:

quote:
The Standard Template Library (STL) sequence container deque arranges elements of a given type in a linear arrangement and, like vectors, allow fast random access to any element and efficient insertion and deletion at the back of the container. However, unlike a vector, the deque class also supports efficient insertion and deletion at the front of the container.


Note the last sentence. So, the replacement of the deque with the vector might slow down the ai scheduling, if they do a lot of pushing and popping, though I imagine if that were the case, a stack might have been better. (Though, of course, underneath it uses a deque any way.)

vovan is offline vovan
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  Old Post 31-05-2004 08:15
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Don't know if anyone cares now, but I have successfully compiled the game on Visual Studio.NET just now. (That's .net 2002 + sp2, not 2003.) I documented everything I did as I went, so all the steps should be there:

1. Copied everything to C:\CTP2 after installation so as to not have any spaces in the path - just easier that way.

2. Opened up the ctp\civctp.dsw workspace.

3. Clicked "Yes to All" to convert all projects to new format.

4. Clicked "Build Solution".

5. Could not find "reftime.h"

6. Read the readme. And realised I didn't have DirectX Media SDK installed, only the DirectX SDK.

7. Downloaded and installed DirectX Media SDK.

8. Now, all projects except ctp2 built. The latter has 732 errors, and 1264 warnings.

9. A lot of the errors seem to come from the list-fixed header. So, introduced a new symbol for conditional compilation: USE_OLD_LIST_FIXED. Everything that included that one, now checks for the symbol. If the symbol is defined, list-fixed is used. Otherwise, the standard <list> is used. This change affected the following files: gs\gameobj\gaiacontroller.h; ai\diplomacy\Diplomat.h; ai\diplomacy\foreginer.cpp; ai\strategy\scheduler\Plan.h; ai\strategy\scheduler\scheduler.cpp; ai\strategy\scheduler\scheduler_types.h; ai\mapanalysis\settlemap.h. This helped some, as there were now 592 errors and 631 warnings.

10. But there still were problems with the standard library. It seemed the dbgallocator thingey might be responsible. So, I went to c3debugstl.h and used a new preprocessor symbol: USE_OLD_DBGALLOCATOR. If it is defined, then the dbgallocator class is used. Otherwise, it is just defined as std::allocator. This helped a lot, as there were now 150 errors and 732 warnings.

11. There was now the following last problem with the STL. The deque class used in the ai\strategy\scheduler\Scheduler class, attempts to find out the size of its template parameter using sizeof. However, we typedef a deque of Schedulers *inside* the scheduler class, hence at that point the class hasn't been defined yet (despite the forward delaration in the beginning of the header file), and hence sizeof fails with an error: "Use of undefined type 'Scheduler'". To work around that, I used yet another preprocessor symbol: USE_DEQUE_CONTAINER. If the symbol is defined, the deque is used as per the original code. Otherwise, a vector is used instead, as first proposed by Martin Guehmann. The problem count is now down to 118 errors, and 315 warnings. What's more, there are no more STL errors. Wohoo!

12. Next up, I wanted to fix up the sound, so I got the mss.h/mss.lib from Apolyton, and that worked. Thanks, jonwil. The problem count is now at 67 errors and 300 warnings.

13. Then, there was the deprecated std::_MAX macro. To take care of that, just replaced it with max whereever used. As well, the std::_MIN call was replaced with min. The affected files were: ui\aui_common\aui_control.cpp and ui\aui_ctp2\Original\radarmap.cpp. Note that min and max are windows-specific macros, however. It would be better to use std::min and std::max instead, but for those calls not to clash with the macros, one would need to #define NOMINMAX before #including <windows.h>. I was too lazy to search for that include, however, so I just used the macros. That got the problem count down to 45 errors and 17 warnings. (Note that I am not rebuilding the things that have already been built successfully, so the low warning count isn't really indicative of anything.)

14. Next, I decided to take care of a simple problem - the sizeof(enum) thing. I replaced that with enum CIV_INDEX, just 'cause it seemed that that's the enum that is being written, though I didn't read into the code much, so maybe just replacing this with sizeof(int) would have been a better workaround. Two more errors off.

15. Then there were the networking "reference to nonstatic member" problems. As per Ralph's solution, just replaced them all with NULLs for the time being. The files affected here were ui\netshell\ns_aiplayer.cpp, ui\netshell\ns_aiplayersetup.cpp, ui\netshell\ns_game.cpp, ui\netshell\ns_gamesetup.cpp, ui\netshell\ns_gplayer.cpp, ui\netshell\ns_lobby.cpp, ui\netshell\ns_player.cpp, ui\netshell\ns_playersetup.cpp, ui\netshell\ns_rplayer.cpp, ui\netshell\ns_server.cpp, ui\netshell\ns_session, and ui\netshell\ns_transport.cpp. Down to 8 errors, and 14 warnings.

16. Then, for some odd reason, there was a simple error. in gs\slic\SlicEngine.cpp, line 965 was like this:

symStart = 0;+

Note the plus on the end. Naturally, that caused an error. Fixed that.

16.5. I also had the problem of the compiler complaining about redefined InterlockedExchange in combase.h of the DirectX Media. Just commented that inline definiteion out, as mjs0 suggested.

17. Now, there was the following problem. In gs\slic\slicif.cpp, there are a few lines of code repeated in some functions, that read like this:

SlicDBInterface *conduit = (SlicDBConduit *)dbptr;

Now, SlicDBConduit is a templated class, hence the compiler was complaining that there are no template parameters. I replaced all five instances of this cast with:

SlicDBInterface *conduit = (SlicDBInterface *)dbptr;

That took care of that problem.

18. Next, a few more errors showed up. In ui\netshell\netfunc.cpp, the templated versions of the Handle function were not implemented according to the standard, and hence, whenever Insert(Add(new T(t))); was called, I got a "Unknown identifier 'T'" error. I had to replace that with the correct template parameter manually, like so:

bool NETFunc::ListHandler<NETFunc::Server>::Handle(Message *m) {
...
Insert(Add(new T(t)));

went to

bool NETFunc::ListHandler<NETFunc::Server>::Handle(Message *m) {
...
Insert(Add(new NETFunc::Server(t)));

And so on. After these changes, there were no more compilation errors.

19. Now, I got some linking errors about missing libraries for DirectX, and MirectX Media. Including those fixed the linking problem as well. The thing built!

20. But, it didn't run. Missing msvcrtd.dll, it said. Linking with anet2.lib instead of anet2d.lib fixed that problem, however. Thanks, mjs0. After this, everything seems to work, though I don't have the rest of the game, so I can't check. Gotta look for that CD some more.

Last edited by vovan on 31-05-2004 at 08:20

Keygen is offline Keygen
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Good work vovan

I am sure that some people will try to verify it either in .NET or .NET 2003 with the full game installed

Martin Gühmann is offline Martin Gühmann
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Thanks vovan,

but you didn't mentioned my current problem about the tech_wllist.h. This file still does trouble and I have no idea how to come around it, however I tried to compile the file alone on a Linux g++ compiler and I got at the same place in that file a message about a depriciated feature I reported about this in the Linux thread.

-Martin

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  Old Post 31-05-2004 21:52
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Martin,

I listed all the problems I encountered, I think. And I don't recall any problems with tech_wllist.h. However, I haven't really been following the threads around here lately, so could you please point me to the exact description of the problem? Maybe that would refresh my memory or give some ideas as to how to fix it.

Martin Gühmann is offline Martin Gühmann
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Here is the post in question I made, I used a Linux g++ compiler to investigate the problem any further. However it reported a problem at the same position as the compiler of .NET, fortunatly closms has already answered the question. However obviously it was just a typename inserted at the right place.

-Martin

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That's odd. I definitely did not have that problem. Maybe it's a Visual Studio 7.0 vs 7.1 thing?

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by vovan
That's odd. I definitely did not have that problem. Maybe it's a Visual Studio 7.0 vs 7.1 thing?


Maybe, I don't know, but I suppose we have at university the newest stuff. However I am not able to check it, today. And well I hope it just work with this added word typename at the right place.

-Martin

 
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