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Compiling NWNX in VC++6

 
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dougnoel



Joined: 21 Mar 2005
Posts: 27
Location: VA

PostPosted: Wed Dec 24, 2008 18:35    Post subject: Compiling NWNX in VC++6 Reply with quote

So I tried compiling the code I got from the subversion repository (Rev 14) in Visual C++ Express 8 to no avail. So I installed a copy of VC++6 and tried to compile the four projects.

NWNX Chat compiles with no errors.

NWNX Events has the following two linker errors:
Creating library NWNX_Events___Win32_Debug/NWNX Events.lib and object NWNX_Events___Win32_Debug/NWNX Events.exp
HookFunc.obj : error LNK2001: unresolved external symbol __imp__HookCode@16
NWNX_Events___Win32_Debug/NWNX Events.dll : fatal error LNK1120: 1 unresolved externals

NWNX2 throws the following error:
Build : warning : could not create output directory 'd:\games\nwn'

I am assuming there's somewhere to change that hardcoding, but not sure if it's a project property or in the code.

NWNXdll throws the following linker error:
LINK : fatal error LNK1104: cannot open file "madCodeHookLib.lib"

I had the exact same error with VC++ Express 8. The library is there, but apparently unreadable by the linker.

Any help with these issues is appreciated.

Doug Smile
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 24, 2008 20:11    Post subject: Reply with quote

For Events, you need to add madCHook.lib in "Object/library modules" under the Link tab of project settings.

For NWNX2, it's "Output file name", also under the Link tab.

For NWNXdll, change the filename to madCHook.lib, and make sure there's a copy in the project folder.
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<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.

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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 24, 2008 20:24    Post subject: Reply with quote

Or I could commit fixes for those issues and add the other projects. svn update; Merry Christmas. Wink
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Win32 SVN builds: http://www.mercuric.net/nwn/nwnx/

<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.

<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for?
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dougnoel



Joined: 21 Mar 2005
Posts: 27
Location: VA

PostPosted: Wed Dec 24, 2008 20:52    Post subject: Reply with quote

Awesome. They all compiled and I have them all in the project now. Thanks for the quick replies and help. Good to see you have found a niche here and are rocking it out Andrew. That's the fastest reply I've ever gotten on these forums. Smile

The reason I was trying to get them compiled is I told the Avlis team I'd take a look at porting over these from linux:

Beta plugin: nwnx_funcs
Beta Plugin: nwnx_weapons
Beta plugin: nwnx_defenses

The one they're most interested in is the weapons one, though I may start with the AC one as it's smaller. I'm also wondering if I might be able to insert my own touch attack resolution, as the way its hard-coded doesn't work for some spells.

Any advice on the project would be mucho appreciated, such as what the major differences between linux and windows dlls are (or links to literature). I am very familiar with C++ and C, but I have always had little luck with DLLs. Seems like its time to change that. Smile

Once I have something that works I'd be happy to check it into SVN. And if you guys are working on this, please let me know and I'd be happy to instead do what I can to help.

Doug Smile
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dougnoel



Joined: 21 Mar 2005
Posts: 27
Location: VA

PostPosted: Wed Dec 24, 2008 20:52    Post subject: Reply with quote

P.S. Merry Christmas! Smile
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Dec 24, 2008 22:51    Post subject: Reply with quote

Well, that was an adventure. Five revisions later, I've modified the repository to pretty much reflect my local copy, including adding a bunch of plugins and organizing things a lot better. Let me know if anyone has trouble with the new deal.

Edit: This should be redone in smaller commits. I'll do it tonight.
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<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.

<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for?
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dougnoel



Joined: 21 Mar 2005
Posts: 27
Location: VA

PostPosted: Thu Dec 25, 2008 4:42    Post subject: Reply with quote

Holla when this is done and I'll update.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Thu Dec 25, 2008 14:11    Post subject: Reply with quote

All set!
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<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.

<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for?
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acaos



Joined: 08 May 2007
Posts: 153

PostPosted: Mon Dec 29, 2008 7:52    Post subject: Reply with quote

dougnoel wrote:
The one they're most interested in is the weapons one, though I may start with the AC one as it's smaller.


I'd actually recommend starting with the weapons one, or at least the feats part of it - that part is fundamentally quite simple.

Acaos
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dougnoel



Joined: 21 Mar 2005
Posts: 27
Location: VA

PostPosted: Wed Jan 07, 2009 7:36    Post subject: Reply with quote

acaos wrote:
dougnoel wrote:
The one they're most interested in is the weapons one, though I may start with the AC one as it's smaller.


I'd actually recommend starting with the weapons one, or at least the feats part of it - that part is fundamentally quite simple.

Acaos

Great thanks for the pointer. Smile I actually had to put this down for a bit to work on my job programming, but I'm hoping to pick it back up again this week. Smile
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