VicToMeyeZR
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Posts posted by VicToMeyeZR
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Im not including anything.. The engine includes Windows.h but I will try it
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Build started 9/10/2011 11:42:48 AM.
1>Project "C:\Leadwerks Engine SDK\projects\Tergus\Tergus.vcxproj" on node 3 (build target(s)).
1>InitializeBuildStatus:
Touching "Release\Tergus.unsuccessfulbuild".
ClCompile:
C:\Program Files\Microsoft Visual Studio 10.0\VC\bin\CL.exe /c /I"C:\Leadwerks Engine SDK\CPP" /I"C:\dev\RakNet_PC-4.031\Source" /Zi /nologo /W3 /WX- /O2 /Oi /Oy- /GL /D WIN32 /D NDEBUG /D _CONSOLE /D _RAKNET_DLL /D _UNICODE /D UNICODE /Gm- /EHsc /MT /GS /Gy /fp:precise /Zc:wchar_t /Zc:forScope /Fo"Release\\" /Fd"Release\vc100.pdb" /Gd /TP /analyze- /errorReport:prompt ..\..\CPP\engine.cpp Tergus.cpp
engine.cpp
Tergus.cpp
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(91): warning C4005: 'AF_IPX' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(460) : see previous definition of 'AF_IPX'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(131): warning C4005: 'AF_MAX' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(479) : see previous definition of 'AF_MAX'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(168): warning C4005: 'SO_DONTLINGER' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(402) : see previous definition of 'SO_DONTLINGER'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(212): error C2011: 'sockaddr' : 'struct' type redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(485) : see declaration of 'sockaddr'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(390): error C2059: syntax error : 'constant'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(390): error C3805: 'constant': unexpected token, expected either '}' or a ','
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(524): warning C4005: 'IN_CLASSA' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(287) : see previous definition of 'IN_CLASSA'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(530): warning C4005: 'IN_CLASSB' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(293) : see previous definition of 'IN_CLASSB'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(536): warning C4005: 'IN_CLASSC' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(299) : see previous definition of 'IN_CLASSC'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(547): warning C4005: 'INADDR_ANY' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(304) : see previous definition of 'INADDR_ANY'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(549): warning C4005: 'INADDR_BROADCAST' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(306) : see previous definition of 'INADDR_BROADCAST'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\ws2def.h(583): error C2011: 'sockaddr_in' : 'struct' type redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(312) : see declaration of 'sockaddr_in'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock2.h(132): error C2011: 'fd_set' : 'struct' type redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(68) : see declaration of 'fd_set'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock2.h(167): warning C4005: 'FD_SET' : macro redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(102) : see previous definition of 'FD_SET'
1>C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock2.h(176): error C2011: 'timeval' : 'struct' type redefinition
C:\Program Files\Microsoft SDKs\Windows\v7.0A\include\winsock.h(111) : see declaration of 'timeval'
That only about half of it. All I am including is the header files to the project, then I use
#include "RakPeerInterface.h"
It seems to be header conflicting between the engine headers and the raknet headers...
I really hate compilers, I can never understand how the freaking things work. lol
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I seem to always get a bunch of Windows SDK errors if I try to include raknet into my LE project.
Any of y'all that are using RakNet how did you setup your projects?
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1 files to update.
Downloading "Materials/Terrain/Forest/Thumbs.db"...
Failed to save file "C:\Leadwerks Engine SDK\Materials/Terrain/Forest/Thumbs.db".
Update completed in 3 seconds.
Not really that big of a deal, but I thought I would let you know it was there.
Thanks
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I still think its funny that puki even thinks B3D can even come close to LE is any way, shape or form... Hairyass!
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ok, well if this forum full of good programmers isn't concerned then I guess we can gather its just me.
Thanks all.
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WOW.. That's just beautiful. Will look amazing in LE
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My vote, if it matters, since it is your company.. LDK Leadwerks Dev Kit 3++
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Is not running at 100% because its is running any processes. This is at idle. He has coded it to grab 100% to sit idle..
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Very cool.. Im glad i got your lifetime subscription.
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Thats pretty sweet. Did you code the AI to be slow on purpose?
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The Coupon Code Entered is Invalid or Has Expired
The correct code is : CRUSADER
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Well you act a bit strange at times. Like your promotion for Fortran2008 (which ended up being your own language or something like that) and SDL.
For example, a few months ago when someone asked what network library to use. You said Raknet doesn't work well for MMORPGs and SDL was way better. While you didn't had any argument to prove you were right. Raknet is used in many freeware and commercial products, for a reason.
The same thing happened with the recent status-update discussion we were having. I don't remember exactly what you said. But it was something about bashing consoles, with no reason or any argument.
You seem like a quite good coder. And don't screw it up for yourself or others by forcing your own opinion to others. If you want to convince others, look at the facts and/or come with good arguments.
Definately +1 on that. Calling people idiots and trying to make them look dumb, because you base your opinion as fact, is not that way to be part of a community.
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I don't know why you can't just ignore him. If you don't like it, ignore it... Seems like the most logical solution to me.
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I try to keep down below 5% (of course, over time that figure will be a distant memory) But it all depends on the game really. Servers especially should try and keep below 100% otherwise the operating system itself will develop a bit of a bad temper (Although if it's a decent operating system, designed for networking, nudge nudge, it will force the game server to wait).
And client side, I always found it a bit obnoxious that even UT2004 will max out one core just in the main menu, where nothing really is happening...
So am I wrong telling this developer thats the most absurd thing I have heard.... I understand why he says that, but the reasoning, to me, doesn't make the possible outcome worth the "possible" benefits. I tried to run the server application on my gaming PC, and it blue screens me every time..
I dunno. Doesn't seem like I can reason with them.
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SO this was a question to a developer about his MORPG server that was coded for another system
Started all servers and....boom, 100% CPU - split fairly evenly between the server components. I can even hear the CPU fan spin faster due to working at MAX speed Razz
1) Is there a purpose to this?
2) Can I easily change this?
and this is the response from the developer
1. Yes, they consume as must processor time as possible in order to keep the game running smoothly. You can monitor its internal frame time through the admin tool.
2. No, but you can improve it. If you're running the server locally, just use the Test Server. It launches the four servers with a flag to limit them to 30FPS.
Have you EVER heard of a game server going to 100% CPU on purpose? Is it me, or is this developer really an idiot? I will take it ok, if you tell me its me..
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What are these rendered in? They look ..... bright.
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very good stuff.. Great job.
Could be the start of a great small priced game. lol
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Do you mind if I build this effect into the LE3 renderer? It could work for rain, too.
A little OT there Josh, but you look entirely TOO happy.
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I rest my case.
Couldn't agree more. Def a double standard!
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You guys said NO programmer, but your talking about code.. It should be a BIG bum BUTTON... [MAKE GAME]
lol
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whats taking so long..? I mean, its not like you have any lines of code to write or anything...
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If you move it just a little each frame, it may push the objects up as it moves. Or you could check objects within the edited are and maybe adjust their height.
o yes. I wasn't' thinking that, so just run an update pos check/re-pos with each frame and each terrain edit?
good deal.
I was thinking you were saying that you can't change it, so it would happen, but if just updated POS each time would prevent that, then you are correct Rick.. Not an idea killer at all.
how to include RakNet into LE project
in General Discussion
Posted
Mumbles, that was the issue