Installing and using the SDK

Thanks for the quick reply.

PeteT, the files you mention should be in the SevoMod_Mastery download - I haven't changed or added anything in them - I just can't make them work.

As for the Air Forces source files, they do not require changes to the CvGame.cpp file, and whether I add them (where required) or not, I can't make a succesful build when trying to compile a CvGameCoreDLL file.

I simply uploaded the whole bunch, including the Air Forces source files, hoping someone might be able to build me a working DLL file - 'cause I'm at my wits end...

Thanks again
 
the files you mention should be in the SevoMod_Mastery download - I haven't changed or added anything in them - I just can't make them work.

That's your problem: it doesn't (usually) work that way. If there are any duplicate files in the downloads, you pretty well have to get an application (like WinMerge) that lets you compare and merge pairs of files, and then do that with the duplicates. I think you would probably have to be lucky to do this successfully without some experience with C++ programming.

I simply uploaded the whole bunch, including the Air Forces source files, hoping someone might be able to build me a working DLL file - 'cause I'm at my wits end...

If this were transparently simple, I'd have a go at that; but I'm reluctant to get involved in something that might turn out to be very time consuming.
 
ok when I click that link it works....but in the install process it doesnt find it.
 
Ok nevermind I got it to work by clicking "Retry" some 10 times or so.
 
Just remove CvGameCoreDLL.rc from the Code Blocks project.

Thanks, but now I'm getting this error:

LINK fatal error LNK1181: cannot open input file 'winmm.lib'

I have the file. It's located at \Microsoft Platform SDK\Lib

Edit: According to a little googling, it's due to spaces in the path name. Should I have my paths in quotes under Settings->Compiler? Or is it something else?
 
C:\Program Files\Microsoft Visual C++ Toolkit 2003\include\memory:498: fatal error C1067: compiler limit : debug information module size exceeded
So, how do I expand the module size please?
 
>>>>>C:\Program Files\Microsoft Visual C++ Toolkit 2003\include\memory:498: fatal error C1067: compiler limit : debug information module size exceeded
So, how do I expand the module size please?
<<<<<<

mmmm...................I do not think that you can, but then I am not sure, and all I know is not to Build the File on Debug Setting but only use the Final Release version setting to build the file.

Afterall, there may be something in the Help File for the Platform SDK, but I think in the end, that without having the Professional version of Visual Studio .NET 2003 complete version handy, you may not find out anything.

Debug versions of any compiled programming will include all the debug information, but when you only build the Release version (or in this case because of Codeblocks - the Final Release version) then all that info is left out and the build is smaller, plus the fact that there are separate Libraries for a Debug version vs. the Library files for a Release version of any computer software programming.
Perhaps maybe in the end, most programming is done over a Network of computers when finalized, it is all put together into the Final Release of a programming project or game -- it may be just that Debug versions are each separate kind of file to find the problems first, and then the Debug version file would not be so big in the first place.
Whatever it is, I am sure it would be mentioned somewhere in the Help Files of the Professional version of Visual Studio .NET 2003, but again, you are only using the compiler given with a free version which does not include the IDE of the full version and again, it may be that the Debug version file including all that info is limited in size, and whether or not it can be increased - there probably is no help given with what you have, and the only other way to look up anything about it may be at the Microsoft.com website for the MSDN Library - if, they have decided to include it because Visual Studio .NET 2005 has been released already due to Microsoft changing Security around since they (and probably helped with the Feds) have decided that all their Security because of the Internet was not enough and holes used my Hackers are in the software of the OS in the first place and all those Critical Updates come along to Update your OS - from Windows Update.

The closest I can come with Visual Studio .NET 2001 is actually nothing is mentioned so far as how to increase file size but here is some of it:

Debug Versions of Heap Functions
The Debug versions of the heap functions call the standard or base versions used in Release builds. When you request a memory block, the debug heap manager allocates from the base heap a slightly larger block of memory than requested and returns a pointer to your portion of that block. For example, suppose your application contains the call: malloc( 10 ). In a Release build, malloc would call the base heap allocation routine requesting an allocation of 10 bytes. In a Debug build, however, malloc would call _malloc_dbg, which would then call the base heap allocation routine requesting an allocation of 10 bytes plus approximately 36 bytes of additional memory. All the resulting memory blocks in the debug heap are connected in a single linked list, ordered according to when they were allocated.

Memory Allocation on the Debug Heap

The additional memory allocated by the debug heap routines is used for bookkeeping information, for pointers that link debug memory blocks together, and for small buffers on either side of your data to catch overwrites of the allocated region.

Currently, the block header structure used to store the debug heap's bookkeeping information is declared as follows in the DBGINT.H header file:

typedef struct _CrtMemBlockHeader
{
// Pointer to the block allocated just before this one:
struct _CrtMemBlockHeader *pBlockHeaderNext;
// Pointer to the block allocated just after this one:
struct _CrtMemBlockHeader *pBlockHeaderPrev;
char *szFileName; // File name
int nLine; // Line number
size_t nDataSize; // Size of user block
int nBlockUse; // Type of block
long lRequest; // Allocation number
// Buffer just before (lower than) the user's memory:
unsigned char gap[nNoMansLandSize];
} _CrtMemBlockHeader;

/* In an actual memory block in the debug heap,
* this structure is followed by:
* unsigned char data[nDataSize];
* unsigned char anotherGap[nNoMansLandSize];
*/
The NoMansLand buffers on either side of the user data area of the block are currently 4 bytes in size, and are filled with a known byte value used by the debug heap routines to verify that the limits of the user's memory block have not been overwritten. The debug heap also fills new memory blocks with a known value. If you elect to keep freed blocks in the heap's linked list as explained below, these freed blocks are also filled with a known value. Currently, the actual byte values used are as follows:

NoMansLand (0xFD)
The "NoMansLand" buffers on either side of the memory used by an application are currently filled with 0xFD.
Freed blocks (0xDD)
The freed blocks kept unused in the debug heap's linked list when the _CRTDBG_DELAY_FREE_MEM_DF flag is set are currently filled with 0xDD.
New objects (0xCD)
New objects are filled with 0xCD when they are allocated.
See Also
The CRT Debug Heap


You see this is only one page of the Help File from Visual Studio .NET 2001 version, but as yet, there is nothing else that decides how big of a file is allowed for the debug file and knowing exactly what to do may depend on Heap Size and Memory Allocated for Debugging any program in the first place.

There is a default setting in the first place or I guess otherwise other things have to be included and done to allow all the Debugging to take place somehow.

:confused:
 
Another probelm... I love you guys.. :p ok here it is.. I managed to get everything to compile before 3.13... but some thing has changed.. I'm trying to build and I'm hit with 22 exteral errors all relating to .obj files...

Now am I to delete the .obj files?? because if so.. where are they? Am I missing some thing? :confused:
 
Yes you should delete the .obj files to make a rebuild. Under the CvGameCoreDLL folder you will find a folder named Final_Release just remove everything inside this folder or remove the folder itself. It will be recreated again.
 
I got the following errors during linking.

What is wrong?

Code:
Linking dynamic library: ..\Beyond the Sword\Assets\CvGameCoreDLL.dll
MSVCRT.lib(crtdll.obj) : warning LNK4229: invalid directive '/manifestdependency:type='win32' name='Microsoft.VC80.CRT' version='8.0.50608.0' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b'' encountered; ignored
MSVCRT.lib(crtdll.obj) : warning LNK4078: multiple '.CRT' sections found with different attributes (40300040)
MSVCRT.lib(crtdll.obj) : warning LNK4229: invalid directive '/manifestdependency:type='win32' name='Microsoft.VC80.CRT' version='8.0.50608.0' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b'' encountered; ignored
MSVCRT.lib(crtdll.obj) : warning LNK4078: multiple '.CRT' sections found with different attributes (40300040)
   Creating library ..\Beyond the Sword\Assets\CvGameCoreDLL.lib and object ..\Beyond the Sword\Assets\CvGameCoreDLL.exp
FDialogTemplate.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall exception::~exception(void)" (__imp_??1exception@@UAE@XZ)
_precompile.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall exception::~exception(void)" (__imp_??1exception@@UAE@XZ) referenced in function $L144426
CyTeamInterface.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall exception::~exception(void)" (__imp_??1exception@@UAE@XZ)
CyUnit.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall exception::~exception(void)" (__imp_??1exception@@UAE@XZ) referenced in function $L147631

...

and a lot of other similar errors...

I should say that I installed Windows XP SP2 Platform SDK instead of just Platform SDK. Is it important?
 
Go read the first post. You need the Platform SDK from Microsoft that the game was made with which I think is August 2005, or I am guessing. Nothing else will work to re-compile the game for the game's SDK that you can download. Read the instructions, download the proper Platform SDK. Do not try the debug setting, just Final Release, unless you are just re-compiling an individual file. All the files are too much to debug at one time, and it won't do it.
 
And remember that to download a Platform SDK from Microsoft there are different ways to download it. (not so with Direct X SDK's). If you have a slow connection like me, it will take longer, but you can download it in 25mB chunks or so of about 16 different downloads or 18 whatever it is. Otherwise, there is the ISO type download so you can put it to a CD or DVD, or the main download which is one chunk of about something like 500mB file. These files are huge, but the 448mB Direct X SDK can only be downloaded all at once. Since my internet connection can only be on for 4 hours at a time, although I can hook up right away again - it is the Service of the Internet Provider, and if I could stay online for like 18 hours then I could download that stuff in one chunk but again it would take 18 hours total time about or more or less. If I change Internet Service Provider that would not cut me off after 4 hours, then I would not have that problem, that probably many other people do not have, but still the files are huge and it takes a long time without having a fast Internet connection speed.
That's life and that is Microsoft's SDK's from Microsoft.
However, I think I will change Internet Service Provider so I can download some stuff for a day about then it will be done, until I get a faster Internet speed connection maybe someday.

Download the correct download files for the way you want to download from Microsoft for any Platform SDK but again, you need the correct version of the Platform SDK on which this game was built with. Not something else, because all versions either add something or delete something and change something because Microsoft keeps changing things especially Visual Studio. NET programs -- like the 2002 version, the 2003 versions - needed for this game, the 2005 version, and the soon 2008 version. Express versions can be downloaded but again, they have changed those versions and for this game they will not work, unless you have a Make file that was earlier in this thread to tell the program which compiler to use and how the Make file tells the version of the program how to compile the file in the first place. Fun?
Well, that is programming and according to Microsoft.
And, well, it is their program unfortunately and they keep changing it.
:crazyeye:
Security no doubt being one of the reasons because of people on the Internet or should I say -- hackers, viruses, and other malicious software floating around this WWW.
 
I have used VC++ 2005 Express, and have problem with Beyond The Sword SDK. Error message is this:
Spoiler :
Error 1 error LNK2019: unresolved external symbol "void __cdecl CyPlayerPythonInterface2(class boost::python::class_<class CyPlayer,struct boost::python::detail::not_specified,struct boost::python::detail::not_specified,struct boost::python::detail::not_specified> &)" (?CyPlayerPythonInterface2@@YAXAAV?$class_@VCyPlayer@@Unot_specified@detail@python@boost@@U2345@U2345@@python@boost@@@Z) referenced in function "void __cdecl DLLPublishToPython(void)" (?DLLPublishToPython@@YAXXZ) CvDLLPython.obj



Warlods compilation works fine, but there is a problem with this sdk.
 
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