Суббота, 12.10.2024, 19:52
 
Приветствую Вас Guest | RSS
Главная страница | Проблема с компиляцией - Форум | Регистрация | Вход
[Новые сообщения · Участники · Правила форума · Поиск · RSS ]
  • Страница 1 из 1
  • 1
Проблема с компиляцией
SnakeusДата: Воскресенье, 18.10.2009, 19:09 | Сообщение # 1
Engineer
Группа: Проверенные
Сообщений: 61
Репутация: 1
Статус: Offline
Если знающим людям не влом будет, короче когда у вас будет свободное время, гляньте пожалуйста:

Code
------ Build started: Project: client_hl2, Configuration: Release HL2 Win32 ------
Compiling...
stdafx.cpp
Compiling...
hud_suit.cpp
episodic_screenspaceeffects.cpp
c_weapon_hopwire.cpp
c_prop_coreball.cpp
vg uitextwindow.cpp
teammenu.cpp
SpectatorGUI.cpp
NavProgress.cpp
MapOverview.cpp
commandmenu.cpp
ClientScoreBoardDialog.cpp
smoke_fog_o verlay.cpp
particlesphererenderer.cpp
fx_sparks.cpp
fx_line.cpp
fx_envelope.cpp
fx_discreetline.cpp
fx.cpp
c_tracer.cpp
c_testtracel ine.cpp
Generating Code...
d:\games\hl2inhumanity\src\cl_dll\game_controls\spectatorgui.cpp(508) : warning C4789: destination of memory copy is too small
Compiling...
c_te_worlddecal.cpp
c_te_spritespray.cpp
c_te_sprite.cpp
c_te_sparks.cpp
c_te_smoke.cpp
c_te_showline.cpp
c_te_pr ojecteddecal.cpp
c_te_playerdecal.cpp
c_te_physicsprop.cpp
c_te_particlesystem.cpp
c_te_muzzleflash.cpp
c_te_legacytempents.cpp
c_te_l argefunnel.cpp
c_te_killplayerattachments.cpp
c_te_impact.cpp
c_te_glowsprite.cpp
c_te_glassshatter.cpp
c_te_footprint.cpp
c_te_fizz.c pp
c_te_explosion.cpp
Generating Code...
Compiling...
c_te_energysplash.cpp
c_te_effect_dispatch.cpp
c_te_dynamiclight.cpp
c_te_decal.cpp
c_te_bubbletrail.cpp
c_te_bu bbles.cpp
c_te_bspdecal.cpp
c_te_breakmodel.cpp
c_te_bloodstream.cpp
c_te_bloodsprite.cpp
c_te_beamspline.cpp
c_te_beamringpoint.cpp
c _te_beamring.cpp
c_te_beampoints.cpp
c_te_beamlaser.cpp
c_te_beaments.cpp
c_te_beamentpoint.cpp
c_te_basebeam.cpp
c_te_armorricochet.c pp
c_te.cpp
Generating Code...
Compiling...
c_stickybolt.cpp
c_steamjet.cpp
c_smokestack.cpp
c_smoke_trail.cpp
c_recipientfilter.cpp
c_prop_vehicle.cpp
c_p article_smokegrenade.cpp
c_particle_fire.cpp
c_movie_explosion.cpp
c_impact_effects.cpp
c_effects.cpp
c_basetempentity.cpp
vgui_rootpa nel_hl2.cpp
shieldproxy.cpp
hud_zoom.cpp
hud_weaponselection.cpp
hud_suitpower.cpp
hud_squadstatus.cpp
hud_quickinfo.cpp
hud_poisonda mageindicator.cpp
Generating Code...
Compiling...
hud_health.cpp
hud_hdrdemo.cpp
hud_flashlight.cpp
hud_damageindicator.cpp
hud_credits.cpp
hud_blood.cpp
hud_bat tery.cpp
hud_autoaim.cpp
.\hl2_hud\hud_autoaim.cpp(202) : warning C4189: 'dist' : local variable is initialized but not referenced
hud_ammo.cpp
hl_prediction.cpp
hl_in_main.cpp
hl_gamemovement.cpp
hl2_usermessages.cpp
hl2_gamerules.cpp
hl2_clientmode.cp p
fx_hl2_tracers.cpp
fx_hl2_impacts.cpp
fx_bugbait.cpp
fx_antlion.cpp
env_headcrabcanister_shared.cpp
Generating Code...
Compiling...
death.cpp
clientmode_hlnormal.cpp
c_weapon_stunstick.cpp
c_weapon_physcannon.cpp
c_weapon_crossbow.cpp
c_weapon_ _stubs_hl2.cpp
c_waterbullet.cpp
c_vehicle_prisoner_pod.cpp
c_vehicle_crane.cpp
c_vehicle_cannon.cpp
c_vehicle_airboat.cpp
c_thumper_d ust.cpp
c_te_flare.cpp
c_te_concussiveexplosion.cpp
c_strider.cpp
c_script_intro.cpp
c_rotorwash.cpp
c_prop_combine_ball.cpp
c_plasma _beam_node.cpp
c_npc_rollermine.cpp
Generating Code...
Compiling...
c_npc_manhack.cpp
c_npc_combinegunship.cpp
c_info_teleporter_countdown.cpp
c_hl2_playerlocaldata.cpp
c_func_tankm ortar.cpp
c_extinguisher.cpp
c_env_starfield.cpp
c_env_headcrabcanister.cpp
c_env_alyxtemp.cpp
c_corpse.cpp
c_citadel_effects.cpp
c_b asehlplayer.cpp
c_basehlcombatweapon.cpp
c_basehelicopter.cpp
c_barney.cpp
c_barnacle.cpp
c_ar2_explosion.cpp
c_antlion_dust.cpp
base hlcombatweapon_shared.cpp
WorldDimsProxy.cpp
Generating Code...
Compiling...
weapons_resource.cpp
weapon_selection.cpp
weapon_parse_default.cpp
weapon_parse.cpp
WaterLODMaterialProxy.cpp
wa rp_overlay.cpp
voice_status.cpp
voice_banmgr.cpp
ViewConeImage.cpp
view_scene.cpp
.\view_scene.cpp(3571) : error C2374: 'pp_motionblur' : redefinition; multiple initialization
         .\view_scene.cpp(3331) : see declaration of 'pp_motionblur'
.\view_scene.cpp(3573) : error C2374: 'pp_motionblur_addalpha' : redefinition; multiple initialization
         .\view_scene.cpp(3333) : see declaration of 'pp_motionblur_addalpha'
.\view_scene.cpp(3575) : error C2374: 'pp_motionblur_drawalpha' : redefinition; multiple initialization
         .\view_scene.cpp(3335) : see declaration of 'pp_motionblur_drawalpha'
.\view_scene.cpp(3577) : error C2374: 'pp_motionblur_time' : redefinition; multiple initialization
         .\view_scene.cpp(3337) : see declaration of 'pp_motionblur_time'
.\view_scene.cpp(4597) : error C2065: 'to' : undeclared identifier
.\view_scene.cpp(4597) : error C2146: syntax error : missing ';' before identifier '_rt_FullFrameFB'
.\view_scene.cpp(4597) : error C2065: '_rt_FullFrameFB' : undeclared identifier
.\view_scene.cpp(4597) : error C2143: syntax error : missing ';' before 'if'
.\view_scene.cpp(4609) : error C2143: syntax error : missing ';' before '}'
.\view_scene.cpp(4609) : error C3867: 'IMaterialSystem::PopMatrix': function call missing argument list; use '&IMaterialSystem::PopMatrix' to create a pointer to member
view_effects.cpp
view_beams.cpp
view.cpp
vgui_textmessagepanel.cpp
vgui_netgraphpanel.cpp
vgui_messagechars.cpp
vgui_loadingdi scpanel.cpp
vgui_int.cpp
vgui_grid.cpp
vgui_game_viewport.cpp
Generating Code...
Compiling...
vgui_fpspanel.cpp
vgui_debugoverlaypanel.cpp
vgui_consolepanel.cpp
vgui_centerstringpanel.cpp
vgui_bitmappanel.cp p
vgui_bitmapimage.cpp
vgui_bitmapbutton.cpp
vgui_basepanel.cpp
util_shared.cpp
usermessages.cpp
usercmd.cpp
train.cpp
toolframework _client.cpp
toggletextureproxy.cpp
timematerialproxy.cpp
texturescrollmaterialproxy.cpp
text_message.cpp
test_ehandle.cpp
takedamagein fo.cpp
survival_gamerules.cpp
Generating Code...
Compiling...
studio_shared.cpp
SpriteTrail.cpp
spritemodel.cpp
Sprite.cpp
splinepatch.cpp
SoundParametersInternal.cpp
sounde nvelope.cpp
SoundEmitterSystem.cpp
singleplay_gamerules.cpp
simple_keys.cpp
sequence_Transitioner.cpp
ScreenSpaceEffects.cpp
sceneenti ty_shared.cpp
saverestore.cpp
rope_helpers.cpp
recvproxy.cpp
ragdoll_shared.cpp
ragdoll.cpp
proxypupil.cpp
proxyplayer.cpp
Generatin g Code...
Compiling...
ProxyHealth.cpp
proxyentity.cpp
props_shared.cpp
predictioncopy.cpp
prediction.cpp
predictableid.cpp
precache_r egister.cpp
playerandobjectenumerator.cpp
physpropclientside.cpp
physics_shared.cpp
physics_saverestore.cpp
physics_main_shared.cpp
ph ysics_main_client.cpp
physics.cpp
perfvisualbenchmark.cpp
particles_simple.cpp
particles_localspace.cpp
particles_ez.cpp
particles_att ractor.cpp
particlemgr.cpp
Generating Code...
Compiling...
particle_simple3d.cpp
particle_proxies.cpp
particle_litsmokeemitter.cpp
particle_collision.cpp
panelmetaclassmgr. cpp
obstacle_pushaway.cpp
multiplay_gamerules.cpp
mp3player.cpp
movevars_shared.cpp
movehelper_client.cpp
message.cpp
menu.cpp
matri xproxy.cpp
mathproxy.cpp
mapentities_shared.cpp
lamphaloproxy.cpp
lampbeamproxy.cpp
interpolatedvar.cpp
initializer.cpp
in_main.cpp
G enerating Code...
Compiling...
in_camera.cpp
igamesystem.cpp
hud_weapon.cpp
hud_vehicle.cpp
hud_redraw.cpp
hud_pdump.cpp
hud_numericdisplay.cp p
hud_msg.cpp
hud_hintdisplay.cpp
hud_element_helper.cpp
hud_crosshair.cpp
hud_closecaption.cpp
hud_chat.cpp
hud_bitmapnumericdisplay .cpp
hud_basetimer.cpp
hud_basechat.cpp
hud_animationinfo.cpp
hud.cpp
hltvcamera.cpp
history_resource.cpp
Generating Code...
Compiling...
glow_overlay.cpp
geiger.cpp
gamevars_shared.cpp
gametrace_client.cpp
gamestringpool.cpp
gamerules_register.cpp
g amerules.cpp
gamemovement.cpp
fx_water.cpp
fx_trail.cpp
fx_tracer.cpp
fx_staticline.cpp
fx_shelleject.cpp
fx_quad.cpp
fx_interpvalue .cpp
fx_impact.cpp
fx_fleck.cpp
fx_explosion.cpp
fx_cube.cpp
fx_blood.cpp
Generating Code...
Compiling...
functionproxy.cpp
func_ladder.cpp
flashlighteffect.cpp
eventlist.cpp
env_wind_shared.cpp
env_detail_controller.c pp
EntityParticleTrail_Shared.cpp
entitylist_base.cpp
entity_client_tools.cpp
ehandle.cpp
EffectsClient.cpp
effect_dispatch_data.cpp
d ummyproxy.cpp
detailobjectsystem.cpp
decals.cpp
death_pose.cpp
collisionproperty.cpp
clientsideeffects_test.cpp
clientsideeffects.cpp
c lientshadowmgr.cpp
Generating Code...
Compiling...
clientmode_shared.cpp
clientleafsystem.cpp
cliententitylist.cpp
clienteffectprecachesystem.cpp
client_thinklist.c pp
client_factorylist.cpp
classmap.cpp
cl_mat_stub.cpp
cdll_util.cpp
cdll_client_int.cpp
camomaterialproxy.cpp
c_world.cpp
C_WaterLO DControl.cpp
c_vguiscreen.cpp
c_vehicle_jeep.cpp
c_vehicle_choreo_generic.cpp
c_user_message_register.cpp
c_test_proxytoggle.cpp
c_tes la.cpp
c_team.cpp
Generating Code...
Compiling...
c_te_beamfollow.cpp
c_sun.cpp
c_sprite.cpp
c_spotlight_end.cpp
c_soundscape.cpp
c_shadowcontrol.cpp
c_sceneenti ty.cpp
c_rumble.cpp
c_rope.cpp
c_ragdoll_manager.cpp
c_props.cpp
c_point_commentary_node.cpp
c_point_camera.cpp
c_playerresource.cpp
c _plasma.cpp
c_pixel_visibility.cpp
c_physmagnet.cpp
c_physicsprop.cpp
c_physbox.cpp
C_MaterialModifyControl.cpp
Generating Code...
Compiling...
c_lightglow.cpp
c_hairball.cpp
c_gib.cpp
c_func_tracktrain.cpp
c_func_smokevolume.cpp
c_func_occluder.cpp
C_Fun c_Monitor.cpp
c_func_lod.cpp
c_func_dust.cpp
c_func_conveyor.cpp
c_func_breakablesurf.cpp
c_func_areaportalwindow.cpp
c_fish.cpp
c_fi re_smoke.cpp
c_env_screenoverlay.cpp
c_env_particlescript.cpp
c_entityparticletrail.cpp
c_entitydissolve.cpp
c_dynamiclight.cpp
c_brea kableprop.cpp
Generating Code...
Compiling...
c_baseviewmodel.cpp
c_baseplayer.cpp
c_baseflex.cpp
c_baseentity.cpp
c_basedoor.cpp
c_basecombatweapon.cpp
c_ba secombatcharacter.cpp
c_baseanimatingoverlay.cpp
c_baseanimating.cpp
c_ai_basenpc.cpp
c_ai_basehumanoid.cpp
bonelist.cpp
bone_merge_ca che.cpp
bone_accessor.cpp
beamdraw.cpp
beam_shared.cpp
baseviewport.cpp
baseviewmodel_shared.cpp
baseplayer_shared.cpp
baseparticleen tity.cpp
Generating Code...
Compiling...
basegrenade_shared.cpp
baseentity_shared.cpp
basecombatweapon_shared.cpp
basecombatcharacter_shared.cpp
baseanima tedtextureproxy.cpp
base_playeranimstate.cpp
animation.cpp
animatedtextureproxy.cpp
animatedoffsettextureproxy.cpp
animatedentitytextur eproxy.cpp
ammodef.cpp
alphamaterialproxy.cpp
activitylist.cpp
Generating Code...
Creating browse information file...
Microsoft Browse Information Maintenance Utility Version 8.00.50727
Copyright (C) Microsoft Corporation. All rights reserved.
BSCMAKE: error BK1506 : cannot open file '.\release hl2\bone_setup.sbr': No such file or directory
Build log was saved at "file://d:\Games\HL2inhumanity\src\cl_dll\Release HL2\BuildLog.htm"
client_hl2 - 11 error(s), 2 warning(s)
------ Build started: Project: server_hl2, Configuration: Release HL2 Win32 ------
Compiling...
stdafx.cpp
Compiling...
weapon_dualguns.cpp
.\weapon_dualguns.cpp(183) : error C2065: 'EVENT_WEAPON_DUALGUNS_FIRE' : undeclared identifier
.\weapon_dualguns.cpp(183) : error C2051: case expression not constant
.\weapon_dualguns.cpp(193) : error C2065: 'SOUNDENT_VOLUME_DUALGUNS' : undeclared identifier
.\weapon_dualguns.cpp(204) : warning C4065: switch statement contains 'default' but no 'case' labels
vehicle_jeep_episodic.cpp
prop_stickybomb.cpp
prop_coreball.cpp
grenade_hopwire.cpp
ai_behavior_passenger_zombie.cpp
ai_behavio r_passenger_companion.cpp
weapon_flaregun.cpp
weapon_cguard.cpp
vehicle_apc.cpp
npc_missiledefense.cpp
grenade_pathfollower.cpp
grenad e_homer.cpp
grenade_beam.cpp
weapon_stunstick.cpp
weapon_smg1.cpp
weapon_shotgun.cpp
weapon_rpg.cpp
weapon_pistol.cpp
weapon_physcann on.cpp
Generating Code...
Compiling...
weapon_frag.cpp
weapon_cubemap.cpp
weapon_crowbar.cpp
weapon_crossbow.cpp
weapon_citizenpackage.cpp
weapon_bugba it.cpp
weapon_ar2.cpp
weapon_annabelle.cpp
weapon_alyxgun.cpp
weapon_357.cpp
WaterLODControl.cpp
vehicle_viewcontroller.cpp
vehicle_p risoner_pod.cpp
vehicle_crane.cpp
vehicle_cannon.cpp
vehicle_airboat.cpp
script_intro.cpp
rotorwash.cpp
proto_sniper.cpp
prop_thumper .cpp
Generating Code...
Compiling...
prop_combine_ball.cpp
point_apc_controller.cpp
player_control.cpp
npc_zombie.cpp
npc_vortigaunt.cpp
npc_turret_g round.cpp
npc_turret_floor.cpp
npc_turret_ceiling.cpp
npc_talker.cpp
npc_strider.cpp
npc_stalker.cpp
npc_scanner.cpp
npc_rollermine.c pp
npc_PoisonZombie.cpp
npc_playercompanion.cpp
npc_mossman.cpp
npc_monk.cpp
npc_metropolice.cpp
npc_manhack.cpp
npc_launcher.cpp
Ge nerating Code...
Compiling...
npc_kleiner.cpp
npc_ichthyosaur.cpp
npc_headcrab.cpp
npc_gman.cpp
npc_fastzombie.cpp
npc_enemyfinder.cpp
npc_el i.cpp
npc_dog.cpp
npc_crow.cpp
npc_cranedriver.cpp
npc_combines.cpp
npc_combinegunship.cpp
npc_combinedropship.cpp
npc_combinecamera. cpp
npc_combine_episodic.cpp
npc_citizen17.cpp
npc_bullseye.cpp
npc_breen.cpp
npc_BaseZombie.cpp
npc_barney.cpp
Generating Code...
Compiling...
npc_barnacle.cpp
npc_attackchopper.cpp
npc_apcdriver.cpp
npc_antlionguard.cpp
npc_antlion.cpp
npc_alyx_episodic. cpp
monster_dummy.cpp
look_door.cpp
item_suit.cpp
item_itemcrate.cpp
item_healthkit.cpp
item_dynamic_resupply.cpp
item_battery.cpp
i tem_ammo.cpp
info_teleporter_countdown.cpp
info_darknessmode_lightsource.cpp
hl_playermove.cpp
hl_gamemovement.cpp
hl2_usermessages.cpp  
hl2_triggers.cpp
Generating Code...
Compiling...
hl2_playerlocaldata.cpp
hl2_player.cpp
hl2_gamerules.cpp
hl2_eventlog.cpp
hl2_client.cpp
hl2_ai_network.cpp
gre nade_frag.cpp
grenade_bugbait.cpp
grenade_ar2.cpp
func_tank.cpp
func_recharge.cpp
env_starfield.cpp
env_speaker.cpp
env_headcrabcanis ter_shared.cpp
env_headcrabcanister.cpp
env_alyxemp.cpp
combine_mine.cpp
citadel_effects.cpp
cbasespriteprojectile.cpp
cbasehelicopter .cpp
Generating Code...
Compiling...
basehlcombatweapon_shared.cpp
basehlcombatweapon.cpp
basebludgeonweapon.cpp
ar2_explosion.cpp
antlion_maker.cpp
a ntlion_dust.cpp
ai_spotlight.cpp
ai_goal_police.cpp
ai_behavior_police.cpp
ai_behavior_operator.cpp
ai_behavior_holster.cpp
ai_behavio r_functank.cpp
ai_behavior_actbusy.cpp
ai_allymanager.cpp
usermessages.cpp
te_worlddecal.cpp
te_spritespray.cpp
te_sprite.cpp
te_spar ks.cpp
te_smoke.cpp
Generating Code...
Compiling...
te_showline.cpp
te_projecteddecal.cpp
te_playerdecal.cpp
te_physicsprop.cpp
te_particlesystem.cpp
te_muzzleflash .cpp
te_largefunnel.cpp
te_killplayerattachments.cpp
te_impact.cpp
te_glowsprite.cpp
te_glassshatter.cpp
te_gaussexplosion.cpp
te_foo tprintdecal.cpp
te_fizz.cpp
te_explosion.cpp
te_energysplash.cpp
te_dynamiclight.cpp
te_decal.cpp
te_bubbletrail.cpp
te_bubbles.cpp
G enerating Code...
Compiling...
te_bspdecal.cpp
te_breakmodel.cpp
te_bloodstream.cpp
te_bloodsprite.cpp
te_beamspline.cpp
te_beamringpoint.cpp
t e_beamring.cpp
te_beampoints.cpp
te_beamlaser.cpp
te_beaments.cpp
te_beamentpoint.cpp
te_basebeam.cpp
te_armorricochet.cpp
te.cpp
st eamjet.cpp
SpriteTrail.cpp
smokestack.cpp
smoke_trail.cpp
plasma.cpp
particle_smokegrenade.cpp
Generating Code...
Compiling...
particle_fire.cpp
movie_explosion.cpp
event_tempentity_tester.cpp
basetempentity.cpp
world.cpp
weapon_proficienc y.cpp
weapon_parse_default.cpp
weapon_parse.cpp
wcedit.cpp
waterbullet.cpp
voice_gamemgr.cpp
vguiscreen.cpp
vgui_gamedll_int.cpp
veh icle_choreo_generic.cpp
vehicle_baseserver.cpp
vehicle_base.cpp
variant_t.cpp
util_shared.cpp
util.cpp
usercmd.cpp
Generating Code...
Compiling...
triggers.cpp
trains.cpp
timedeventmgr.cpp
textstatsmgr.cpp
testtraceline.cpp
testfunctions.cpp
test_stressentit ies.cpp
test_proxytoggle.cpp
test_ehandle.cpp
tesla.cpp
terrainmodmgr.cpp
tempmonster.cpp
TemplateEntities.cpp
teamplay_gamerules.cpp  
team_spawnpoint.cpp
team.cpp
te_effect_dispatch.cpp
te_beamfollow.cpp
tanktrain.cpp
takedamageinfo.cpp
Generating Code...
Compiling...
survival_gamerules.cpp
sun.cpp
subs.cpp
studio_shared.cpp
Sprite.cpp
spotlightend.cpp
soundscape_system.cpp
so undscape.cpp
SoundParametersInternal.cpp
soundenvelope.cpp
soundent.cpp
SoundEmitterSystem.cpp
sound.cpp
SkyCamera.cpp
singleplay_gam erules.cpp
simtimer.cpp
shadowcontrol.cpp
ServerNetworkProperty.cpp
sequence_Transitioner.cpp
sendproxy.cpp
Generating Code...
Compiling...
scriptedtarget.cpp
scripted.cpp
scratchpad_gamedll_helpers.cpp
sceneentity_shared.cpp
sceneentity.cpp
SceneCache .cpp
saverestore_gamedll.cpp
saverestore.cpp
rope_helpers.cpp
rope.cpp
recipientfilter.cpp
RagdollBoogie.cpp
ragdoll_shared.cpp
ragd oll_manager.cpp
props_shared.cpp
props.cpp
predictableid.cpp
precache_register.cpp
pointteleport.cpp
pointhurt.cpp
Generating Code...
Compiling...
PointAngularVelocitySensor.cpp
pointanglesensor.cpp
point_template.cpp
point_spotlight.cpp
point_playermoveconstr aint.cpp
point_devshot_camera.cpp
point_camera.cpp
plugin_check.cpp
playerlocaldata.cpp
playerinfomanager.cpp
player_resource.cpp
pla yer_pickup.cpp
player_lagcompensation.cpp
player_command.cpp
player.cpp
physobj.cpp
physics_shared.cpp
physics_saverestore.cpp
physic s_prop_ragdoll.cpp
physics_npc_solver.cpp
Generating Code...
Compiling...
physics_main_shared.cpp
physics_main.cpp
physics_impact_damage.cpp
physics_fx.cpp
physics_cannister.cpp
physics_ bone_follower.cpp
physics.cpp
physconstraint.cpp
phys_controller.cpp
pathtrack.cpp
pathcorner.cpp
particle_light.cpp
obstacle_pushawa y.cpp
npc_vehicledriver.cpp
ndebugoverlay.cpp
nav_node.cpp
nav_mesh.cpp
nav_ladder.cpp
nav_generate.cpp
nav_file.cpp
Generating Code...
Compiling...
nav_edit.cpp
nav_colors.cpp
nav_area.cpp
multiplay_gamerules.cpp
movevars_shared.cpp
movement.cpp
movehelper_se rver.cpp
monstermaker.cpp
ModelSoundsCache.cpp
modelentities.cpp
message_entity.cpp
MaterialModifyControl.cpp
maprules.cpp
mapentitie s_shared.cpp
mapentities.cpp
logicrelay.cpp
logicentities.cpp
logicauto.cpp
logic_navigation.cpp
logic_measure_movement.cpp
Generatin g Code...
Compiling...
lights.cpp
lightglow.cpp
item_world.cpp
intermission.cpp
info_camera_link.cpp
igamesystem.cpp
hltvdirector.cpp
h ierarchy.cpp
h_cycler.cpp
h_ai.cpp
guntarget.cpp
grenadethrown.cpp
globalstate.cpp
globals.cpp
gib.cpp
genericmonster.cpp
genericac tor.cpp
gamevars_shared.cpp
gametrace_dll.cpp
gamestringpool.cpp
Generating Code...
Compiling...
gamerules_register.cpp
gamerules.cpp
gamemovement.cpp
gameinterface.cpp
game_ui.cpp
game.cpp
func_smokevolume.c pp
func_occluder.cpp
func_movelinear.cpp
Func_Monitor.cpp
func_lod.cpp
func_ladder_endpoint.cpp
func_ladder.cpp
func_dust.cpp
func_b reakablesurf.cpp
func_break.cpp
func_areaportalwindow.cpp
func_areaportalbase.cpp
func_areaportal.cpp
fourwheelvehiclephysics.cpp
Gene rating Code...
Compiling...
fogcontroller.cpp
fish.cpp
fire_smoke.cpp
fire.cpp
filters.cpp
explode.cpp
EventLog.cpp
eventlist.cpp
EnvSpar k.cpp
EnvShake.cpp
envmicrophone.cpp
EnvMessage.cpp
EnvLaser.cpp
EnvHudHint.cpp
EnvFade.cpp
EnvBeam.cpp
env_zoom.cpp
env_wind_share d.cpp
env_texturetoggle.cpp
env_screenoverlay.cpp
Generating Code...
Compiling...
env_player_surface_trigger.cpp
env_particlescript.cpp
env_entity_maker.cpp
env_effectsscript.cpp
env_detail_contr oller.cpp
EntityParticleTrail_Shared.cpp
EntityParticleTrail.cpp
entitylist_base.cpp
entitylist.cpp
EntityFlame.cpp
EntityDissolve.cpp  
entityblocker.cpp
ehandle.cpp
EffectsServer.cpp
effects.cpp
effect_dispatch_data.cpp
dynamiclight.cpp
doors.cpp
decals.cpp
debugov erlay_shared.cpp
Generating Code...
Compiling...
death_pose.cpp
damagemodifier.cpp
cterrainmorph.cpp
CRagdollMagnet.cpp
cplane.cpp
controlentities.cpp
Commentar ySystem.cpp
collisionproperty.cpp
client.cpp
cbase.cpp
buttons.cpp
bmodels.cpp
bitstring.cpp
beam_shared.cpp
baseviewmodel_shared.cp p
baseviewmodel.cpp
baseplayer_shared.cpp
baseparticleentity.cpp
basegrenade_timed.cpp
basegrenade_shared.cpp
Generating Code...
Compiling...
basegrenade_contact.cpp
basegrenade_concussion.cpp
baseflex.cpp
baseentity_shared.cpp
baseentity.cpp
basecombatw eapon_shared.cpp
basecombatweapon.cpp
basecombatcharacter_shared.cpp
basecombatcharacter.cpp
BaseAnimatingOverlay.cpp
baseanimating.cpp  
base_transmit_proxy.cpp
base_playeranimstate.cpp
base_gameinterface.cpp
animation.cpp
ammodef.cpp
ai_waypoint.cpp
ai_utils.cpp
ai_t rackpather.cpp
ai_task.cpp
Generating Code...
Compiling...
ai_tacticalservices.cpp
ai_squadslot.cpp
ai_squad.cpp
ai_speechfilter.cpp
ai_speech.cpp
ai_sentence.cpp
ai_sens es.cpp
ai_scriptconditions.cpp
ai_schedule.cpp
ai_saverestore.cpp
ai_route.cpp
AI_ResponseSystem.cpp
ai_relationship.cpp
ai_playerall y.cpp
ai_planesolver.cpp
ai_pathfinder.cpp
ai_node.cpp
ai_networkmanager.cpp
ai_network.cpp
ai_navigator.cpp
Generating Code...
Compiling...
ai_namespaces.cpp
ai_movesolver.cpp
ai_moveshoot.cpp
ai_moveprobe.cpp
ai_motor.cpp
ai_memory.cpp
ai_looktarget. cpp
ai_localnavigator.cpp
ai_link.cpp
AI_Interest_Target.cpp
ai_initutils.cpp
ai_hull.cpp
ai_hint.cpp
ai_goalentity.cpp
ai_eventresp onse.cpp
ai_event.cpp
ai_dynamiclink.cpp
ai_default.cpp
AI_Criteria.cpp
ai_condition.cpp
Generating Code...
Compiling...
ai_concommands.cpp
ai_blended_movement.cpp
ai_behavior_standoff.cpp
ai_behavior_rappel.cpp
ai_behavior_passenger. cpp
ai_behavior_lead.cpp
ai_behavior_follow.cpp
ai_behavior_assault.cpp
ai_behavior.cpp
ai_basenpc_squad.cpp
ai_basenpc_schedule.cpp
a i_basenpc_physicsflyer.cpp
ai_basenpc_movement.cpp
ai_basenpc_flyer_new.cpp
ai_basenpc_flyer.cpp
ai_basenpc.cpp
ai_basehumanoid.cpp
ai _baseactor.cpp
ai_activity.cpp
activitylist.cpp
Generating Code...
Creating browse information file...
Microsoft Browse Information Maintenance Utility Version 8.00.50727
Copyright (C) Microsoft Corporation. All rights reserved.
BSCMAKE: error BK1506 : cannot open file '.\release hl2\bitbuf.sbr': No such file or directory
Build log was saved at "file://d:\Games\HL2inhumanity\src\dlls\Release HL2\BuildLog.htm"
server_hl2 - 4 error(s), 1 warning(s)
========== Build: 0 succeeded, 2 failed, 0 up-to-date, 0 skipped ==========

Ошибки как собственно видно из-за "клонирования" оружия и добавления Motion Blur
Всё делал как было написано в туторах, чем исправлять? biggrin

 
DetLeRДата: Воскресенье, 18.10.2009, 19:33 | Сообщение # 2
Engineer
Группа: Администраторы
Сообщений: 1731
Статус: Offline
Code
.\view_scene.cpp(3571) : error C2374: 'pp_motionblur' : redefinition; multiple initialization    
            .\view_scene.cpp(3331) : see declaration of 'pp_motionblur'    
.\view_scene.cpp(3573) : error C2374: 'pp_motionblur_addalpha' : redefinition; multiple initialization    
            .\view_scene.cpp(3333) : see declaration of 'pp_motionblur_addalpha'    
.\view_scene.cpp(3575) : error C2374: 'pp_motionblur_drawalpha' : redefinition; multiple initialization    
            .\view_scene.cpp(3335) : see declaration of 'pp_motionblur_drawalpha'    
.\view_scene.cpp(3577) : error C2374: 'pp_motionblur_time' : redefinition; multiple initialization    
            .\view_scene.cpp(3337) : see declaration of 'pp_motionblur_time'    
.\view_scene.cpp(4597) : error C2065: 'to' : undeclared identifier    
.\view_scene.cpp(4597) : error C2146: syntax error : missing ';' before identifier '_rt_FullFrameFB'    
.\view_scene.cpp(4597) : error C2065: '_rt_FullFrameFB' : undeclared identifier    
.\view_scene.cpp(4597) : error C2143: syntax error : missing ';' before 'if'    
.\view_scene.cpp(4609) : error C2143: syntax error : missing ';' before '}'    
.\view_scene.cpp(4609) : error C3867: 'IMaterialSystem::PopMatrix': function call missing argument list; use '&IMaterialSystem::PopMatrix' to create a pointer to member

pp_motionblur и компания из ошибок redefinition; значит, что такая переменная уже есть, удаляй лишние. missing ';' - нет точки с запятой.
Code
.\weapon_dualguns.cpp(183) : error C2065: 'EVENT_WEAPON_DUALGUNS_FIRE' : undeclared identifier    
.\weapon_dualguns.cpp(183) : error C2051: case expression not constant    
.\weapon_dualguns.cpp(193) : error C2065: 'SOUNDENT_VOLUME_DUALGUNS' : undeclared identifier    
.\weapon_dualguns.cpp(204) : warning C4065: switch statement contains 'default' but no 'case' labels

EVENT_WEAPON_DUALGUNS_FIRE - нет такой переменной, добавь её вверху после инклудов, что-то типо #define EVENT_WEAPON_DUALGUNS_FIRE. Тоже самои и с SOUNDENT_VOLUME_DUALGUNS. Если ты копировал как в туторе, то наверно изменил названия переменных в коде, а вверху не поменял smile
И покажи полностью свою Switch систему на которую матюкается компилятор.
Остальные ошибки, если останутся - напишешь сюда.
PS: Не выкладывай весь лог, ппц неудобно листать.
 
HitmenДата: Воскресенье, 18.10.2009, 19:38 | Сообщение # 3
Spy
Группа: Проверенные
Сообщений: 2104
Репутация: 84
Статус: Offline
Мда:)
Ну и лог... smile


Туториалы по программированию, мои и слегка изменённые чужие. :)

Sp@ce Project Blog
Sp@ce Project Web-Site

I'm in spaaace!
Я в контакте
Я в Facebook'е

 
SnakeusДата: Воскресенье, 18.10.2009, 19:41 | Сообщение # 4
Engineer
Группа: Проверенные
Сообщений: 61
Репутация: 1
Статус: Offline
Quote (DetLeR)
Не выкладывай весь лог, ппц неудобно листать.

biggrin
Всё получилось, спасибЫ.
Народ, а есть какой-нибудь способ компилировать быстрее чем это делает VS, ну или хотябы, чтобы он мне ошибки показывал быстрее.
А то я каждый раз компилировать задалбливаюсь moil


Было отредактированно - Snakeus - Воскресенье, 18.10.2009, 19:44
 
DetLeRДата: Воскресенье, 18.10.2009, 19:56 | Сообщение # 5
Engineer
Группа: Администраторы
Сообщений: 1731
Статус: Offline
Snakeus, ничем, кроме студии компилить нельзя.
 
HitmenДата: Воскресенье, 18.10.2009, 23:45 | Сообщение # 6
Spy
Группа: Проверенные
Сообщений: 2104
Репутация: 84
Статус: Offline
Один раз скомпилируй, будет лог + ошибки, второй раз скомпилируй, будут показаны только ошибки, компилируй с помощью ф7.

Туториалы по программированию, мои и слегка изменённые чужие. :)

Sp@ce Project Blog
Sp@ce Project Web-Site

I'm in spaaace!
Я в контакте
Я в Facebook'е

 
  • Страница 1 из 1
  • 1
Поиск:

Помощь в разработке форума: HOMiE7