Проблема с компиляцией
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Snakeus | Дата: Воскресенье, 18.10.2009, 19:09 | Сообщение # 1 |
Engineer
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| 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?
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DetLeR | Дата: Воскресенье, 18.10.2009, 19:33 | Сообщение # 2 |
Engineer
Группа: Администраторы
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| 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 И покажи полностью свою Switch систему на которую матюкается компилятор. Остальные ошибки, если останутся - напишешь сюда. PS: Не выкладывай весь лог, ппц неудобно листать.
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Hitmen | Дата: Воскресенье, 18.10.2009, 19:38 | Сообщение # 3 |
Spy
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| Мда:) Ну и лог...
Туториалы по программированию, мои и слегка изменённые чужие. :)
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Snakeus | Дата: Воскресенье, 18.10.2009, 19:41 | Сообщение # 4 |
Engineer
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| Quote (DetLeR) Не выкладывай весь лог, ппц неудобно листать. 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
Было отредактированно - Snakeus - Воскресенье, 18.10.2009, 19:44 |
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DetLeR | Дата: Воскресенье, 18.10.2009, 19:56 | Сообщение # 5 |
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| Snakeus, ничем, кроме студии компилить нельзя.
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Hitmen | Дата: Воскресенье, 18.10.2009, 23:45 | Сообщение # 6 |
Spy
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| 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. :)
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