Sorry for the necrobump but this is literally the only topic on the entire Internet that speaks in plain tongue about compile issues with source. Anywho just kind of throwing this information out there to see if any of you chaps know what's what...
Compiling Doom3GPL (Ttimo) the following crops up; the source files as provided seem like they able to compile in Visual Studio 2013
so long as the MFC pack linked in an earlier post is loaded (if not the LNK errors occur
) with the exception of this error in "xkeycheck.h" line 250; "324 error C1189: #error : The C++ Standard Library forbids macroizing keywords. Enable warning C4005 to fine the forbidden macro
". There is some info floating around the Internet on this but it's not clear how it's used (won't link to the sites as they all seem to be traffic harvesters). Has anyone figured out a fix for this.
Second issue. Compiling the same source code with Visual Studio 2015
throws up a lot of errors (between 30 and 60 depending on how messed up the code gets after changing things around), some of which are discussed in some of the earlier posts in this topic, and again they seem to relate mainly to making sure the MFC language library's and SDK's are installed.The "S_COLOR_RED" error crops up and can be fixed as per Friar's post
, but the "SOURCE_CODE_BASE_FOLDER
" persists. In the *.h file that's listed as "../"SOURCE_[...]
" which is supposed to be referencing "/neo
", the source code folder. But what is that path relative to, the "[drive]:\
" location? Should it be "../../"SOURCE[...]
" or "/"SOURCE[...]
" indicating a different local relative to VS? In other words, the relative path to the source files is wrong so it throws up the error.
With regards to "math.h
" versus "cmath
" and VS 2015, the default code doesn't use cmath and that seems like a big task to correct, but reading up on the "abs
" errors thrown up it appears Doom 3 source should be using "fabs
" because the code is using 'floating variables' (which seems to be what 2015 is expecting). Using "fabs
" doesn't fix the problem as might be expected though. So not sure what's going on there.
As an incidental side note: the instructions on the ModdDB page are confusing a hell and a lot of it seems to cause more problems than it solves for 2013 and 2015 (can't speak for 2010) - if those are installed correctly there's no need to add the absolute paths to VC and/or DirectX SDK etc., because VStudio is supposed to pull that info in automatically from system paths.