• Problem with a mod
    7 replies, posted
ok so I just compiled the cache with Visual C++ 2010 Express and i was getting this problem right after compiling while running a map... ] map ep2_outland_01 Precache called on a point_template that has no templates: template.debris.01 Precache called on a point_template that has no templates: Precache called on a point_template that has no templates: ptemplate.antlion.player Precache called on a point_template that has no templates: template.trains Precache called on a point_template that has no templates: template_door_blocker Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. Dropped Cpl. Bradley from server (Disconnect by user.) that is copied right out of console. Any help?
[url]http://developer.valvesoftware.com/wiki/Compiling_under_VS2010[/url]
not helpful... [editline]01:30PM[/editline] 1>------ Build started: Project: Client Episodic, Configuration: Debug Win32 ------ 1>LIBCMT.lib(invarg.obj) : error LNK2005: __invalid_parameter_noinfo already defined in memoverride.obj 1> Creating library .\Debug_episodic\Client.lib and object .\Debug_episodic\Client.exp 1>.\Debug_episodic\Client.dll : fatal error LNK1169: one or more multiply defined symbols found ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== taken out of vs2010 [editline]01:43PM[/editline] i think it was only compiling the client project...
Build in release mode (with the Source SDK you pretty much always build in release)
wow i'm fucking retarded. i was only doing a [I]debug[/I] instead of a full compile
A compile in debug-mode is a full compile as well ._. How would you even half-compile something? Unless skipping some files in a project...
it wasnt actually a compile it was a debug, not a compile in debug mode.
It compile in debug when you lunch debug mode.
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