So, I have no idea how to compile my mod. (I'm new to modding tpt)
I use Visual Studio 2012 on Windows 8 Pro x64.
I tried making new project from existing code, selected it, changed the options as the compiling wiki tutorial said.
Build.
200+ errors, all are the same:
****.h not found blah blah blah.
So, it can't find the header files. I checked, and, indeed, they are not there.
I didn't screw things up at all, just added 2 new elements as .cpp files.
Any help?
Can you paste the errors?
My immediate thought is that you are not running generator.py to generate the element headers. Not sure how the devs are doing this on windows.
It's pretty useless to paste the errors, there were missing .h files.
And I did run generator.py, with Python.
Still would help to know the exact set of missing files.
Just running the generator.py doesn't look like it would work:
cat SConscript| grep generator
AddOption('--python-ver',dest="pythonver",default=False,help="Python version to use for generator.py")
# detect the executable name for python so we can run some generator scripts
# run generator commands
env.Command(['generated/ElementClasses.cpp', 'generated/ElementClasses.h'], Glob('src/simulation/elements/*.cpp'), pythonVer + " generator.py elements $TARGETS $SOURCES")
env.Command(['generated/ToolClasses.cpp', 'generated/ToolClasses.h'], Glob('src/simulation/tools/*.cpp'), pythonVer + " generator.py tools $TARGETS $SOURCES")
Notice that it provides the source files and targets to the generator script, so I assume without those it will fail to build the headers.
I'll compile again. What I'd actually prefer is to make my elements in Lua code, is there any way to set low/high temp element transitions (Like WAX) in Lua?
I'll check next time. The missing files were all default files that remained untouched actually.