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 Post subject: Shader VMK 9 - Auto Build Number
PostPosted: Fri Sep 07, 2012 6:38 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
The game project is updated to use the BuildNumberGenerator program in this VMK so that we can keep track of the current build number.


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 Post subject: Re: Shader VMK 9 - Auto Build Number
PostPosted: Wed Nov 28, 2012 1:55 am 

Joined: Sat Nov 28, 2009 9:28 pm
Posts: 5
Location: Erie
Bit of a problem with this, the build generator doesn't work in my case because I have a different namespace and every time I build and have the gen run before it returns a 9 error idk why but then ran it in the "run" command like so C:\Users\CyberPolice_CT\Documents\visual studio 2012\Projects\ShaderEngine\ShaderEngine\External _bin\BuildNumberGenerator.exe "C:\Users\CyberPolice_CT\Documents\visual studio 2012\Projects\ShaderEngine\ShaderEngine\Game\" it works but keeps renaming my namespace


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 Post subject: Re: Shader VMK 9 - Auto Build Number
PostPosted: Wed Nov 28, 2012 7:19 am 
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Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
The BuildNumberGenerator is hard coded to use the namespace provided. If you want to use this exe in your projects you'll need to use the vmk namespace.

In your project that uses a different names space, instead of doing g_strGameName, just use vmk::g_strGameName instead.


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