Irrlicht.dll with Visual C++

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Molko

Irrlicht.dll with Visual C++

Post by Molko »

When I try and compile my program, I get a message telling me that Irrlicht.dll can't be found. I was just wondering where I put it...

Thanks.
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

try in Windows/system32

or you can simply put it in the working directory of the .exe
Molko

Post by Molko »

Thanks.

I wasn't sure if it goes in System32 or the VC++ directory.

I put it in System32 and it works now!
hopeful

two differant Irrlicht.dll exist!

Post by hopeful »

There is more than one Irrlicht.dll and of differant sizes.

Irrlicht/0.4/bin/VisualStudio/Irrlicht.dll is only 604kb.

The Irrlicht.dll found in various examples and elsewhere is far larger 1,154kb.

So, which one should I stick in the windows/system32/ ?

If I have one there, and a differant one in the folder with the .exe which one does it choose?

I just got my Microsoft Visual C++ .net standard version 2003 in yesterday and I'm trying to compile my first example with it now.

I'm thinking the bigger one would be better, but perhaps the one made for Visual Studio is more compact and efficient. Please explain this to me.
hopeful
Posts: 5
Joined: Sun Dec 21, 2003 3:25 am

the newer version has a dll that won't work with examples

Post by hopeful »

version 0.4 has its Irrlicht.dll at 604kb for Visual Studios while the version 0.42 has it at 640kb.

The 0.42 version, if copied into the quake example directory, will not run. Replace it with the 0.4 version, and all is well again.

--

And to answer one of my last questions, it checks to see the directory the .exe is in, before checking in windows/system32/
unrealfragmaster
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Location: Ireland
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Post by unrealfragmaster »

It wont run because you arent using the correct code. 0.402 has E in front of enumerations.
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hopeful
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Post by hopeful »

I was thinking perhaps when people started using the new version, the examples would have to be updated.

This is something that should be mentioned somewhere on the site when the new version is released in full, to keep new comers from getting frustrated or posting the same question on the forum every few days.

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For those writing new code to be used for a game of theirs, is there any chance that what they are making now may not be compadiable with a final version of the Irrlicht engine? Or will they simple have to change the syntax of a few things? Just curious.
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