Menu Base.

Posts 76–90 of 163 · Page 6 of 11
Quote Originally Posted by dragonslop View Post
well if you can code you can fix it. but if you read what the error is and fix it easily aswell. unresolved (symbol) like this ( in your file there is something that you have placed wrong or shouldnt be there
No you moron.
Unresolved Symbol means that something is missing
anyone with a straight mind will read "Unresolved" and instantly think ooh something is missing. not ooh something needs to be missing.
well could you tell me whats missing?

hold on i think im fixing it now. i jusst never download the sql service pack. it might fix it i will tell you if it did or not
ok i fixxed it all by myself. im satisfied
Quote Originally Posted by Skaterforeva1 View Post
ok i fixxed it all by myself. im satisfied
I am new
I got the same error too.

Can you tell me how did you fix it?

Thanks

Error:unresolved external symbol _D3DXCreateFontA@48
Quote Originally Posted by Skaterforeva1 View Post
do you have the june 2010 sdk
Of coz yes I have read all the topic for new

Code:
void cMain::Render(LPDIRECT3DDEVICE9 pDevice)
{	
	if(Main.pFont != NULL)
	{
		Main.DrawString(0 , 0, 0xFFFF0000, Main.pFont, Hack_Name); // Hack Title..

		Menu.Render (pDevice);//Menu Render
		Hack.hCommands();
		//etc...
	}else if (g_pDevice != pDevice)
	{
		g_pDevice = pDevice;
		try
		{ 
			if (Main.pFont != 0)
				Main.pFont->Release();
		} catch (...) {}
		Main.pFont = 0;
		
		D3DXCreateFontA(pDevice, 13, 0, FW_NORMAL, 0, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, Font_Name, &Main.pFont);
		
	}
}
And the error is happen on D3DXCreateFontA

Thanks for answering
Quote Originally Posted by mike864 View Post
Of coz yes I have read all the topic for new

Code:
void cMain::Render(LPDIRECT3DDEVICE9 pDevice)
{	
	if(Main.pFont != NULL)
	{
		Main.DrawString(0 , 0, 0xFFFF0000, Main.pFont, Hack_Name); // Hack Title..

		Menu.Render (pDevice);//Menu Render
		Hack.hCommands();
		//etc...
	}else if (g_pDevice != pDevice)
	{
		g_pDevice = pDevice;
		try
		{ 
			if (Main.pFont != 0)
				Main.pFont->Release();
		} catch (...) {}
		Main.pFont = 0;
		
		D3DXCreateFontA(pDevice, 13, 0, FW_NORMAL, 0, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, Font_Name, &Main.pFont);
		
	}
}
And the error is happen on D3DXCreateFontA

Thanks for answering
No problem. But ok so you need to go to the very top and click on project. then go down to project properties. a box should pop up. on the left click configuration properties. and then go down to VC++ Directories and click on it. then look go over and look for Include Directories click it and then click the little drop down arrow and select edit. then a box should pop up. at the very top there should be a folder looking button click it. then the box bellow it should have a little blank space in it with a button on the right side of the box. click it and then in the box that pops up go to C:\Program Files\Microsoft DirectX SDK (June 2010)\Include and then press select folder. your done with that step. click apply then click ok.
now you need to go to Library Directories. its right under were the Include Directories were. and do the same thing. But this time go to C:\Program Files\Microsoft DirectX SDK (June 2010)\Lib\x86 and select that fold. then click apply and ok then close the properties box and you should b done. please thank me if i helped
Quote Originally Posted by Skaterforeva1 View Post
No problem. But ok so you need to go to the very top and click on project. then go down to project properties. a box should pop up. on the left click configuration properties. and then go down to VC++ Directories and click on it. then look go over and look for Include Directories click it and then click the little drop down arrow and select edit. then a box should pop up. at the very top there should be a folder looking button click it. then the box bellow it should have a little blank space in it with a button on the right side of the box. click it and then in the box that pops up go to C:\Program Files\Microsoft DirectX SDK (June 2010)\Include and then press select folder. your done with that step. click apply then click ok.
now you need to go to Library Directories. its right under were the Include Directories were. and do the same thing. But this time go to C:\Program Files\Microsoft DirectX SDK (June 2010)\Lib\x86 and select that fold. then click apply and ok then close the properties box and you should b done. please thank me if i helped
Thanks for typing so longgggggggggg
This one i have done before but the error is happening too
Quote Originally Posted by mike864 View Post
Of coz yes I have read all the topic for new

Code:
void cMain::Render(LPDIRECT3DDEVICE9 pDevice)
{	
	if(Main.pFont != NULL)
	{
		Main.DrawString(0 , 0, 0xFFFF0000, Main.pFont, Hack_Name); // Hack Title..

		Menu.Render (pDevice);//Menu Render
		Hack.hCommands();
		//etc...
	}else if (g_pDevice != pDevice)
	{
		g_pDevice = pDevice;
		try
		{ 
			if (Main.pFont != 0)
				Main.pFont->Release();
		} catch (...) {}
		Main.pFont = 0;
		
		D3DXCreateFontA(pDevice, 13, 0, FW_NORMAL, 0, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, Font_Name, &Main.pFont);
		
	}
}
And the error is happen on D3DXCreateFontA

Thanks for answering
Include the SDK Libraries to the C++ Project and also use multi byte character set.
Very nice Menu, and its very easy to use it..
remove the a....
good job, thank you bro
Posts 76–90 of 163 · Page 6 of 11
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