On 14/02/2014 at 12:17, xxxxxxxx wrote:
Originally posted by xxxxxxxx
What the reference is doing is telling VS what library to use when linking. If you remove it, the linker can't find the object code from the SDK to link to, so you get a zillion linker errors.
Now we are talking :)
Originally posted by xxxxxxxx
Regarding the framework, who knows why it's there, but you aren't using managed code so you can probably forget it
I will try to forget it. The confusing thing, even when reading pure C++ blogs on the Microsoft sites, the often mention "assemblies". I work with assemblies, almost every day, but that is .Net and C#, not C++. I Guess it is all bad design, sloppy GUI management in Visual Studio.
Originally posted by xxxxxxxx
You don't need the reference if you set the project up yourslf - you can just set the linker properties to use a specified library file and where that file is located. There are other linker settings though which plugins need, the pages on my site Scott was referring to mentions those (but bear in mind I wrote that back in 2009, it may well be out of date now).
Yes, here is the file:

I should have listened to Scott a little more. Ok, the solution is here, as he said:
http://www.microbion.co.uk/graphics/c4d/create_plugins2.htm
I followed point 7. and point 8.
It compiles just fine now.
Point 9. is about "change Randomized Base Address to Disable Image Randomization (DYNAMICBASE:NO)"
This is Greek to me, have no idea what it means and what it does, and if it is important. So I let it untouched.
What this _api project really does is a little unclear. Maybe it is there to speed up builds, right? Or wrong?
In any case, I am MUCH wiser now than when I started this thread, thanks a lot folks :smile:
And a big thank you to Steve for his website. In fact, it was this website that put me on the right track, leaving the blind alley called Python, and move on to a real programming language for C4D plugins.