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Steam - debug build of game failing to start
SpiderPig replied to SpiderPig's topic in General Discussion
Thanks, I'll do that. -
That does make more sense. The package contains a material and shader. Although I didnt think it loaded the files inside straight away...
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Josh started following LoadPackage Crashing
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I am not sure if that message means that LoadPackage. It seems far more likely the integrated graphics are causing a problem after the package is loaded.
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Dreikblack started following Materials for map can't be load from zip
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After recent update material for skybox can't be loaded from zip package 1. Make Materials.zip with Materials folder inside 2. Rename usual Materials folder to exclude loading from non-package Standard start.ultra map #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); auto package = LoadPackage("Materials.zip"); package->FileType(""); //Load the map WString mapname = "Maps/start.ultra"; if (cl["map"].is_string()) mapname = std::string(cl["map"]); auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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Josh started following Entity::Copy() now copies tag
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Yes, this is a feature. Is this bad?
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reepblue started following Steam - debug build of game failing to start
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Steam - debug build of game failing to start
reepblue replied to SpiderPig's topic in General Discussion
Steam sometimes fails redistributables even with release copies. It's best to package the installers in the game incase anyone needs them. -
Dreikblack started following Entity::Copy() now copies tag
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After one of last updates Entity::Copy() started copy original entity tags. I don't know if it's intended but it was not a case before and took me a while to discover exact issue, #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -4); //Create a light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); light->SetColor(2); //Create a model auto model = CreateBox(world); model->SetColor(0, 0, 1); model->AddTag("Test"); auto model2 = model->Copy(world); int tagCount = world->GetTaggedEntities("Test").size(); Print(tagCount); window->SetText("tag count " + WString(tagCount)); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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Thanks I'll give it a go in the morning and see what happens.
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Josh started following Imposter Test
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Dreikblack started following LoadPackage Crashing
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I'm using LoadPackage for Quake pak and zip, you can check if it's also does not work on that PC https://drive.google.com/drive/folders/1d5QKGvv0ikCDG9Pe1gIS8sg0hhkbybn_ You will need installed Quake tho
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The PC is running windows 10 and.... actually... I think it's integrated graphics... should that make a difference to load package though? Surly it would fail in something like the window or framebuffer if it were the GPU?
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Unfortunately with a remote debug it didn't give me much to go on. GameStart... 'TheSeventhWorld_d.exe' (Win32): Loaded 'C:\Windows\System32\windows.storage.dll'. 'TheSeventhWorld_d.exe' (Win32): Loaded 'C:\Windows\System32\wldp.dll'. 'TheSeventhWorld_d.exe' (Win32): Loaded 'C:\Windows\System32\profapi.dll'. Loading package "Data/Atmosphere/Atmosphere.zip" Exception thrown at 0x00007FF745A6DCA5 in TheSeventhWorld_d.exe: 0xC000001D: Illegal Instruction. Unhandled exception at 0x00007FF745A6DCA5 in TheSeventhWorld_d.exe: 0xC000001D: Illegal Instruction.
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SpiderPig started following LoadPackage Crashing
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LoadPackage is crashing on a PC where I've installed my game but am not developing on. It prints to the console "Loading Package "filename"..... etc...." and then crashes. I've confirmed that the program is not exiting LoadPackage before the crash and no other information is being printed to the console. The data does not appear to be corrupt as I have copied over all files from my PC where it works, to the other PC where it crashes. The only other thing I can think off is that it might need some library that my PC has but the other does not? I'm saying this is a bug because LoadPackage is crashing with no error to the console. Unfortunately I have no example as it seems to be on a per PC basis. Perhaps something comes to mind that might cause LoadPackage to crash?
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Steam - debug build of game failing to start
SpiderPig replied to SpiderPig's topic in General Discussion
I see of lot of information on the web saying you not allowed to redistribute the debug DLL's. I don't know why considering you can just download visual studio and get them anyway. So I guess I'll just make it that if anyone wants to run the debug build they need to install visual studio. -
Steam - debug build of game failing to start
SpiderPig replied to SpiderPig's topic in General Discussion
From what I can gather, to run a C++ debug build you need the debug DLL's which there is no redistributable for. You either need to install Visual Studio on that machine or find the DLL's and export them with that project. -
Okay, I had a feeling that might actually be the case. Thanks.
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Josh started following Slider Joint not colliding with parent
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That's normal. Two entities in a joint should not collide with one another. Most joints have constraints you can set to control their range of motion.
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0.9.6 Mesh layers that use per-vertex alignment now automatically use the terrain normal. Null post-process effects no longer cause fatal error in editor.
- Yesterday
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Steam - debug build of game failing to start
SpiderPig replied to SpiderPig's topic in General Discussion
It might be that the release build is failing for a different reason. But as far as the debug build goes, is there anything special I should be distributing to run the debug build of my game? -
What could cause these errors when starting the debug build on another machine? The release build fails to run too. Failed to find these dll's; MSVCP140D VCRUNTIME140D VCRUNTIME140_1D ucrtbased I've installed C++ redistributables as found on the learn page. And steam is installing them anyway
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Ah okay. I guess I can use multiple joints if there's no other way.
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I am using the dCustomPlane class. I think the UpVector joint only controls rotation, so it's basically a more limited version of the kinematic joint.
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I'm not sure how you've implemented the plane joint, but up vector has a function for that. Which sounds like a plane joint to me... http://www.newtondynamics.com/wiki/index.php/NewtonUpVectorSetPin
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I don't think it does. I am looking in dCustomHinge.h and I don't see any method to set the pin once it is created.