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charlieg Site Admin
Joined: 29 Apr 2007 Posts: 80
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Posted: Mon Aug 27, 2007 7:43 pm Post subject: Re: Alright |
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| brijones wrote: | | Trouble is, I love this OS so much, I don't know what I ever did before it... Oh yes, now I remember, the old reinstall the OS every 3 months. I still think this OS is the most stable microsoft product ever created. I just might be obsessed enough to do install x86 again. |
On-topic: As far as I know, Tao is just a C# wrapper around SDL so theoretically should not be too big.
Off-topic: Maybe you should try a Linux desktop like Ubuntu... Vista is a piece of crap IMHO. Still, Linux wouldn't solve this problem either since FreeTrain isn't yet ported to Linux although this SDL branch is far, far closer to that goal than before._________________ Want Free Games?
Free Gamer - open source games blog and information
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steven_h Developer
Joined: 01 May 2007 Posts: 62 Location: Canberra, Australia
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Posted: Mon Aug 27, 2007 10:32 pm Post subject: |
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With the new .NET2.0 (blah blah blah...) you cannot just link with standard C++ DLLs. (which SDL in it's basic form is).
So, as Charles stated, TAO is simply a wrapper that sits between SDL and my code to provide me with SDL...
Now, since it's open source, I could hack open TAO and rip all the required bits out into my app... you could then compile that at your 'native' hardware level (x64) and see what happens... but that's ludicrous.
...What I'm interested in, is that 32-Bit applications _should_ work on your system... I think the issue is that you have x64 Libraries (SDL?) attempting to work with 32-Bit applications (FreeTrain) and this is a big no-no.
Is there a chance you can download the SDL libraries again (32-Bit) and throw them directly into the folders where TAO exists?
I really cannot help out on this until I get my hands on an x64 system... and it turns out I should be able to install xp64 on my Pentium D (of which I had no idea!).
... So I'll keep you updated if I can successfully get anything going.
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brijones
Joined: 13 May 2007 Posts: 43
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Posted: Mon Aug 27, 2007 11:45 pm Post subject: hmm |
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There is no 64bit SDL.dll, the version I have is the Win32 version, but it's stated that it works with 64bit. See, it's possible for dll's to work on 64bit, that isn't the problem. The only thing that shouldn't work is device drivers.
It is correct that it should work on either system, though the jap version works, and no builds in the english FT have worked yet. Perhaps it's a problem with the change to a newer .Net framework, it is possible.
I'm running xp x64 btw, great stability.
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steven_h Developer
Joined: 01 May 2007 Posts: 62 Location: Canberra, Australia
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Posted: Tue Sep 04, 2007 11:08 pm Post subject: |
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Ok, I haven't been able to test it, but try this:
| Quote: | The project file (.vbproj for visual basic) is an XML file, which can be edited with any text editor, such as notepad. It has two sections that need to be changed, one for debug and one for release. Insert the following line into both of these sections and the dll should now work. <PlatformTarget>x86</PlatformTarget>
Here are those sections with the lines added:
...
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<DefineDebug>true</DefineDebug>
<DefineTrace>true</DefineTrace>
<OutputPath>bin\Debug\</OutputPath>
<PlatformTarget>x86</PlatformTarget>
<DocumentationFile>AnotherFri_Dll.xml</DocumentationFile>
<NoWarn>
</NoWarn>
... |
Please only add the bolded line
...I haven't got SVN access at work... so I can't do anything from here. Otherwise I'll dig into it tonight and see what I can do. Seems that you'd need to add this in each of the projects (plugins as well).
Adding it one-by-one should be ok, since you'll just keep getting BadImageExceptions in different areas.
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charlieg Site Admin
Joined: 29 Apr 2007 Posts: 80
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Posted: Wed Sep 05, 2007 8:06 am Post subject: |
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We should rewrite this in Java.  _________________ Want Free Games?
Free Gamer - open source games blog and information
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steven_h Developer
Joined: 01 May 2007 Posts: 62 Location: Canberra, Australia
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Posted: Wed Sep 05, 2007 10:22 am Post subject: |
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lol.. I know that .NET isn't the fastest... but I do believe that Java would take the cake.. .I'd prefer a rewrite in C++....
Anyway, a picture is 1000 words or something....
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himasaram Developer
Joined: 01 May 2007 Posts: 79
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Posted: Thu Sep 06, 2007 3:19 am Post subject: |
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So, if the same changes were made to the DirectX branch, it would run on x64?
If so, it'd certainly be worth making a new release on SF for!
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steven_h Developer
Joined: 01 May 2007 Posts: 62 Location: Canberra, Australia
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Posted: Thu Sep 06, 2007 3:43 am Post subject: |
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Yup yup.. I wrote that in the SVN Commit Comment
I might do it tonight.. late.. if someone doesn't beat me to it.
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himasaram Developer
Joined: 01 May 2007 Posts: 79
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Posted: Sun Sep 09, 2007 12:26 pm Post subject: agh |
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I was planning to do it but came down with an awful cold instead. *cough* *cough*
/ Daniel - writing from bed
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brijones
Joined: 13 May 2007 Posts: 43
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Posted: Tue Sep 11, 2007 3:48 pm Post subject: hmm |
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| Code: | | Error 1 Resource file "Properties\Resources.resx" cannot be found. FreeTrainSDL |
Hmm, I dunno what the deal is.
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steven_h Developer
Joined: 01 May 2007 Posts: 62 Location: Canberra, Australia
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Posted: Tue Sep 11, 2007 9:12 pm Post subject: |
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Forgive me... I've just checked in the required files... please do an SVN update on your directory.
Keep me updated with any other issues.
I'll attempt to find time tonight to check out the full repo and work out what else I haven't checked in.
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brijones
Joined: 13 May 2007 Posts: 43
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Posted: Wed Sep 12, 2007 12:43 am Post subject: woot!!! |
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Wow, and for the first time, I have it working
Ain't that crazy how the smallest little thing.
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Breosa
Joined: 31 Aug 2007 Posts: 13
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Posted: Wed Sep 12, 2007 3:57 am Post subject: still having issues |
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I'm still having issues. It has lots of problems loading the plug-ins. The first failure is with the system.wav
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pluginerrorstation.wav.zip |
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spriteloader.zip |
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steven_h Developer
Joined: 01 May 2007 Posts: 62 Location: Canberra, Australia
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Posted: Wed Sep 12, 2007 4:31 am Post subject: |
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Breosa, I've never seen issues like this before... it's all scary too.
Can you start by telling me what platform/OS you're running on and also do a full rebuild of the solution and post the 'Output' as a text file to this forum?
Might give me an idea as to what's failing... Do these errors come up once the loading screen is visible?
Feel free to post screenshots directly to the forum, zip compression doesn't do squat when reducing jpeg file sizes 
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Breosa
Joined: 31 Aug 2007 Posts: 13
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Posted: Wed Sep 12, 2007 3:23 pm Post subject: Welcome to vista! |
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I'm trying to build it on Vista x64  . The main screen appears, the splash screen with the loading plugins appears. It successfully loads a number of plugins so it seems based on the debug trace that are in the list prior to System. Station.wav is just the first of the plugins to error out.
I finally got to the line that fails on station.wav in Segment.cs, (man there is a ton of looping in the startup process, F11, F11, F11..). I checked the file name was correct by doing a Debug.Print(fileName); and then copy past into Media Player and it clearly works as a Wav file/path. So it has to be something with:
return new Segment( DirectAudio.loader.LoadSegment(fileName) );
That causes the first error. I wonder if Vista doesn't like the older DirectAudio setup as if you recall from the other thread I'm pointing to interop.DxVBlibA in the references section for DirectAudio.Net.
I haven't got far enough to find out where the spriteloader is failing, too many F11 keypresses to get that far!
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