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  • 04:38
    tomspilman commented #7290
  • 04:37
    tomspilman opened #7290
  • 04:36

    tomspilman on tomspilman-patch-1

    Update version for new release (compare)

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    tomspilman on develop

    Documentation Upgrade (#7288) … (compare)

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    tomspilman commented #7289
  • 02:05
    SimonDarksideJ opened #7289
  • 01:58
    SimonDarksideJ commented #7238
  • Aug 09 21:36
    harry-cpp milestoned #7288
  • Aug 09 21:36
    harry-cpp opened #7288
  • Aug 09 21:36
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  • Aug 09 21:33
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    Ellpeck commented #7287
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John Sear
@MrJohnSear_twitter
@harry-cpp Thanks :) I've got some old Monogame games that I wouldn't mind trying to convert for browser. Is there a list of what works or any tips of things to steer clear of? Otherwise I think I'll just give it a bash and see how far I get. Cheers
Daniel Sör
@Ragath
@kakhlaghi its probably a capped interpolation method, one of the values being the increment and the others being the boundaries
Miguel Dorta
@ellipticaldoor

I will like to create a monogame project without having to install an IDE.

I'm using macos and I will like to code just using vim.

So, how I can simple create a new project and run it trough my terminal?

Maxime
@monsieurmax
with dotnet, it's quite easy actually
Matteo
@Eversor
hello everyone
had anyone been able to a add an external console window to a monogame game?
i was trying to add an optional run parameter to get some output for our betatesters
Harry
@harry-cpp
easiest solution is to mark your project as a console app
that way a console will pop up when you run your app
and print stuff to it with the normal console.writeline
if you want something fancier, you can always use something like Eto.Forms on another thread
Peter Amrehn
@jongleur1983
Hi. is it a good idea to keep .mgcontent and .xnb files under version control?
Brien King
@BrienKing
Hello
Brien King
@BrienKing
I keep the mgcontent under source control along with the original images/fonts/etc... as it's easy to create the .xnb again. If you want to be able to create an exact "Snapshot" of the game then you could keep the .XNB files as well.
Peter Amrehn
@jongleur1983
thanks
Daniel Sör
@Ragath
@jongleur1983 you want to store the xnb's together with the binaries in your release archive
Peter Amrehn
@jongleur1983
thanks @Ragath
Christopher Villalobos
@frostbytten
Trying to figure out the last leg of generating the .app for the MGCB Editor on Mac. I have everything built (command-line) getting from built to packaged in .app is eluding me.
realmboy11
@realmboy11
do you have to download
mostume222
@mostume222
hi there
i have a question
what is the thing that i need to have installed with VS?
just desktop .net development?
Brien King
@BrienKing
Monogame has an installer. After installing VS2017, run that and it will add templates to VS for MonoGame projects.
You then pick the project type you want to use depending on the platform you are aiming for.
mostume222
@mostume222
do you know if monogame will supoort next gen consoles?
Brien King
@BrienKing
Sorry, no idea.
Peter Amrehn
@jongleur1983
Hi. In a pretty old code base (XNA Framework 3.1) there's a Material class in used - this must be from Microsoft.Xna.Framework, Microsoft.Xna.Framework.Content or Microsoft.Xna.Framework.Graphics. Anybody who could tell me what's the best replacement in MonoGame?
Peter Amrehn
@jongleur1983
nevermind, missed that in the same code base... ignore the question please ;)
Peter Amrehn
@jongleur1983
Is there anybody who could help me with getting my data classes into the right XML schema?
Peter Amrehn
@jongleur1983
How is it possible to debug the Content Pipeline (ideally inside the GUI tool?
Nikos Kastellanos
@nkast
call System.Diagnostics.Debugger.Break() or .Launch() inside your importer/processor.
this will prompt you to open a new VS instance to debug it.
Daniel Sör
@Ragath
there's a test fixture to allow running automated tests on the pipeline projects in the MG source, but unfortunately i dont think that has ever been published as a nuget
Peter Amrehn
@jongleur1983
my underlying problem is that my XML files can't be imported by the pipeline tool, but the exception displayed isn't very helpful.
So i had two things in mind: 1) getting the full exception / cause by debugging, and/or/ 2) maybe being able to enhance the error display in the pipeline tool to include inner exceptions etc.
Daniel Sör
@Ragath
@jongleur1983 did you write an importer? or did you use the one that ships with monogame?
the format for that one is a bit special, you'd have to read the docs on it
Peter Amrehn
@jongleur1983

@Ragath I'd like to use the XML importer shipped with monogame - and happy to adapt my XML files accordingly; but all error I get is this:

/item1.xml: error: Importer 'XmlImporter' had unexpected failure!
System.Reflection.ReflectionTypeLoadException: Mindestens ein Typ in der Assembly kann nicht geladen werden. Rufen Sie die LoaderExceptions-Eigenschaft ab, wenn Sie weitere Informationen benötigen.
bei System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
bei System.Reflection.Assembly.GetTypes()
bei System.Linq.Enumerable.<SelectManyIterator>d__233.MoveNext() bei System.Linq.Enumerable.WhereSelectEnumerableIterator2.MoveNext()
bei System.Linq.Enumerable.FirstOrDefaultTSource
bei Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer.FindType(String typeName)
bei Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadObjectT
bei Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadObjectT
bei Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer.DeserializeT
bei Microsoft.Xna.Framework.Content.Pipeline.XmlImporter.Import(String filename, ContentImporterContext context)
bei Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
bei MonoGame.Framework.Content.Pipeline.Builder.PipelineManager.ProcessContent(PipelineBuildEvent pipelineEvent)

Peter Amrehn
@jongleur1983
so the LoaderExceptions are the relevant part not visible here.
Daniel Sör
@Ragath
@jongleur1983 well its not gonna get much better than that i'm afraid. here's a description of the format https://www.cs.usfca.edu/~galles/cs420S13/lecture/UsingXNA4XML/XNA_XML.html
basically nothing like your average xml serializer i'm afraid
my recommendation would be to write a custom importer that deserializes the type you want, you can then either process it further or just use the pass-through processor
Maxime
@monsieurmax
@mostume222 yes it will
Peter Amrehn
@jongleur1983
@Ragath thanks. will have a look tonight
Peter Amrehn
@jongleur1983
failing with the custom content importer... followed roughly the post here http://blog.dylanwilson.net/posts/2015/creating-custom-content-importers-for-the-monogame-pipeline/ I have these two states: referencing my ContentPipeline project including the importer All assets fail to build (including those using default importers/processors as before). Without referencing the project my XML files I wrote the importer for still fail, but the other assets build successfully
Daniel Sör
@Ragath
the binary that the pipeline project produces needs to be referenced in the *.mgcb file
Peter Amrehn
@jongleur1983
@Ragath thanks, will have a look tonight (after work)
Peter Amrehn
@jongleur1983
okay, still not working, but I know the underlying problem: there's a ReflectionTypeLoadException thrown while importing - that's printed to error, but doesn't help.
It has no InnerException, but there is a LoaderExceptions-Property, and that one contains the relevant info (now I have to figure out what's the problem...)
Peter Amrehn
@jongleur1983
FINALLY! @Ragath it's important to use a net462 project for the pipelin project. Had a netcoreapp3.0 project as all other projects are, thus the required framework assemblies didn't match and couldn't be loaded. Thanks for your sample, the csproj file helped to find it out
Daniel Sör
@Ragath
@jongleur1983 ah yea, forgot to mention that, the dll is referenced by the mgcb.exe at runtime, which means the .net framework used for that is the limit on what you can use for the pipeline project