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  • Jul 11 18:33
    persn opened #7232
  • Jul 11 15:29
    NayGames edited #7231
  • Jul 11 15:28
    NayGames opened #7231
  • Jul 09 07:30
    georg-eckert-zeiss closed #7212
  • Jul 09 07:30
    georg-eckert-zeiss commented #7212
  • Jul 08 17:14
    Xaeroxe commented #7230
  • Jul 08 16:56
    harry-cpp commented #7230
  • Jul 08 15:49
    Xaeroxe commented #7230
  • Jul 08 15:22
    Xaeroxe commented #7230
  • Jul 08 15:12
    georg-eckert-zeiss commented #7212
  • Jul 08 15:12
    georg-eckert-zeiss commented #7212
  • Jul 08 14:13
    georg-eckert-zeiss commented #7212
  • Jul 08 14:12
    georg-eckert-zeiss commented #7212
  • Jul 08 07:55
    harry-cpp closed #7230
  • Jul 08 07:55
    harry-cpp commented #7230
  • Jul 08 07:14
    mrhelmut commented #7230
  • Jul 08 07:14
    mrhelmut commented #7230
  • Jul 08 05:33
    Xaeroxe opened #7230
  • Jul 06 20:47
    BMarques commented #7228
  • Jul 06 20:41
    BMarques synchronize #7228
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
hopefully we can just use .net standard 2.0 in the future, if not now
Peter Amrehn
@jongleur1983
finally it looks like I could get it to work ;)
Peter Amrehn
@jongleur1983
is there a way to print out some info about the imported item that is shown in the success message of filtered output of the PipelineTool?
Peter Amrehn
@jongleur1983
is it known/as designed, that the Pipeline Tool (Gui) crashes whenever a referenced dll with importers is rebuilt (without the pipeline currently building itself)?
Nikos Kastellanos
@nkast
in the context object you will find a .Logger . Use this to log messages and warnings.
for errors throw an InvalidContentException or a PipelineException. That's the recommended way.
if you throw another type of exception it gets wrapped and reported as 'Unexpected Error in Importer/Processsor' and the original error message gets lost/obscured.
Nikos Kastellanos
@nkast
@jongleur1983 The pipeline loads the ref .dlls and scan them for importers/exporters , as the result the DLLs are locked by the system.
is it possible to debug your importer by invoking the MGCB directly? say for example set MGCB as 'start external program' in debug properties with the .mgcb file as a parameter...
Peter Amrehn
@jongleur1983
@nkast thanks. found the logger, and that's fine. I just wished I could log something that's shown inside the green success messages as well when output is filtered. I know how debugging works now though ;)
Peter Amrehn
@jongleur1983
is there a good way to learn shader programming? My goal is to migrate some old XNA3.1 shaders for MonoGame. I don't know what the old ones do exactly, I don't know the shader language, but I'd like to keep functionality as close as possible to the original one. Is there some kind of reference on how a shader looks like and works (ideally for the old XNA shaders AND for current monogame pipeline)?
Simon (Darkside) Jackson
@SimonDarksideJ
The biggest issue with updating old 3.1 shaders is keeping backwards compatibility. Easiest wat is to have an #IF on the shader version support and flipping to SM4.
However, it's not a magic bullet and sometimes doesn't work with features that are deprecated sadly.
Daniel Sör
@Ragath
if they're on 3.1 then i think we can assume they're in a read-only state by now, so a 1-way conversion should be fine
Peter Amrehn
@jongleur1983
@SimonDarksideJ what backwards compatibility are you talking about? I don't need to be compatible to the original platforms or similar. I try to re-implement (as just migrating is a worthless-to-go rabbit hole) the game on the current framework, just to get it running again.
will-scc
@will-scc
Hi guys, if I wanted to use the latest development build in an existing project, just running the installer from http://teamcity.monogame.net/repository/download/MonoGame_PackagingWindows/latest.lastSuccessful/MonoGameSetup.exe?guest=1 should be sufficient, right?
YTN0
@YTN0
Is the dev nugets functional for 3.8? I tried converting one of my projects over from the installer version to the 3.8 nuget version and I couldn't get my content pipeline stuff to compile. It kept complaining about assimp64.dll when trying to compile an fbx
Harry
@harry-cpp
They are functional
Peter Amrehn
@jongleur1983
Hi. I try to get the simplest possible version of a shader to work but keep getting "error X3003: redefinition of VertexShaderOuptut" for a struct I define, following this tutorial: https://www.reddit.com/r/gamedev/comments/435dkp/how_to_add_pixel_shaders_to_monogame/ (without calculating anything, skipping World and View and just returning input except normal)
Daniel Sör
@Ragath
@jongleur1983 you need the shader to actualy do stuff, or the compiler is going to strip everything out in the optimizing pass
Peter Amrehn
@jongleur1983
@Ragath thanks, that did the trick...
Peter Amrehn
@jongleur1983
compiling fine with the content pipeline, but failing to load now :/
Peter Amrehn
@jongleur1983
and loading successfully - thanks so far
YTN0
@YTN0
@harry-cpp are there instructions somewhere on setting up and using the nugets instead of the installer? I've not had any luck getting my pipeline content to compile. Is there a specific version of .net core or .net standard that we should be targeting? Also, where do the nuget templates come up? I also could not get the monogame core nuget to install (noth the DX or GL version). It also seems out of date.
YTN0
@YTN0

The specific issues are I can't compile any pipeline content that require Assimp. The error I get is:

2>SkyBoxCube.fbx : error : Importer 'FbxImporter' had unexpected failure!
2>Assimp.AssimpException: Error loading unmanaged library from path: Assimp64.dll, see inner exception for details.
2>The specified module could not be found. (0x8007007E)
2> ---> System.IO.FileNotFoundException: The specified module could not be found. (0x8007007E)

Jay Mann
@jaym2444
When trying to initialize my own graphics device so I can interop it within a UI Library, I always get thrown an error about a null pointer in the default graphics adapter
YTN0
@YTN0

Separately, I can't seem to compile any shaders that reference or include other files e.g.

2>/DefaultShader.fx
2>EXEC : error : C:\Users\default\AppData\Local\Temp\tmp8C31.tmp(1,0): File not found: Lighting.fx in .(MonoGame.Effect.Preprocessor+MGFile) C:\Users\default\AppData\Local\Temp
2>Failed to parse 'C:\Users\default\AppData\Local\Temp\tmp8C31.tmp'!

Harry
@harry-cpp
@YTN0 the second issue has been fixed with the newest develop version
dunno about the first issue
report it on github
YTN0
@YTN0
@harry-cpp Thanks for the update. Will file an issue for the 1st problem. For the second issue, has that just been resolved? I am currently using the latest build, which was from yesterday (5/23)
Harry
@harry-cpp
Resolved 4 days ago: MonoGame/MonoGame#7148
Peter Amrehn
@jongleur1983
Hi. Is it possible to have dependencies between Assets in the content pipeline (it was possible on Xna3.1)? My ContentProcessor writes ExternalReference<TextureContent> to the tag of ModelContent objects, but the contentPipeline fails to compile the model as "TextureImporter failed to load", on the other hand, the same texture as it's own asset compiles fine.
marinariverside
@thehedat92_twitter
game này có gì hấp dẫn
Peter Amrehn
@jongleur1983
I tried to upgrade my MonoGame packages to MonoGame.Framework.WindowsDX 3.8.0 prerelease - now some real basic types can't be found any more: Vector2, Vector3, Matrix, ContentTypeReader<T>, ContentReader - what am I doing wrong?
Jesse
@Jjagg
@jongleur1983 What .NET do you target? Try deleting bin and obj before building.
Peter Amrehn
@jongleur1983
@Jjagg trying to target netcoreapp3.0
netcoreapp3.1 would be ideal though
Peter Amrehn
@jongleur1983
@Jjagg Monogame.Framework.Content.Pipeline.Portable can't be restored using .netcoreapp3.1 - is there a proper replacement for that?
wait... I might have found the remaining issue, I'll try further...
Peter Amrehn
@jongleur1983
no... don't get it right, yet...
Let me ask the other way around: What to use under the following conditions: I need to use a library that targets netcoreapp3.1 and netstandard2.1; I need a content project (preferably but not necessarily using the Pipeline UI tool) with custom ContentProcessors and ContentImporters.
oh: and using DirectX under Windows for now.
Kevin Small
@KevinSmall
I have a problem building an iOS game from VS in Windows.
I have a MG 3.7.1 game developed in VS for Windows targeting iOS. I use the VS "Pair to Mac" feature to get the iPhone simulator running on Windows. My Mac is a mac-in-cloud Mac, not sure if that matters.
When I choose soln config = Debug, platform = iPhoneSimulator, I can build and run game on iPhoneSimilator in Windows. All good, all works.
When I choose soln config = Release, platform = iPhone I get an error at build time, saying "Failed to resolve assembly: 'Lidgren.Network". If I unpair my Mac it builds fine, so I suspect something is missing on the Mac. The Mac has VS and MG 3.7.1 installed.
Can anyone help?
Kevin Small
@KevinSmall
plus one slightly easier question, does anyone know what happened to Guide.cs that used to exist in 3.5.1, it seems to be gone in latest MG release.
Kevin Small
@KevinSmall
(please ignore my original question about lidgren.network - I worked around it by adding monogame.iOS project directly to my solution)
Jesse
@Jjagg
Guide has been removed. If you used it to show the keyboard check out KeyboardInput
Peter Amrehn
@jongleur1983
I installed the up to date Pipeline tool as a dotnet global too. It loads the content project (without any referenced dll). Whenever I try to add a reference to my compile pipeline project (containing the importers) it crashes, showing the following stack trace on restart: https://gist.github.com/jongleur1983/dff921fe31b44f8a9025a4a265ef7839