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Topics - NameUser

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1
General / Default path differing between debugger and exe.
« on: April 11, 2013, 10:38:49 pm »
For one, I'm sorry if I shouldn't post this here since it's not directly related to SFML. However, the issue is based off of SFML's image file loading.

I'm using Microsoft Visual C++ 2010 Express. When I build and then run the built exe, the program starts its search path from the exe's location, and finds all of the images and other files in the same folder with it. However, when I try to run it via the debugger, the search path begins at C: and every single external file fails to load.

Does any have any idea why this is? Does it have something to do with SFML's file loading, or is it completely unrelated? Any ideas on how to fix this?

2
Network / I'm just confused
« on: September 28, 2012, 03:23:37 am »
I've been working on adding netplay functionality to my game. Sadly however, due to me having 0% experience with networking code, I've been struggling quite a bit with this.

I've gotten the game and server to communicate, but I can't get certain things to work. For example, must I send all of the data I want to give to the client in one packet? How can it tell what the data is and thus what to use it for? That's not a huge deal for now, but once the game expands more, that's a LOT to be sending in a single packet. For another, I can't get my server to support multiple clients properly. I read up on Selectors in the 1.6 tutorial, but sadly that's too outdated. Several vital functions in that tutorial either no longer exist or are TCP only.

Can anyone give me a more up to date tutorial? Or some examples? Or at least answer those two issues?

3
General / File Path
« on: September 10, 2012, 12:33:16 am »
Heyo.

When I moved computers, SFML started doing something odd. While before that it had started it's file path when loading images or files at the project, meaning I could easily include images or needed files within the project's folder, it now starts at the base. Because of this, I've had to keep my files in my C: directory and link to them there. It was a nuisance, but I just dealt with it. Now that I'm nearing giving out a very early alpha of my game to a few people, that's no longer an option.

Is there any reason SFML might no longer be starting the file path at the proper directory? If not, how can I go about manually setting to the file path to start at the project when the path to the project from the base might vary?

4
General / Class Destructed on Function Return?
« on: August 22, 2012, 05:03:42 am »
Hi. I've been following a really helpful tutorial recently. It's a bit outdated though. I've already fixed a few issues due to that myself, but now I'm stumped. That is, if this is even the result of it's outdatedness.

I keep getting an access violation, which you can see for yourself by simply clicking the top of the screen twice. (sorry about not including the graphics, SFML is experiencing an odd glitch for me right now where it starts it's branch at C: as opposed to the folder the program is running from.)

Upon further investigation I narrowed it down to the recently added dynamic_cast in GameBall.cpp. Upon even further experimentation, it appears that whenever GameObjectManager runs one of it's functions, it's destructed on Return, thus causing access violations when it's referenced later. I can't for the life of me figure out why though.

If anyone could look at my solution and tell me what I'm missing, it would be greatly appreciated.

http://www.sendspace.com/file/gr753l

5
General / Access Violation
« on: July 09, 2012, 12:51:29 am »
I've been working on getting better with SFML. After a few simple projects which went well, I wanted to learn a vital skill. Dividing my code into seperate header files so that I don't just have a giant wall of code. I decided to try and remake Zelda II's Sword system, which I always felt was very fun to fight with.

However, I was soon stumped by this.

Unhandled exception at 0x76f415de in Zelda II Swordfight.exe: 0xC0000005: Access violation reading location 0xc5fed298.

I managed to pinpoint it down to this line.

In Graphics Handling/func_drawscreen.h/window->draw(*sprite_title_p);

If I move the initialization of the texture and conversion of it to a sprite into the same file, all works fine.

http://www.sendspace.com/file/fyiff7

There's my project. I'm using Microsoft Visual C++ 2012. I'm hoping this is just some dumb mistake on my part. If anyone could help me it would be greatly appreciated.

6
General / Errors On Compilation
« on: June 05, 2012, 10:04:51 pm »
I recently changed computers. I managed to reinstall SFML, but I'm getting an error on compilation. I'm relatively new, so I'm not quite sure as to the cause.

The program was simply a test that everything was set up right, it does nothing but open a window. I'm thinking the problem likely lies not in the code but in the project setup, but I'll include the code regardless.

http://pastebin.com/q8QzPQan

Using Visual Studio 2011 Beta.

7
General / Very final step of installation...
« on: June 01, 2012, 03:27:05 am »
I've decompiled SFML, and setup a project in VS2011, and all, but there's one issue. Though it recognizes and loads all of the libraries, and gives no error for declarations such as declaring an sf::texture, the use of any functions belonging to any of the SFML classes, such as *texture*.LoadFromFile("filename"), or window->IsOpen() gives an error, saying that the class has no member by that name.

Any common mistake I'm making here? I'm pretty sure I decompiled and installed everything correctly.

Thanks.

(Dynamic Debug, Visual Studio 2011)

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