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Messages - AleVerDes

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1
DotNet / Re: SFML and clipboard
« on: February 02, 2014, 10:35:19 pm »
Sorry, in console application it dosn't work too. May be problem in links of project.

2
DotNet / Re: SFML and clipboard
« on: February 02, 2014, 10:30:46 pm »
But in the standard, the newly created application WMF everything works fine. And here - no. Code just written and Clipboard previously contacted and could not even - Windows.Forms connected only for him.

3
DotNet / SFML and clipboard
« on: February 02, 2014, 09:59:51 pm »
Hi guys!

I have a problem with the work of the clipboard.

Said further code, according to the tests, indicating that the clipboard contains an empty string. That is, the two conditions return true.

What could be the problem?

add_str(Clipboard.GetText());
if (Clipboard.GetText() == "") add_str("22");
if (Clipboard.GetDataObject() == null) add_str("222");

(add_str(string str) - a function for adding text to the screen, for tests)

4
DotNet / Re: Stereo sound
« on: January 05, 2014, 08:00:21 pm »
Thank you, you helped me .
But one more question on the same topic - transcode to mono WAV- format mode failed, so I had to use OGG. What are the risks ?
Explain the problem with WAV - output file weighs as much as his stereo original, standard players played normally. But when loaded into the game using SFML problems - no sound is played . About him , all the information up to the number of channels and the size , but the sound can not be played . The same thing happens if the file encode WAV- format in stereo mode ( surprising, but this file , in ideas , in no way should be different from the original, but weighs twice as much and also can not be played means SFML).

5
DotNet / Stereo sound
« on: January 05, 2014, 07:24:49 pm »
Hi!
How do I get surround sound and changing panorama?

I set Listener:
Listener.Position = new Vector3f(0.0f, 0.0f, 0.0f);
Listener.Direction = new Vector3f(0.0f, 0.0f, -1.0f);
Listener.GlobalVolume = 100.0f;

I set Sound: (soundbuffer have a 2 channel)
sound = new Sound(snd_shot_m249);
sound.RelativeToListener = false;
sound.Position = new Vector3f(0.0f, 0.0f, 0.0f);
sound.MinDistance = 5.0f;
sound.Attenuation = 10.0f;
sound.Play();

But when the position changes nothing sound - the sound still comes from the center of the panorama.

I think the problem may be in the audio file. Please help to solve this problem.

6
DotNet / Re: The problem with graphics
« on: August 27, 2013, 11:40:39 am »
Maybe, SS.Move(6, 6);?

7
DotNet / Re: How to compile a project with SFML.NET under Ubuntu?
« on: August 26, 2013, 01:00:09 pm »
Installing libGLEW1.7 did not help, unfortunately.

8
DotNet / Re: How to compile a project with SFML.NET under Ubuntu?
« on: August 25, 2013, 11:20:35 pm »
I tried to move the project to / home / aleverdes, but it did not help.

In this topic say that you want to move the library to the local, but I can not do that - the button "Insert" ("Put") is simply not active. They also say install libGLEW1.7, but in the repositories is only libGLEW1.8. Maybe these two points the problem?

9
DotNet / Re: How to compile a project with SFML.NET under Ubuntu?
« on: August 25, 2013, 11:06:36 pm »
I tried to compile the game under Ubuntu:

1. It's my game folder: link (jpg)



2. It's my dll-config: link (jpg)



3. It's my terminal-error: link (jpg)



What am I doing wrong and what is my mistake?

10
DotNet / Re: How to compile a project with SFML.NET under Ubuntu?
« on: August 24, 2013, 09:05:29 pm »
I'm using MonoDevelop on my VM with Ubuntu. So, I do not understand about the DLL. The documentation says something about SFML.NET DllMap - but how to use it, where to paste and so on?

11
DotNet / Re: How to connect SFML.NET to Visual Studio 2012?
« on: August 24, 2013, 05:21:57 pm »

12
DotNet / How to compile a project with SFML.NET under Ubuntu?
« on: August 24, 2013, 02:28:35 pm »
Hello everyone.

I have a few questions about moving my games from Windows on Linux. Can you tell me how to do it?

Do I need a Linux distribution to compile the project under it? For example, the same Unity3D successfully compiles the Linux-projects of under Windows.

I've heard that you will need some way to change the DLL in SO. How can this be done?

Simply, I never contacted Unix-platform and it is for me very difficult. Can you tell us about that?

And then how to distribute my game? To require the player to download a deb-package with my game and the necessary files, such as Mono Runtime or something.

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