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Messages - Septagon

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1
DotNet / Re: unable to load DLL error in csharp
« on: November 05, 2019, 08:18:59 pm »
someone was able to resolve this!

in case anyone else has this problem, the extlibs can be added correctly by putting them in the project folder, then manually setting the properties of each. the property "copy to output directory" needs to be set to "copy if newer" because it defaults to not copying at all.

2
DotNet / unable to load DLL error in csharp
« on: November 05, 2019, 06:35:22 pm »
hello, long time game developer here with multiple shipped C++ SFML games. i am a big proponent of SFML and i am interested in trying out the dotnet version (specifically because of C# support) but have been having a few basic setup issues due to the relative sparseness of available tutorials.

the error i currently get is:
System.DllNotFoundException: 'Unable to load DLL 'csfml-graphics-2.dll' or one of its dependencies: The specified module could not be found. (0x8007007E)'

additional information:
i am using the x64 version with vs community.
the extlibs are currently in the project folder. i added them via add > reference > browse but they do not show up in the list of assemblies with the /lib dlls.

clearly i am doing something wrong- could someone help me get through the initial setup? thank you in advance.

3
Daid-
thanks, that's interesting (and seems fairly likely). i have switched to compiling with -g, but unfortunately it's giving me exactly the same errors. but i think that's a fruitful set of problems to look into- i'll go through my source and look for culprits.

4
Hapax-
thanks for bringing up the possibility of statically linking to the runtime library. i'll try that, it would definitely be preferable.

interesting- do you know how is it that the libstdc dll it's using in debug mode works (which is the one which came with code::blocks), while the one it uses when i'm not debugging doesn't? and perhaps more to the point, how can i find out which version it needs?

Jesper Juhl-
thank you. right, the issue i'm running into is not that there is a dependency, but that microsoft has some rather strict requirements about how to distribute their runtime (they don't want you to just stick the required .dll in the folder, they want you to install their redistributable). it would be nice to not have to worry about that.

5
in case this isn't 100% clear, the game builds with no errors in release mode, and only crashes when it runs.

6
i recently released an SFML game which i build using visual studio.
(you can see the game here: http://lorenschmidt.itch.io/strawberrycubes)

i am working on a GCC build of the game in order to remove the dependency on microsoft's redistributables. i ran through the tutorial here: http://www.sfml-dev.org/tutorials/2.3/start-cb.php
afterward i made a few necessary syntax changes and got my game compiling using GCC. it is mostly working, but i have run into an oddly unsearchable problem: the game runs fine in debug mode, but on running in release mode it crashes

Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:
Program received signal SIGSEGV, Segmentation fault.
In ?? () ()


the dll mentioned is at the specified location, so i suspect it is perhaps a version mismatch? i am using code::blocks for this build. as recommended in the tutorial, i am using SFML-2.3-windows-gcc-4.7.1-tdm-32-bit. any suggestions are welcome- i have been in a lengthy conversation with google about this and have yet to turn up anything fruitful.

7
Window / Re: Sprite becomes white after renderWindow.create()?
« on: August 15, 2012, 06:55:18 am »
I read in another thread that 1.6 is more stable than 2.0, but I'd be willing to switch if that's no longer the case.

windowWidth and windowHeight are globals and their values are the same, but I might as well change that so as to make the example more self contained. Here:
void setUpWindow(int newWindowWidth, int newWindowHeight, int newZoom, bool fullScreen) {
    sf::VideoMode videoMode(newZoom * newWindowWidth, newZoom * newWindowHeight, 16);
    renderWindow.Close();
    if (fullScreen) {
        renderWindow.Create(videoMode, "Dungeon Crawler 2012/04/03", sf::Style::Fullscreen);
    }
    else {
        renderWindow.Create(videoMode, "Dungeon Crawler 2012/04/16");
    }

    sf::Image newImage(newWindowWidth, newWindowHeight, sf::Color(0, 0, 0));
    screenImage = newImage;
    screenImage.SetSmooth(false);
    // set up an indexed image too (note that this isn't scaled up with the zoom, it's at native resolution)
    IndexedImage newIndexedScreen(newWindowWidth, newWindowHeight);
    indexedScreen = newIndexedScreen;

    // Set up an sf::Sprite for displaying things on the screen. This will be our draw canvas.
    sf::Sprite newSprite;
    screenSprite = newSprite;
    screenSprite.SetImage(screenImage);
    screenSprite.SetX(0.0f);
    screenSprite.SetY(0.0f);

    screenSprite.Scale(newZoom, newZoom);
}

8
Window / Sprite becomes white after renderWindow.create()?
« on: August 14, 2012, 11:54:32 pm »
I am attempting to add hotkeys for changing window resolution as well as toggling full screen.

I am using something similar to the working solution suggested in this thread:
http://en.sfml-dev.org/forums/index.php?topic=2580.msg16913#msg16913

Here is the setup function:
void setUpWindow(int newWindowWidth, int newWindowHeight, int newZoom, bool fullScreen) {
    sf::VideoMode videoMode(newZoom * newWindowWidth, newZoom * newWindowHeight, 16);
    renderWindow.Close();
    if (fullScreen) {
        renderWindow.Create(videoMode, "Dungeon Crawler 2012/08/14", sf::Style::Fullscreen);
    }
    else {
        renderWindow.Create(videoMode, "Dungeon Crawler 2012/08/14");
    }

    // The game is all drawn to a single sf::Image which is then rendered to a single sf::Sprite
    // Set up for this follows
    sf::Image newImage(windowWidth, windowHeight, sf::Color(0, 0, 0));
    screenImage = newImage;
    screenImage.SetSmooth(false);
    // set up an indexed image too (note that this isn't scaled up with the zoom, it's at native resolution)
    IndexedImage newIndexedScreen(windowWidth, windowHeight);
    indexedScreen = newIndexedScreen;

    sf::Sprite newSprite;
    screenSprite = newSprite;
    screenSprite.SetImage(screenImage);
    screenSprite.SetX(0.0f);
    screenSprite.SetY(0.0f);
    screenSprite.Scale(newZoom, newZoom);
}
 

This function works the first time it is called on program launch. However, there is a problem if I press one of my new hotkeys to change resolution. The function is called and the resolution is switched correctly. The sprite ("screenSprite" above) is visible and scaled correctly, but it becomes white. I wonder if there is something wrong with the way I am initializing things upon switching resolution.

I am using Windows 7, C++, and SFML 1.6.

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