3D Starchart - Teaser 1: Rendering Planets
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This looked pretty cool, so I downloaded the binaries.
WARNING: The runtime version supported by this application is unavailable.
Using default runtime: v1.1.4322** (Starchart.exe:10299): WARNING **: The following assembly referenced from /home/alex/Downloads/FLStarchart/Starchart.exe could not be loaded:
Assembly: Microsoft.Xna.Framework.Game (assemblyref_index=0)
Version: 4.0.0.0
Public Key: 842cf8be1de50553
The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/home/alex/Downloads/FLStarchart/).** (Starchart.exe:10299): WARNING **: Could not load file or assembly ‘Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553’ or one of its dependencies.
Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly ‘Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553’ or one of its dependencies.
File name: “Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553”And under Windows:
Any ideas?
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Have you installed the XNA framework? Seems like XNA 4 is what you need:
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a88c6dec-aeae-42cd-a108-d35c013c3b97
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FriendlyFire wrote:
Seems like XNA 4 is what you needYou definitely do.
And it looks like you are using mono, I have no idea if that works, I only tested it on windows 7 professional 64bit with both .NET and XNA frameworks installed (both in the development, not the client / redistributable versions)
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Thats good news about the object selection, i will eagerly wait for the 06 release.
for costumes it is really not that difficult to get than to display
In: FLApi.Characters.Costume.cs, change it to look like this:
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using FLApi; using FLApi.Solar; using FLApi.Universe; using FLParser; using FLParser.Ini; using FLParser.Utf; namespace FLApi.Characters { public class Costume { /// <summary>/// Gets or Sets the selected SpaceObject's Docking Character Costume ///</summary> public string costume { set { m_costume = value; setcostume(); } get { return m_costume; } } private string m_costume; public Costume(string s1, string s2) { if (s1 == null) s1 = ""; if (s2 == null) s2 = ""; if (s1 != String.Empty && s2 == String.Empty) this.costume = s1; if (s1 == String.Empty && s2 != String.Empty) this.costume = s2; if (s1 != String.Empty && s2 != String.Empty) this.costume = s1 + ", " + s2; } /// <summary>/// changes the spacecostume for the selected spaceobject ///</summary> private void setcostume(string newcostume = "") { // TODO: code it to allow changing the space_costume (Class: FLAPi.Characters.Costume, Function: setcostume(string newcostume = "")) if (!string.IsNullOrEmpty(newcostume)) { this.m_costume = newcostume; } } } }
then in FLApi.Universe.SpaceObject.cs
in function: public SpaceObject(…)
locate: case “space_costume”:
and the line before: break;
change it to:
SpaceCostume = new Costume(e[0].ToString(), e[1].ToString());and when you want to display the costume string read it from the costume property:
spaceObject.SpaceCostume.costume;
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I’m sorry it doesn’t work for you TheDvDMan, unfortunately I do not know Hebrew but if it is a generic vista error message it doen’t seem helpful anyway. Vista must be worse than I’d thought if it can’t even run normal .NET applications properly.
edit:
Hmm, I just thought of something: Of course this could be a language or font problem (and wouldn’t be the first one, why didn’t I think of that before :-? ).@=Alex=:
Why almost? Seems to be working fine on your screenshot.I would have said that it works on all Windows platforms for which .NET and XNA are available but it seems now that I was too optimistic.
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great job on the object selection code mate. worked like a charm, and was easy to add to to be able to use the left mouse button to select the object.
As i mentioned after doing a quick convert of my app into C# i found that planets and lighting were rendering as they should based on revision 05. I have also intigrated the code changes for the object selection (ie: Revision 06).
I noticed you put in the code i wrote for the costume display, thanks mate, cheers for that. I plan on continuing work on it to allow for editing and saving it, as well as the faction class i am still working on.
anyway wanted to show this new screenshot of my app with the recent code changes, and the full conversion of the app into C#.
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So, I finally uplaoded binaries for 0.0.0.6, hope they work as well as 0.0.0.5 or better.
As usual, dowload here
I did some internal reorganisation so now there’s no more flickering when hovering above systems on the sector map.
You can now turn trade lane rendering on and off by pressing t as well as jumphole and - gate routes with g and h respectively.
The names of objects are no longer displayed in the scene but the name and infocard of a hovered object is shown beneath the sector map@J.Walker:
Looks good, nice to see selection and lighting works. I did some changes but I’m not so sure it’s better now. What you referred to as Revision 06 was actually revision 129 on svn, I updated to 130 just after I built release 0.0.0.6. Just FYI. -
Works fine for me, Vista Ultimate 64 bit.