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It looks like great things have happened and I'm glad the game is progressing.
Logg errors are gone, but almost thirty hours later I'm still not doing it right:
------ Build started: Project: opensurge, Configuration: Debug Win32 ------
Linking...
ogg.lib(framing.obj) : warning LNK4218: non-native module found; restarting link with /LTCG
LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/LTCG' specification
Creating library C:\opensonic_new\Debug\opensurge.lib and object C:\opensonic_new\Debug\opensurge.exp
LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs; use /NODEFAULTLIB:library
2xsai.obj : error LNK2001: unresolved external symbol __imp__stretch_blit
image.obj : error LNK2001: unresolved external symbol __imp__stretch_blit
video.obj : error LNK2001: unresolved external symbol __imp__stretch_blit
commandline.obj : error LNK2001: unresolved external symbol __imp__desktop_color_depth
image.obj : error LNK2001: unresolved external symbol __imp__ellipse
image.obj : error LNK2001: unresolved external symbol __imp__draw_sprite_vh_flip
image.obj : error LNK2001: unresolved external symbol __imp__draw_sprite_v_flip
image.obj : error LNK2001: unresolved external symbol __imp__draw_sprite_h_flip
image.obj : error LNK2001: unresolved external symbol __imp__pivot_sprite
image.obj : error LNK2001: unresolved external symbol __imp__pivot_sprite_v_flip
image.obj : error LNK2001: unresolved external symbol __imp__draw_lit_sprite
image.obj : error LNK2001: unresolved external symbol __imp___getpixel32
image.obj : error LNK2001: unresolved external symbol __imp___getpixel24
image.obj : error LNK2001: unresolved external symbol __imp___getpixel16
image.obj : error LNK2001: unresolved external symbol __imp___getpixel
video.obj : error LNK2001: unresolved external symbol __imp__set_window_title
video.obj : error LNK2001: unresolved external symbol __imp__get_desktop_resolution
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutClose@4
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutReset@4
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInClose@4
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInReset@4
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInStop@4
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutSetVolume@8
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutGetVolume@8
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutShortMsg@8
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutOpen@20
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInStart@4
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInOpen@20
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInGetDevCapsA@12
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiInGetNumDevs@0
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutGetDevCapsA@12
allegro.lib(wmidi.obj) : error LNK2001: unresolved external symbol __imp__midiOutGetNumDevs@0
allegro.lib(wdsound.obj) : error LNK2001: unresolved external symbol _DirectSoundEnumerateA@8
allegro.lib(wdsound.obj) : error LNK2001: unresolved external symbol _DirectSoundCreate@12
allegro.lib(wdsndmix.obj) : error LNK2001: unresolved external symbol _DirectSoundCreate@12
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_Button
allegro.lib(wmouse.obj) : error LNK2001: unresolved external symbol _GUID_Button
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_POV
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_Slider
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_RzAxis
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_ZAxis
allegro.lib(wmouse.obj) : error LNK2001: unresolved external symbol _GUID_ZAxis
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_YAxis
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _GUID_XAxis
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _c_dfDIJoystick
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _IID_IDirectInputDevice2A
allegro.lib(wjoydx.obj) : error LNK2001: unresolved external symbol _DirectInputCreateA@16
allegro.lib(wmouse.obj) : error LNK2001: unresolved external symbol _DirectInputCreateA@16
allegro.lib(wkeybd.obj) : error LNK2001: unresolved external symbol _DirectInputCreateA@16
allegro.lib(wmouse.obj) : error LNK2001: unresolved external symbol _c_dfDIMouse
allegro.lib(wmouse.obj) : error LNK2001: unresolved external symbol _GUID_SysMouse
allegro.lib(wkeybd.obj) : error LNK2001: unresolved external symbol _c_dfDIKeyboard
allegro.lib(wkeybd.obj) : error LNK2001: unresolved external symbol _GUID_SysKeyboard
allegro.lib(wdxver.obj) : error LNK2001: unresolved external symbol _IID_IDirectDrawSurface3
allegro.lib(wdxver.obj) : error LNK2001: unresolved external symbol _IID_IDirectDraw2
allegro.lib(wddraw.obj) : error LNK2001: unresolved external symbol _IID_IDirectDraw2
allegro.lib(wtimer.obj) : error LNK2001: unresolved external symbol __imp__timeGetTime@0
allegro.lib(wdsinput.obj) : error LNK2001: unresolved external symbol _CLSID_DirectSoundCapture
allegro.lib(wdsinput.obj) : error LNK2001: unresolved external symbol _IID_IDirectSoundCapture
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutPause@4
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutGetPosition@12
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutRestart@4
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutClose@4
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutUnprepareHeader@12
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutSetVolume@8
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutReset@4
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutGetVolume@8
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutWrite@12
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutPrepareHeader@12
allegro.lib(wsndwo.obj) : error LNK2001: unresolved external symbol __imp__waveOutOpen@24
allegro.lib(wddbmp.obj) : error LNK2001: unresolved external symbol _IID_IDirectDrawSurface2
allegro.lib(wddraw.obj) : error LNK2001: unresolved external symbol _DirectDrawCreate@12
allegro.lib(wjoyw32.obj) : error LNK2001: unresolved external symbol __imp__joyGetPosEx@8
allegro.lib(wjoyw32.obj) : error LNK2001: unresolved external symbol __imp__joyGetDevCapsA@12
allegro.lib(wjoyw32.obj) : error LNK2001: unresolved external symbol __imp__joyGetNumDevs@0
C:\opensonic_new\opensurge.exe : fatal error LNK1120: 67 unresolved externals
Build log was saved at "file://c:\opensonic_new\opensurge.dir\Debug\BuildLog.htm"
opensurge - 76 error(s), 4 warning(s)Thanks for your help, but I'm not wasting any more time on this. I know my environment stands in the way of projects though upgrading is not presently affordable.
I'll release an update to the Brickset editor in a few days.
After updating to revision 470, I run cmake and get the following:
\opensonic>cmake -G "Visual Studio 7 .NET 2003"
Open Surge version 0.2.0
Using CFLAGS=' /DWIN32 /D_WINDOWS /W3 /Zm1000'
-- Configuring done
CMake Error in CMakeLists.txt:
Cannot find source file "questelect.h". Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx-- Build files have been written to: C:/.../opensonic
The Open Surge solution file is not built correctly after this. Here is a patch which shows the simple fix (questelect.h -> questselect.h on line 345).
Then, I received the following compiler error:
Error C2124: divide or mod by zero
Pointing to this macro in global.h on line 70:
#define INFINITY_FLT (1.0/0.0) /*1e+34*/
My compiler (MSVC 2003) does not like this, but what I did here seems to work for me.
I also received this error, which I found to be a bit tougher to solve:
object_compiler.c(87): error C2010: '.' : unexpected in macro formal parameter list
MSVC 2003 does not support variadic macros, so I just did a search/replace in object_compiler.c and made this change:
COMPILE_ERROR( --> compile_error(stmt, Of course, I also commented out the #define on line 87. Not sure how to do this correctly without adding more code than Alexandre was trying to save, but it is trivial enough for me to just change it as needed. The macro only appears to be used in object_compiler.c as far as I can tell.
Moving along, I had to use the DLL build of alfont to get the whole thing working. Is a static build expected? Doesn't seem to work, but I may be messing up somewhere.
Finally I am building ok and I get to the title screen, but then logg crashes unloading a music file. I've given up trying to find out why it keeps doing this, but I can't seem to find the trick to disable audio in the build process. Is it still available?
P.S. Is pastebin easier for small patches or should I stick with uploaded files?
P.P.S. Hello all.
Uh... I modified your spring pads a bit ... I only have problem with the shading effects.
Hello,
The file you are editing is an exported, finished copy. The original file would be easier to edit but it is currently too large for the wiki, so I uploaded it here. You can edit this file with Fireworks MX 2004 or newer (currently owned by Adobe), though make sure you export using 24-bit PNG format.
There are two rectangles that make up each "pad". You can adjust the rounding of the larger rectangle then resize the smaller one to achieve what you are trying to do. The shading is done completely by the gradients so altering those should be enough.
Good luck!
Hello,
...is it possible to host the images somewhere else...
I've moved them. Sorry, I wasn't aware of what was going on over at filetac.
...Maximizing the window forces one to bend down to look at the bottom...
I'm not sure I follow; I don't have to move my head at all to see any part of my 21" monitor. Maybe I misunderstood, but that kind of feature is not difficult, only time consuming. I would like to know more of what you are experiencing please.
...it can´t do backgrounds...
Unfortunately, this particular tool won't handle backgrounds. Perhaps something else can be explored when this is finished, unless somebody else makes it first!
...prevent users from using absolute paths in the sprite image.
Currently the path will change to relative when the brickset is saved, please let me know if there is any issue with it. I'll go ahead and enter a feature suggestion for an earlier option.
The other issue will be fixed in the next release. Thanks for your feedback! I learned quite a bit about internationalization this week.
...how do I animate? ...how to 'link' the bricks into an animation...
Forgive me! I almost have some documentation completed! To make an animation, drag a box around all the frames. Go to the animations tab and change the frame size (lines will appear in the box to guide you). Then click on the question mark in the filmstrip to make a new frame.
Good luck! Let me know how it goes. ![]()
Hello,
A new version has been released and can be downloaded from this page. A few bugs have been fixed, and hopefully your crashes will go away.
The zindex problem is possibly related to the comma being treated as a decimal in your locality. I added a special function which checks for this. If you still receive an error because of the zindex please let me know.
The brick-select crash may be related to the forwards and backwards slash. It seems to work on my system but not on yours, so I must assume the problem is related to the locality like before. I've tried a very small hack to see if it will work on your system. Please let me know how it goes.
Thanks.
Regarding the "mystery bug"
- load an existing brickset like desert1.brk or island.brk
- select a brick on the list and...
- crash!
Sorry, I meant to say I cannot reproduce it. Your stack trace tells me where its failing, but I need to know about the variable "string filename" being passed to the bitmap constructor. If you can, please break the app on the crash and inspect that value.
If you try this on the newest version you should be told this value. Sorry for the confusion.
Try
tPicture.BackgroundImage = New Bitmap(CStr(tPicture.Tag))
Catch ex As Exception
MsgBox("Failed to load the following picture: " & vbCrLf & vbCrLf & _
"Image File: " & tSourceFile & vbCrLf & _
"Sprite File: " & vSpriteFile & vbCrLf & vbCrLf & _
"The exception was: " & ex.Message, _
MsgBoxStyle.Critical, "frmBricksetEditor::CreateTabPage")
Exit Function
End TryEDIT: I've noticed you are using a different character set than I. This gives me a hint.
...i don´t like the life-computer and the eggman-computer. I think it´s a prototype design.
You are correct, they are only prototypes until the game obtains original character graphics.
-The fire shield it´s good, but, what bonus give to you??
Currently the fire shield protects you from fireballs (like from the bosses). I think the plan is to make it work like S3/S&K.
So, can I dowload the springs or something like that?? and how can i do it? Thanks for your help
Hello, they will be available in the official release soon, right now they can only be tested in the development builds. If you are savvy, you can grab the extra files you need from this link and then download the bleeding edge executable from this post. Good luck!
1. Color darker bricks and background in the water.
I would render the scene, then enable alpha just long enough to drop blended water on top of the screen up to the required depth, then disable again. This would automatically handle the darkening. A simple matrix transformation can give a wavy effect if you have some extra CPU cycles.
Water is listed as medium priority on the wiki TODO list, but nobody is assigned to the job yet. Once Alexandre can get his current stuff done I am sure he'll address it, or someone else may volunteer a patch soon. Either way, keep checking back for updates. Water is something we all look forward to.
Hello,
Please try the newest release from this download page. One of the bugs remains a mystery to me, so I've set up a bug report here. I would like to get more feedback on this one.
I don't know much about Wine, but would this link help?
Thanks
A pre-alpha version has been released. Much of the program is working but there are plenty of bugs. The files can be downloaded from SourceForge.
Back up your files before using test software!
Well, please make a 64-bit binary and have it Windows 7 ready, if you don't mind.
I have a 64-bit Vista machine in the household, but the person attached to it is held fast by what seams like barnacle cement. As soon as I can get my hands on it I'll drop a 64-bit .NET 4.0 binary, which should work with Windows 7. However, I have no way of knowing for sure.
...When's the release date? This summer?
Alpha in a week or two; those who don't mind an occasional crash are encouraged to try it out and report some bugs. ![]()
- Language (C, C++, ...)
- API (if c/C++)
The alpha/beta prototypes are in VB.NET 2003 (Windows XP or newer), and once finished someone with much more time than I can port it to C/GTK. I've kept the usage of the framework itself to a minimum so the hardest part would be the interface.
At this time, my only goal is a working tool to speed the brickset job up. After beta release I'll decide if the final product will be cross-platform or whether it should be coded in C++.
the editor is open source?
Yes. However, since it uses a different language than OpenSNC it will be treated as a distinct project. All of the source and graphics I used to make the program will be open and available from beta release onward.
Here are some screenshots from the Brickset Editor I am working on. The tool will allow you to load or repair brickset files and manipulate the bricks they contain. All that you see is functional, and a pre-alpha version is available for testing.
...Can I get the work? I have to send you one level or thing like that?
Submitting levels regularly will let Alexandre and the rest of us know what you can do. Since the campaign is going to be the best work we can produce, it would help if you submitted more than one level.
Like you put loop switches and then you just randomly fall off a platforn, so you have to memorize where holes are.
The placement of the loop switches is very important. You gotta put the blue one on the left and green one on the right, for instance. Then you gotta have the loop-off ones surrounding the whole construct as well.
Open up the editor for the template level and look at how the loop pieces were set up. If not done specifically you will create holes in the tiles that you will fall through.
Now that Colin cleared up the basic stuff, would this just give sysop rights on the wiki or would it be a bureaucrat or what?
None of what SilverstepP posted requires sysop or bureaucrat.
Yes, I would recommend downloading the game again. Something is not correct and this issue is unfamiliar to me.
Hello,
The only difference I can see in those files from a fresh checkout is the line-endings in the espanol.lng appear to be mac-compatible.
Please download this file in place of your existing espanol.lng and see if the problem persists:
Hello,
Can you open the logfile.txt in your opensonic folder and see if there are any other errors at the bottom of this file? This particular problem has about three possible causes that I can see.
Though I don't know for sure, I'm just looking at the code.