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liteEditor #370818
05/16/11 00:08
05/16/11 00:08
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Joined: Jul 2008
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TechMuc Offline OP
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liteEditor

Hey,

This is the "offical" Thread for the first releases of liteEditor - the new Programming Tool for 3D-Gamestudio.
So for those of you who have never heard of it. What can you do with liteEditor?
  • Support for all programming-languages concering 3D-Gamestudio. No Matter if you are a Shader-Programmer, still working with WDL or "already" use C-Lite.
    Additionally languages like html, ini, batch etc. are also supported.
  • Develop new code faster with fewer errors.
  • Quickly understand existing code.
  • Refractor existing code making it easier to read and cheaper to maintain.
  • Eliminate time spent searching by allowing instant navigation to any file, symbol or reference.
  • ...
I think most questions will be answered by the following pictures.
Please always download the most resecent version from http://www.dev-software.com
The current version is a prealpha version and is therefore unstable. I'm searching for committed testers.
Note that you need to install VC++ 2010 redist which can be found here: x64 x86

The current release version is 0.003 (prealpha).

Best Wishes,
Timo Stark
149 Comments
Re: liteEditor - Version 0.010 [Re: TechMuc] #383806
09/25/11 17:46
09/25/11 17:46
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Isn't there an option to change the background color or am I just too stupid to find it?

Because looking at a completely white background for hours isn't that good.


POTATO-MAN saves the day! - Random
Re: liteEditor - Version 0.010 [Re: Kartoffel] #384729
10/06/11 18:32
10/06/11 18:32
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
Hi,

I found a very strange bug in your editor. It only happens if I run my project with LED in debug mode, not in release mode or any mode in SED.
It happens with the smalldemo.c from LBGUI. But not with the LBGUI I released, but the update I'm working on, although it has no changes that could normally be related to this issue.
If I move the slider in the demo to 0%, the text on the progress bar suddenly becomes interpreted as Unicode and therefore shows me some strange Chinese characters and other stuff. The progressbar uses str_printf for its string. However, so do the digits below the editbox and they are not affected.




So I guess your editor must in someway fiddle with the engine in a way it isn't supposed to. Maybe this could also cause other bugs in games and people will desperately look for the bug in their code until they realise it's because of LED...

If you want to, I could send you the Alpha of LBGUI which has this problem with LED.

Re: liteEditor - Version 0.010 [Re: Lukas] #384822
10/08/11 21:27
10/08/11 21:27
Joined: Jul 2008
Posts: 894
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TechMuc Offline OP
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TechMuc  Offline OP
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Thanks for the report Lukas. Can you send me the code to timo (dot) stark (at) dev (minus) software (dot) com?

Re: liteEditor - Version 0.010 [Re: TechMuc] #384871
10/09/11 19:58
10/09/11 19:58
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
Hi,
as you must have noticed, I sent you the project yesterday. Now, I found an other reproducable problem with the same project:
1. Open LBGUI
2. Go into structs.h
3. Go to the last line of the struct LBG_CHECKBOX before the line with the } bracket
4. Press enter twice. LED will crash now.

Re: liteEditor - Version 0.010 [Re: Lukas] #385142
10/13/11 13:16
10/13/11 13:16
Joined: Jul 2008
Posts: 894
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TechMuc Offline OP
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TechMuc  Offline OP
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Joined: Jul 2008
Posts: 894
nice, reproducable parser error laugh thank you so much, will be fixed in 0.01

Re: liteEditor - Version 0.010 [Re: TechMuc] #385147
10/13/11 14:25
10/13/11 14:25
Joined: Jul 2008
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TechMuc Offline OP
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TechMuc  Offline OP
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thanks again - fixed.

Just to let you know:
1) I can not (!) reproduce the bug mentioned above (sadly).. can you give me some system information? (especially OS)
2) I've completly rewritten the save / load alogrithmn of files the last days (yep not only a simple fread / fwrite anymore wink ) - now you can use led pretty safly without beeing in fear that your code is lost, just because there is an unicode character in it..

Re: liteEditor - Version 0.010 [Re: TechMuc] #385153
10/13/11 17:18
10/13/11 17:18
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
Ok, here is my system information:

Windows 7 (32 bit)
AMD Athlon(tm) 64 X2 Dual Core Processor 6000+ (2x 3Ghz)
NVidia Geforce 9600GT
4GB RAM
Gigabyte GA-M56S-S3
2 LCD Monitors with 1920x1080 pixels each.



I'm going to test this on other OSes and other computers as well and let you know if anything behaves different.

Re: liteEditor - Version 0.010 [Re: Lukas] #385218
10/14/11 21:22
10/14/11 21:22
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
Ok, here are my test results:


--------------------------------------------------------------------

Same computer as above, but with Windows XP:
I couldn't even start it. For Debug mode, I get these messages in the LED console:
Info (18:53:49): open file D:\work\GUI\LBGUI_1_1\smalldemo.c in File project.cpp (Line 555; Function ledProjectClass::OpenFile)
Info (16:11:19): Last debug result: 0.000000 in File menuThread.cpp (Line 392; Function menuThreadMain::OnReceiveMessage)

In Release mode, I get a message that acknex.exe has crashed.

It works fine with SED or by calling acknex.exe directly with the file as command line.

Also, I noticed, that under XP, the font in the script isn't monospace as it's supposed to be.


--------------------------------------------------------------------

Laptop
Windows 7 32 bit
Intel Core 2 Duo T5900
Geforce 9650M GT
3GB RAM
1280x800

Everything seems fine. Can't reproduce the error.


--------------------------------------------------------------------

Netbook / Tablet PC
Windows 7 32 bit
Intel Atom N470
2GB RAM
1366x768 (Touchscreen)

I can reproduce the error here.

--------------------------------------------------------------------


Now that I see it here on my main PC and my netbook at the same time, I noticed the following: If the other thing I told you about in the e-mail doesn't happen, but the thing you see in the screenshot above, it is always the same picture while the progressbar is under ~10%:

It never changes as long as you keep it below ~10% (9 point something). Also, now that I tested it again, it seems like I have to correct myself from my first post: It already starts when I move it below ~10%, not only when I move it to 0%.

Now about what happens if I move it above ~10%:
The first character you see depends on the progress of the progressbar/the slider. The second character is always a '%'. Other than I suggested in the e-mail I wrote you, this is definately a relic from the % that was supposed to be there, because if I change it to e.g. a '!', there will be a '!'.
The characters after that are pretty random, they seem to change every time I run the project again.


Now, the interesting part is, that the first character, that depends on the progress of the progressbar or the slider, is always the same character for each specific progress, even on different devices!

Here are screenshots of the first 5 characters. I also give you the progress the progressbar happened to have when whe character had when I took the screenshots, in reality they appear in a small range above and below that number.

at 10.4%

at 11.2%

at 11.8%

at 12.8%

at 14.2%



Now, in the case that I discribed in the e-mail, it also seems to be always the same string:



Also, it seems like it doesn't take a system restart to get a different case. It seems to be random at each start I start the script again, no matter if I restart LED or not. From my subjective judgement, the propability of the first case seems to be around 75%, while the one second (the one from the e-mail) seems to be around 25%.








I hope this helps you to find the bug. It took quite some time to test it on each computer and take all the screenshots.

Re: liteEditor - Version 0.010 [Re: Lukas] #385329
10/16/11 21:02
10/16/11 21:02
Joined: Jul 2008
Posts: 894
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TechMuc Offline OP
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TechMuc  Offline OP
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Thank you very much for the bug report lukas. I'll investigate it further tomorrow. Let me know if you need any help implementing the message loop (or sth. similar) for your lbgui.

Re: liteEditor - Version 0.010 [Re: TechMuc] #385393
10/17/11 22:06
10/17/11 22:06
Joined: Jul 2008
Posts: 894
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TechMuc Offline OP
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TechMuc  Offline OP
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Joined: Jul 2008
Posts: 894
Hi again,

Just wanted to "announce" a new feature (which is still far from beeing finished) : WED/GED Integration.
As you might know, i'm also the developer of ged, that's why I thought about implementing GED source into LED much earlier in the developing phase. The last week i've finally worked a little bit on it (mainly fixing bugs in the code editor part). Please check the video and tell me if this is the right direction - or if you would never want an editor to behave like that.

http://www.dev-software.com/led/wmp_integration/Aufnahme-8_controller.swf

@Lukas: I did not have the chance to download the Windows XP Virtual Machine atm - though i'll try to do it tomorrow...

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