[SOLVED] "Assert" when running orx-game

edited July 2012 in Help request
Hello :)
I'm using Ubuntu 12.04 86x64 and CodeLite to build orx and games.
I were able to run the tutorials for orx1.3 with the lib and bin replaced by a build from svn. (only from bash, but not the executables :( )
If I try to run one of my games I only get this error message:
[ASSERT] [orxParam.c:orxParam_DisplayHelp():705] [ASSERT] : <(sstParam.u32Flags & orxPARAM_KU32_MODULE_FLAG_READY) == orxPARAM_KU32_MODULE_FLAG_READY>
If I try to run the executables from the tutorial I only get a german error message roughly translated:
Memory access error: Dump written
I was able to use the orx1.3 under windows with msvc++ (took me 3< hours :P ), but this exceeds my knowledge totally :blush:

EDIT:

Oh, forgot to mention that I'm compiling with g++.
I don't know wich version of it is used though
It seems I have g++ 4.4 and g++ 4.6 installed :unsure:

EDITEDIT:

Me little stupid did forget to put the inlcude folder from svn instead of the orx1.3 into the project. Took me only some hours to realise :D
I'm very sorry for spamming in your Help Forum

Comments

  • edited July 2012
    Ahah well, that was an easy one for me! ;)

    I was about to suggest copying the include folder as a lot of things have changed between the versions. I actually really recommend not using the 1.3 anymore as they're very outdated!

    Anyway, sorry for the delay and that you had to struggle for a few hours on that problem.

    No need to apologize about asking questions, that's the reason we have a forum to begin with and there should always be someone around to help, though I suspect that the activity won't be as high during summer. ;)

    Finally if you have any other questions, don't hesitate especially if it can save you a few hours of frustration! :D

    Oh and welcome here, KarloBob! :)
  • edited July 2012
    Thanks for you friendly welcome :)

    I've actually got another two questions regarding this function:
    orxDLLAPI orxVECTOR *orxFASTCALL 	orxMouse_GetPosition (orxVECTOR *_pvPosition)
    

    Why does it return the same value as _pvPosition?(The return value and pvPosition are the same, right?)
    Why are the X and Y values shiftet 100~300px relativly to my actual cursor?

    I'm still using Ubuntu 12.4 86x64 and an SVN build which is some days old without Scroll. By the way, is there a tutorial for compiling ScrollEd somewhere?
  • edited July 2012
    KarloBob wrote:
    Thanks for you friendly welcome :)

    My pleasure!
    I've actually got another two questions regarding this function:
    orxDLLAPI orxVECTOR *orxFASTCALL 	orxMouse_GetPosition (orxVECTOR *_pvPosition)
    

    Why does it return the same value as _pvPosition?(The return value and pvPosition are the same, right?)

    For chaining purposes. Consider something like:
    orxVECTOR vPos;
    orxRender_GetWorldPosition(&vPos, orxMouse_GetPosition(&vPos));
    

    All the vector manipulation functions usually return the resulting vector for the same reason.
    Why are the X and Y values shiftet 100~300px relativly to my actual cursor?

    Mmh, that shouldn't be the case. The coordinates should be in screen space (not in world space!) with (0, 0) being the top left corner.

    One way of verifying if it works properly is to compile orx from the svn and run it. My default playground (the orxBounce plugin) is using this function to place a particle spawner where the mouse cursor is. If things look correct then the function should work normally.
    I'm still using Ubuntu 12.4 86x64 and an SVN build which is some days old without Scroll. By the way, is there a tutorial for compiling ScrollEd somewhere?

    Acksys started a tutorial series on Scroll. You need to use Scroll to create your game in order to get ScrollEd with it (it'll get automatically compiled with your game unless you explicitly requires otherwise).
  • edited July 2012
    Thanks for the explanation, you are too kind :)
    Mmh, that shouldn't be the case. The coordinates should be in screen space (not in world space!) with (0, 0) being the top left corner.

    I didn't know that :O
    The tutorials were working perfectly :)
    I'm wondering how orx knows where to draw the shadows in the lighting example :huh:
    There is no bump map or something :blink:

    I assume
    orxRender_GetWorldPosition(&vPos, orxMouse_GetPosition(&vPos));
    
    will help me with the cursor problem? Thanks! You're a very big help :)
    (NOTE to newbies like me: This function returns the Z value of the camera, so you'll have to change it if you want to see objects spawned with these coordinates)

    Edit:
    Oh I forgot the ScrollEd thing :)
    I've already compiled the Scroll tutorials and removed the little "#do not compile scrolled" thing, but how do I use ScrollEd now?
  • edited July 2012
    KarloBob wrote:
    I'm wondering how orx knows where to draw the shadows in the lighting example :huh:
    There is no bump map or something :blink:

    I'm actually creating normal maps on the fly, using a very crude gradient, but that's good enough for demonstration purposes! :)
    All the details are here: http://orx-project.org/wiki/en/orx/tutorials/lighting
    I assume
    orxRender_GetWorldPosition(&vPos, orxMouse_GetPosition(&vPos));
    
    will help me with the cursor problem? Thanks! You're a very big help :)
    (NOTE to newbies like me: This function returns the Z value of the camera, so you'll have to change it if you want to see objects spawned with these coordinates)

    Yes, I should probably update the doxygen doc to reflect this. The idea is that you can then offset it to your own needs or use it directly for picking purposes (as the picked object will be the first one encountered when going from that position down the Z axis).
    Edit:
    Oh I forgot the ScrollEd thing :)
    I've already compiled the Scroll tutorials and removed the little "#do not compile scrolled" thing, but how do I use ScrollEd now?

    You can find more info here, including how to start the editor (-editor command line parameter), which controls to use in it and how to define catalog sets of objects that you can place inside the editor. It's not great but there's no official doc/tutorial for it yet: https://forum.orx-project.org/discussion/2514#Comment_2947

    Btw, don't hesitate to create new threads for new questions, this way it'll be less confusing for people to search the forum later on if they have similar questions. :)
  • edited July 2012
    Thanks! Everything works out now
    I'm happy thanks to you :)
    Although I can't see the objects I try to place in SrollEd^^(Also I can't see them in the ScrollEdSet selection thing, but after placement everything works) Maybe I'll try to fix that, but I'll probably fail :lol:
  • edited July 2012
    Ahah, sorry, haven't used ScrollEd for ages, so I probably broke something with my latest additions to Scroll (assuming you're using the latest version from the bitbucket hg repository).

    I'll check that in the coming days! :)
  • edited July 2012
    I just tried the latest scroll/orx combo and the editor is working fine for me! ^^

    A couple of things that could prevent you from seeing the objects in the editor:
    - are you modifying the camera, especially its depth, in your game?
    - do your objects have a Z value in their position? (They shouldn't have a position to begin with as you're going to place them in the editor :))
    - do your objects have an alpha = 0 or are they using a custom shader?

    If you still have the issue, can you send me your project so that I can check that for you?
  • edited July 2012
    You are right. I was irritated by the selected object being rendered with depth scale and the placed object without.
    Everything is fine. I'm sorry for the inconvenience. :(
  • edited July 2012
    No worries! :)

    As I said I'd check when there's no bug than having insidious bugs to fix!
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