Layout Editor

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scriptkid
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Postby scriptkid » Fri Aug 27, 2004 18:36

A new version is online. Jwace81: this zip contains the files MFC42D.DLL and MVSCRTD.DLL, which should do the trick. Still a debug-build though. Creating a release build involves new compile- and linker problems and retesting.

Great Job! This is going to make life a lot easier. It looks good so far.

Can I request an addition? (I know, I know, I'm an ingrate!) Any chance you can add Default GUI sheet to the list of possible windows to create? I'm one who likes to encapsulate parts of the gui in gui sheets and then when I have to move the gui, I can just move the gui sheet, and not each individual part. I didn't see that as one of the options when choosing a window type.


Thanks for another positive reaction :-) The reason for the Default GUI sheet not being an option was by desing. I didn't include it in the list, because i thought that this window should only be used as a layout root. But it appearantly that isn't true. So you can just select it now :-)

Please don't see the above request as a criticism, I appreciate the work you've put into this so far, and hope you enjoy your holiday!


I don't. It could be worse for a first release ;-)

Thanks for the holiday wishes, i hope i will enjoy it too! :-)

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jwace81
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Postby jwace81 » Fri Aug 27, 2004 19:21

A new version is online. Jwace81: this zip contains the files MFC42D.DLL and MVSCRTD.DLL, which should do the trick. Still a debug-build though. Creating a release build involves new compile- and linker problems and retesting.


I wouldn't want to make you work too hard before your holiday ;) Unfortunately now it is asking for msvcp60d.dll, so I am still unable to run it :( . There is almost always something, with debug builds, it may be better for me to just wait until you have time to put together a release build, which is fine with me, since I don't have a real pressing need for it.

Have a good holiday.

J.W.

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Postby saetrum » Fri Aug 27, 2004 19:28

A new version is online. Jwace81: this zip contains the files MFC42D.DLL and MVSCRTD.DLL, which should do the trick. Still a debug-build though. Creating a release build involves new compile- and linker problems and retesting.

Great Job! This is going to make life a lot easier. It looks good so far.

Can I request an addition? (I know, I know, I'm an ingrate!) Any chance you can add Default GUI sheet to the list of possible windows to create? I'm one who likes to encapsulate parts of the gui in gui sheets and then when I have to move the gui, I can just move the gui sheet, and not each individual part. I didn't see that as one of the options when choosing a window type.


Thanks for another positive reaction :-) The reason for the Default GUI sheet not being an option was by desing. I didn't include it in the list, because i thought that this window should only be used as a layout root. But it appearantly that isn't true. So you can just select it now :-)

Please don't see the above request as a criticism, I appreciate the work you've put into this so far, and hope you enjoy your holiday!


I don't. It could be worse for a first release ;-)

Thanks for the holiday wishes, i hope i will enjoy it too! :-)


Thanks!
There are 10 types of people in the world: those that understand binary and those that don't.

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scriptkid
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Postby scriptkid » Fri Aug 27, 2004 20:45

I wouldn't want to make you work too hard before your holiday ;) Unfortunately now it is asking for msvcp60d.dll, so I am still unable to run it :( . There is almost always something, with debug builds, it may be better for me to just wait until you have time to put together a release build, which is fine with me, since I don't have a real pressing need for it.


Indeed, it's always a hard time. Unfortuanatly i don't have a PC without Visual Studio, which would help alot here. I ran the "Dependency Walker" and indeed noticed that the file you mentione is required. So i added it.

I hope it works now!

For the next releases, I will uninstall Visual Studio from my old labtop and use it as a test environement, helping to avoid troubles like these...

Have a good holiday.


Thanks you!

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jwace81
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Postby jwace81 » Fri Aug 27, 2004 20:56

It works just fine now thanks :)

J.W.

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Postby CrazyEddie » Sat Aug 28, 2004 06:32

The reason for the Default GUI sheet not being an option was by desing. I didn't include it in the list, because i thought that this window should only be used as a layout root. But it appearantly that isn't true.

Yeah, I blame myself for this :) It was a poor choice of name on my part, so from Beta-1 onwards this is going to be renamed as simply 'DefaultWindow'.

CE.

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Postby scriptkid » Tue Sep 28, 2004 07:20

any news about this project?


Yes, i'm working on more editing capabilities such as copy/cut/paste and delete. I will then create a new "release". After that i will add some nice-to-have's such as opening multiple layouts, setting a background image, and creating a "look-through" feature, so you can see how multiple overlays look when used together. E.g. a submenu on top of your game's main HUD.

Hope this makes you a bit happy :-)

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Postby zola » Wed Sep 29, 2004 12:23

Hope this makes you a bit happy :-)


This makes me soooooo 'want to have it'.
When will You be ready for release? yesterday or the day before? :)

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Postby scriptkid » Wed Sep 29, 2004 14:30

Thanks :-)

Well seriously, I'll try to add a new zip this week. Some minor tests / fixes to do. But you can already try the link from one of the earlier messages, which doesn't include the copy/paste stuff however...

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zola
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Postby zola » Wed Sep 29, 2004 14:56

The problem I have with the debug version is that its linked against d3dx9d.dll and i don't have this installed :(

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Postby scriptkid » Wed Sep 29, 2004 15:51

Ok, i'll try if i can come up with a release build in stead of a debug built. I remember some complaints by boost about an incompatible stl_port lib version or something. But i'll try my best :-)

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zola
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Postby zola » Wed Sep 29, 2004 16:36

Ok, i'll try if i can come up with a release build in stead of a debug built. I remember some complaints by boost about an incompatible stl_port lib version or something. But i'll try my best :-)


Ya man, this would be very cool!
Maybe it'll do if You just change the debug link properties of the DX9 renderer?

Edit:
Change d3dx9d.lib to d3dx9.lib this should work just fine.

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CrazyEddie
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Postby CrazyEddie » Wed Sep 29, 2004 18:00

I remember some complaints by boost about an incompatible stl_port lib version or something.

If you do get that, let me know what the errors are exactly and I may be able to advise :)

CE.

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Postby scriptkid » Sun Oct 03, 2004 18:22

Hi all,

I managed to create a release build. Don't know what caused the troubles the other time i tries. Maybe a reboot ;-)

The only thing which failed was statically linking to MFC. The linker misses the library "libboost_signals-vc6-mt-sp-1_31.lib". I can't file this lib in Google, so i guess boost creates the name on the fly and something gets messed up at that point.

The location is the same:
http://www.2dgame-tutorial.com/download ... Editor.zip

Please read "releasenotes.txt" for the latest changes and information.

Good luck!


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