Compiling FlaME under mono
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cybersphinx
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Re: Compiling FlaME under mono
In case of... what? Why would you want to run a program as root (and possibly compromise your whole system) without even trying if it works as a normal user first?
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macuser
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Re: Compiling FlaME under mono
In case of other user's computers config being different. LOL on mac there is no root account. You have to sudo in to use root powers.
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cybersphinx
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Re: Compiling FlaME under mono
My point was that you shouldn't need root powers, and it's bad practice to use them when you don't need them.
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Flail13
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Re: Compiling FlaME under mono
By "Compile on windows", do that mean to use the "Microsoft .NET" option in MonoDevelop rather than "Mono 2.10.1"? I had used the Microsoft .NET option originally, and that's why I couldn't get NoQ's errors. Today I have it mostly working on Mono also.macuser wrote:OH wow..... i wish i had gotten here sooner. LOL DONT COMPILE ON MONO. Compile on windows and run on mono. As long as we have the source for VB.NET 2008 and not 2010 it should work with these modified:
1. Change all "\" to "/" that refer to a path/filename
2. Include all libraries with the compiled binary
3. Any other errors resulting from more changes I will look at myself
4. I forget the rest...
The source is still VB 2010, but there's not much difference from 2008, so it's easy enough to copy & paste the needed parts of the generated form-designer code.
I think it's possible to detect the OS in VB, and make code to alter the path slashes. That way, less would have to be changed each time.
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Zarel
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Re: Compiling FlaME under mono
There's still a root account, it's just incredibly difficult to access. And sudo su still works.macuser wrote:In case of other user's computers config being different. LOL on mac there is no root account. You have to sudo in to use root powers.
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NoQ
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Re: Compiling FlaME under mono
One Custard Pie? LET ME HAVE IT!Today I have it mostly working on Mono also.
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Flail13
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Re: Compiling FlaME under mono
That means you want the code? Mono Code - however it probably still has bugs and the slashes have not been changed at all.
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NoQ
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Re: Compiling FlaME under mono
After auto-replacing slashes, it compiles-and-works on pure linux! 
upd: Hey, it's sooo fast! I had around 2fps while scrolling through the map in virtualbox, but it's absolutely smooth when run natively
upd: Hmm, a little trouble with numpad keys; they're getting sticky; already looking into it.
upd: Hey, it's sooo fast! I had around 2fps while scrolling through the map in virtualbox, but it's absolutely smooth when run natively
upd: Hmm, a little trouble with numpad keys; they're getting sticky; already looking into it.
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NoQ
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Re: Compiling FlaME under mono
When i replace them with usual arrow keys, they work well:
Code: Select all
Input_Control_Create(NewControl)
keynum = Keys.Left
NewControl.DefaultKeys = New clsInputControl.clsKeyCombo(keynum)
Control_View_Left = newcontrol
Input_Control_Create(NewControl)
keynum = keys.Right
NewControl.DefaultKeys = New clsInputControl.clsKeyCombo(keynum)
Control_View_Right = newcontrol
Input_Control_Create(NewControl)
keynum = keys.Up
NewControl.DefaultKeys = New clsInputControl.clsKeyCombo(Keynum)
Control_View_Forward = newcontrol
Input_Control_Create(NewControl)
keynum = keys.Down
NewControl.DefaultKeys = New clsInputControl.clsKeyCombo(Keynum)
Control_View_Backward = newcontrol
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NoQ
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Re: Compiling FlaME under mono
It can't import .wz maps; says "game.map not found"; probably i replaced too many slashes, they are still "\" for archives (?)
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Flail13
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Re: Compiling FlaME under mono
that's likely what the problem is. i can load .wz files. you might have noticed i used the splitpath structure to work with the zip directories, so you'll possibly have to make a new structure with slashes pointing the other way if you want to fix it.
Last edited by Flail13 on 05 Apr 2011, 10:31, edited 1 time in total.
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Flail13
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Re: Compiling FlaME under mono
im not so sure now - you might just need to change the part of the splitpath structure's sub New, where it replaces one type of slash with the other. if you auto-replaced, it would be changing / to /, so you need to make it go \ to /, where it was originally / to \.
edit: but you might still need to change them back for the writing of the .wz file
edit: but you might still need to change them back for the writing of the .wz file
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NoQ
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Re: Compiling FlaME under mono
Yes, fixing just this line in modProgram.vb allows loading .wz files:
Code: Select all
tmpPath = tmpPath.Replace("\"c, "/"c)Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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NoQ
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Re: Compiling FlaME under mono
Compiling maps works without any extra efforts. Even though they look differently from inside, warzone has no troubles loading them (and the archive even seems to be more correct with "/"'s; i believe you can/should use them for making archives on windows as well)
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NoQ
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Re: Compiling FlaME under mono
Now i'm having minor troubles with water transition tiles:
(do we really need to have them transparent?)
(do we really need to have them transparent?)
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