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+++ DynRPG - The RM2k3 Plugin SDK +++

author=Cherry
2) Catalog.h: Line 34: "list.count" should be "list->list.count" instead.
It seems that "list.list->count" (on your version my compiler says "list isn't a pointer" about first "list"). I'll check whether this work in my case...

upd: yes, now it seems to work.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=Deflaktor
Got it to work.
I used the compiler from here the tdm-gcc-4.6.1.exe (Make sure to uncheck "Check for updated files on the TDM-GCC server")
The problem seems to be gcc 4.7.x

Thanks very much! It worked.

+++ DynRPG - The RM2k3 Plugin SDK +++

http://elementconflux.ucoz.ru/sample.dll
Here it is (not DLL of my project, but DLL of your one, which, as I mentioned, was compiled unproperly by my g++).
Thanks for information, I'll try to look for older version. I've got MinGW before installing Code::Blocks, but without g++, only with gcc... As far as I know, it can make difference here.

+++ DynRPG - The RM2k3 Plugin SDK +++

Cherry, sorry, didn't see your first post before.
Plugin crashed again. Debugger (Visual Studio) says: "Unhandled exception in RPG_RT.exe (TIME_MEASURE.DLL): 0xC0000005: Access Violation" and point to the line:
6E2CC548   mov         ecx,dword ptr [ecx]
. Global definitions doesn't help. I'll try now the sample plugin.

upd: Sample plugin (compiled by myself) crashes with just the same error, only at another asm line (but on the same command). I'll try your DLL now.

upd2: your DLL started fine. It seems that something is bad with my compiler... Strange, because I followed your instruction and use Code::Blocks (with its standart compiler).

+++ DynRPG - The RM2k3 Plugin SDK +++

author=bulmabriefs144
By crashes on startup you mean... doesn't compile or literally rpgmaker crashes on startup?
Literally crashes with standart Windows error.

author=bulmabriefs144
The other two should be moved outside the thing to run in any and all namespaces (you're defining globally).
Why, if I use the map and char only inside this callback? But ok, thanks, it seems reasonable (just for unity).

author=bulmabriefs144
Char sucks anyway, use strings.
Previosly I worked in pure C. As for me, char is simply 1-byte number (and here it is used in this way). Maybe it's bad habit, of course :)

author=bulmabriefs144
But here's the biggie. Always stick to the given names of objects. Making your own (conf instead of configuration) can sometimes cause glitches because such codes are actually written this way internally. If the thing were written RPG::Actor::getName and I instead changed it to Get_N it would crash.
You can see that variable conf is created by myself, not by DynRPG library. As far as I know, that's no difference how to name it, if this name isn't yet in use.

+++ DynRPG - The RM2k3 Plugin SDK +++

Firstly, I'd like to thank Cherry a lot for this work. As for me, I work in RM2k3 just because there are a lot of features, which are easy to do in it, but need scripting (and scripts, as for me, are of little trust). But people always want more - and that's the way of getting more :)
Secondly, I'd like to ask for a small help as a programmer. I tried to make the plugin configurable through using the loadConfiguration function in onStartup callback. It lookes as this:
bool __cdecl onStartup(char *PluginName)
{
    std::map<std::string, std::string> conf;
    char i;
    conf = RPG::loadConfiguration(PluginName);
  ...
    return true;
}

This plugin crashes on startup. Tried to comment the loadConfiguration function - all is fine. Is something wrong with my code?
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