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jsantos
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NoesisGUI v1.2 RC5

09 Jul 2014, 19:12

 
descala
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Re: noesisGUI v1.2 BETA

10 Jul 2014, 04:16

This sounds great!! Can you elaborate on the resource management? Does this mean the end of the build tool?
 
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Erio
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Re: noesisGUI v1.2 BETA

10 Jul 2014, 05:31

Thanks a lot for this update! :)

I am pretty sure that the availability of DX11 will help us a lot. :D

This is also very nice that you could make a new render algorithm, with a lower consumption.

And from what I see. I will really like the new resources manager. :D

Can't wait to get the time to test this!
 
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jsantos
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Re: noesisGUI v1.2 BETA

11 Jul 2014, 01:12

This sounds great!! Can you elaborate on the resource management? Does this mean the end of the build tool?
The build tool is still there because the preprocess part is still needed to avoid:
  • Parsing XAMLs at runtime.
  • Creating textures from raw images at runtime.
But the previous restrictions that force having the XAML inside a Data/Package directory of the SDK is now gone. You can have the XAML wherever you want.

The documentation will be updated very soon. Anyway, I would say that the new tool (with the same same) is self-explanatory.
 
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Erio
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Re: noesisGUI v1.2 BETA

17 Jul 2014, 02:13

Hey guys, it's been a few days, with @DigitalKarnage , we've been trying to initialize NoesisGUI in it's 1.2 version.

Although it looks correct in a first time. We get this at compilation (and yes, linking is correct etc as it works with previous versions)

Here are the details, it seems to be related to
NsGetKernel()->Init(); 
Here is the log:
1>     Creating library D:\ImportantProjects\UE4Noesis\Intermediate\Build\Win64\UE4NoesisEditor\Development\Plugins\Dynamic\UE4Editor-NoesisGUI.lib and object D:\ImportantProjects\UE4Noesis\Intermediate\Build\Win64\UE4NoesisEditor\Development\Plugins\Dynamic\UE4Editor-NoesisGUI.exp
1>NoesisGUI.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) class Noesis::Core::Kernel * __cdecl NsGetKernel(void)" (__imp_?NsGetKernel@@YAPEAVKernel@Core@Noesis@@XZ) referenced in function "public: virtual void __cdecl NoesisGUIImpl::StartupModule(void)" (?StartupModule@NoesisGUIImpl@@UEAAXXZ)
1>D:\ImportantProjects\UE4Noesis\Plugins\NoesisGUI\Binaries\Win64\UE4Editor-NoesisGUI.dll : fatal error LNK1120: 1 unresolved externals
DigitalKarnage made it too by himself and encountered the exact same problem. Works fine with 1.1.9 lastest version. :)

Could you confirm if you have the same problem ?

EDIT: And then, nevermind. I am compiling 64b and SDKs are 32b. that's normal that it does not work!

Thanks jsantos
Last edited by Erio on 17 Jul 2014, 03:24, edited 1 time in total.
 
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jsantos
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Re: noesisGUI v1.2 BETA

17 Jul 2014, 03:18

Demangling the symbol reveals that Unreal is looking for:
class Noesis::Core::Kernel * __ptr64 __cdecl NsGetKernel(void)
a 64 bits symbol. The SDK is 32 bits only. You need the 64bits runtime of Noesis although it is not available in the current state of the Beta. Although it is almost ready to be released...
 
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jsantos
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Re: noesisGUI v1.2 BETA

24 Jul 2014, 01:03

A new release of the Beta:
  • Fixed DX11 issues
  • New optimized noesisGUI default theme
  • win_x86_64 runtime included
  • Updated tutorial about the new BuildTool
  • New tutorial with introduction to XAML
And lot more of things. Changelog yet not updated.
 
jrueppel
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Re: noesisGUI v1.2 BETA

24 Jul 2014, 13:08

Does the new resource system allow for modders to change how the UI looks? I.e. is it allowed and practical to ship the preprocessor with a game so that modders can mod the UI?

Or even better I think would be if the preprocessor could be integrated into the game and the game detects XAML changes and runs the preprocessor on demand by itself.
 
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Erio
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Re: noesisGUI v1.2 BETA

27 Jul 2014, 02:22

I do think that this is possible. You need to create a function (and then probably some UI on top of it) that will ask and set the new datapath. :)
 
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jsantos
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Re: noesisGUI v1.2 BETA

28 Jul 2014, 19:08

Yes, modding is possible by integrating the buildtool to generate preprocessed XAMLs that the runtime understands. We made many changes in this part of the architecture to allow easy integration of this process.
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