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Off Topic / Re: Retiring 32bit Windows?
« Last post by dreamerman on 2022-Sep-20 »
GLBasic is using 'well estabilished' libraries, the only way that 32bit target would become obsolete with them is when future versions of GCC would have only 64bit compilation on windows so that would affect also GLBasic, but I highly doubt that, at least for couple years, specially as that such toolchains (GCC) are used also for compilation on some embedded, legacy or special devices (so compatibility is important in terms of target architectures). Even if possible future GLB version will have only 64bit target, most likely you will be also compile same code with older versions just for legacy devices, so don't worry about that.
You raised interesting topic, and it's advised to target 64bit first, but include 32bit exe for legacy devices/as fallback if its possible.
Announcements / Re: My Steam projects - BR Logic Pack..
« Last post by loftcat on 2022-Sep-19 »
To be honest, last couple months I only fixed some small bug in game, and apart that I didn't have time to do proper coding ,specially in GLB :/ , just recently I played with maze generating algorithms in JavaScript. Now I will port it to GLB and make some 'game' from it, still I need to write some crazy code to generate 3d cube maze from prepared 2d arrays :> Not sure what later, I would like to finish that Solomon's Key clone, or at least push it to point that only sound and pr/steam/translation in missing, as I could do proper alpha testing in such case.
I'm waiting impatiently to see Yours projects :P and really any GLB project ;)

@dreamerman I bought your game pack on Steam and am very impressed. I like the way I can launch all the games from a single menu without having to completely exit the game pack each time. Curious how you did this... am I right thinking all the games are inside one executable?
GLBasic - en / Re: Steam HTML5 Compiler
« Last post by loftcat on 2022-Sep-19 »
Anyone at all seen this error...?
Off Topic / Re: Retiring 32bit Windows?
« Last post by erico on 2022-Sep-12 »
Probably going to keep legacy support as long as possible.
There are versions that will compile fine even on WinCE.
Off Topic / Retiring 32bit Windows?
« Last post by Youkaisan on 2022-Sep-10 »
Since long MS has pushed Win11 with 64bit only release, 32bit hardwares(somehow it's rare now) are officially not supported. Although as WoW64 still exist, we can still run the 32bit executables at least till 2029, when the LTSC 2019's 10 year support ended.

I still have some Atom devices and 2 Celeron 1037U mini PCs which has only 2GB RAM, they are not so capable to run x64 Windows, maybe become obsolete within 2 to 3 years, still usable, but not so useful anyway.

MS has made transition of Visual Studio from 32bit to 64bit, and 32bit SDKs may reach EoL in later VS releases, will GLB drop 32bit compilation in later release or left it as legacy support?
GLBasic - en / Re: GLBASIC updates this year?
« Last post by erico on 2022-Sep-09 »
I see. A port to cmake is overdue. That way you could open it in e.g. QtCreator on Linux or Mac and it "should" run.
Currently, my arm is broken, however.  :help:
Oh man, that is bad. Get well fast! :)
Broke my right hand sow years ago. I could do single hand coding but photoshoping was quite impossible.
GLBasic - en / Re: Steam HTML5 Compiler
« Last post by loftcat on 2022-Sep-07 »
OUTLINING_LIMIT is an error I get when compiling with HTML5.
If I compile with HTML5-WebGL everything is OK
Tried with version 16.947 and the latest html5 Steam version (not sure which version)

Same observation for me Qedo, no OUTLINING_LIMIT error when compiling to HTML5_GL which is good, but unfortunately for me no luck getting an html5 program to launch :(   I am compiling and getting the attached report, the tail of which shows:

Nothing to do!
em++: error: 'Q:\Compiler\platform\HTML5\emsdk\upstream\emscripten\tools\file_packager.bat C:\Users\tonyk\AppData\Local\Temp\glbasic\ --from-emcc --export-name=Module --preload Media' failed (1)
distribute HTML5 to: C:/GLB/GLBasic/helloworld/distribute/HTML5
*** Finished ***
Elapsed: 20.5 sec. Time: 11:25
Build: 5 succeeded.

In the Hello_world app folder it has generated a single file, Hello_world.html which appears to be a dummy file. The \distribute\HTML5 folder contains 2 files:


When I open the bat file it briefly launches a command window which promptly closes itself, and the browser opens a tab telling me it cannot launch localhost:8000.

I'm not certain if the problem is the local server failing to launch or the program files haven't generated properly. I was expecting more files to be generated but maybe the above is correct?
GLBasic - en / Re: Steam HTML5 Compiler
« Last post by Qedo on 2022-Sep-07 »
There is not much documentation, but almost everything should work. My G.A.C.K. games run in HTML5.

Yet Gernot in HTLM5 the mouse test:

SUB MainLoop1:
    PRINT "X:" + MOUSEAXIS (0), 0, 0
    PRINT "Y:" + MOUSEAXIS (1), 0, 20
    PRINT "Z:" + MOUSEAXIS (2), 0, 40
    PRINT "A:" + MOUSEAXIS (3), 0, 60
    PRINT "B:" + MOUSEAXIS (4), 0, 80
    PRINT "C:" + MOUSEAXIS (5), 0.100

only the left mouse button works.
Any idea?

GLBasic - en / Re: Steam HTML5 Compiler
« Last post by Qedo on 2022-Sep-07 »
OUTLINING_LIMIT is an error I get when compiling with HTML5.
If I compile with HTML5-WebGL everything is OK
Tried with version 16.947 and the latest html5 Steam version (not sure which version)
GLBasic - en / Re: Steam HTML5 Compiler
« Last post by loftcat on 2022-Sep-06 »
Ok I took the plunge and bought the HTML5 Compiler from Steam just to see where I could get to. It automatically installs it as DLC via Steam which is nice and start GLBasic is the usual way, through a desktop icon or Start menu in Windows 10.

I've made a really simple program with a SETLOOPSUB. I've then navigated to Project > Options and checked the Platform Configuration is set to 'HTML5', applied and exit. I've then gone to Compiler -> Build Multi-platform and clicked on HTML5.

The result is a .app project sub-folder containing a project.html file telling me it's a dummy file. In the Distribute folder an HTML5 sub-folder has been created containing 1 file: run_local_test.bat

The compile report contains the following:

*** Configuration: HTML5 ***
GPC - GLBasic Precompiler V.17.312 SN:58f00c1b - 3D, NET
Wordcount:17 commands
Adding directories to PATH:
PATH += Q:\Compiler\platform\HTML5\emsdk\upstream\emscripten
PATH += Q:\Compiler\platform\HTML5\emsdk\node\12.18.1_64bit\bin
PATH += Q:\Compiler\platform\HTML5\emsdk\python\3.7.4-pywin32_64bit
PATH += Q:\Compiler\platform\HTML5\emsdk\java\8.152_64bit\bin

Setting environment variables:
PATH = Q:\Compiler\platform\HTML5\emsdk\upstream\emscripten;Q:\Compiler\platform\HTML5\emsdk\node\12.18.1_64bit\bin;Q:\Compiler\platform\HTML5\emsdk\python\3.7.4-pywin32_64bit;Q:\Compiler\platform\HTML5\emsdk\java\8.152_64bit\bin;Q:\Compiler\platform\HTML5\emsdk;Q:\Compiler\platform\HTML5\bin
EM_CONFIG = Q:\Compiler\platform\HTML5\emsdk\.emscripten
EM_CACHE = Q:/Compiler/platform/HTML5/emsdk/upstream/emscripten\cache
EMSDK_NODE = Q:\Compiler\platform\HTML5\emsdk\node\12.18.1_64bit\bin\node.exe
EMSDK_PYTHON = Q:\Compiler\platform\HTML5\emsdk\python\3.7.4-pywin32_64bit\python.exe
JAVA_HOME = Q:\Compiler\platform\HTML5\emsdk\java\8.152_64bit
emcc:WARNING: --js-opts ignored when using llvm backend
em++: error: Attempt to set a non-existent setting: 'OUTLINING_LIMIT'
 - did you mean one of INLINING_LIMIT?
 - perhaps a typo in emcc's  -s X=Y  notation?
 - (see src/settings.js for valid values)
distribute HTML5 to: C:/GLB/GLBasic/htmltest4/distribute/HTML5
*** Finished ***
Elapsed: 5.7 sec. Time: 14:37
Build: 5 succeeded.

Any ideas what I'm doing wrong? Am I missing a component to make this work? There's clearly an error in the compile but I don't know if it's relevant. A search on the forum throws up a thread from 2020 about OUTLINING_LIMIT but doesn't conclude anything. Really hope I can get this working on some level.

Help appreciated!
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