IGF and SunBurn 2.0.18

Feb 16, 2012 at 3:43 AM

I went and installed the latest SunBurn and ended up getting errors when building the IGF framework with it.  Here is the list of errors I got:

Error    10    'Indiefreaks.Xna.Physics.BEPUCollisionMove' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionMove.OnRemovedFromManager(SynapseGaming.LightingSystem.Core.IManagerService)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUCollisionMove.cs    15    27    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    11    'Indiefreaks.Xna.Physics.BEPUCollisionMove' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionMove.OnSubmittedToManager(SynapseGaming.LightingSystem.Core.IManagerService)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUCollisionMove.cs    15    27    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    12    'Indiefreaks.Xna.Physics.BEPUCollisionMove' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionMove.ApplyWorldForce(Microsoft.Xna.Framework.Vector3, Microsoft.Xna.Framework.Vector3)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUCollisionMove.cs    15    27    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    13    'Indiefreaks.Xna.Physics.BEPUCollisionMove' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionMove.ApplyObjectForce(Microsoft.Xna.Framework.Vector3, Microsoft.Xna.Framework.Vector3)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUCollisionMove.cs    15    27    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    14    'Indiefreaks.Xna.Physics.BEPUPhysicsManager' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionManager.RayCast(System.Collections.Generic.List<SynapseGaming.LightingSystem.Collision.RayCollisionPoint>, Microsoft.Xna.Framework.Ray, float)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUPhysicsManager.cs    16    18    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    15    'Indiefreaks.Xna.Physics.BEPUPhysicsManager' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionManager.RayCast(Microsoft.Xna.Framework.Ray, float, out SynapseGaming.LightingSystem.Collision.RayCollisionPoint)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUPhysicsManager.cs    16    18    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    16    'Indiefreaks.Xna.Physics.BEPUPhysicsManager' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionManager.RayCast(System.Collections.Generic.List<SynapseGaming.LightingSystem.Collision.RayCollisionPoint>, Microsoft.Xna.Framework.Vector3, Microsoft.Xna.Framework.Vector3)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUPhysicsManager.cs    16    18    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    17    'Indiefreaks.Xna.Physics.BEPUPhysicsManager' does not implement interface member 'SynapseGaming.LightingSystem.Collision.ICollisionManager.RayCast(Microsoft.Xna.Framework.Vector3, Microsoft.Xna.Framework.Vector3, out SynapseGaming.LightingSystem.Collision.RayCollisionPoint)'    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.Physics\Physics\BEPUPhysicsManager.cs    16    18    Indiefreaks.Game.Physics Windows (SunBurn Pro)
Error    21    The type or namespace name 'CollisionMove' could not be found (are you missing a using directive or an assembly reference?)    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.AI\Logic\Steering\AutonomousAgent.cs    426    75    Indiefreaks.Game.AI Windows (SunBurn Pro)
Error    22    The type or namespace name 'CollisionMove' could not be found (are you missing a using directive or an assembly reference?)    C:\Users\dwc2987@msn.com\Downloads\igf-12496\1 - Source\Main\Indiefreaks Game Framework Solution\Indiefreaks.Game.AI\Logic\Steering\AutonomousAgent.cs    428    27    Indiefreaks.Game.AI Windows (SunBurn Pro)

 

And here are the errors I got when trying to build the Particle System project:

Error    5    Files has invalid value "obj\Debug\ProjectMercury.Plugins.DefaultControllers (SunBurn Pro).csprojResolveAssemblyReference.cache". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultControllers (SunBurn Pro)
Error    6    Could not write lines to file "obj\Debug\ProjectMercury.Plugins.DefaultControllers (SunBurn Pro).csproj.FileListAbsolute.txt". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultControllers (SunBurn Pro)
Error    8    Files has invalid value "obj\Debug\ProjectMercury.Plugins.DefaultEmitters (SunBurn Pro).csprojResolveAssemblyReference.cache". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultEmitters (SunBurn Pro)
Error    9    Could not write lines to file "obj\Debug\ProjectMercury.Plugins.DefaultEmitters (SunBurn Pro).csproj.FileListAbsolute.txt". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultEmitters (SunBurn Pro)
Error    11    Files has invalid value "obj\Debug\ProjectMercury.Plugins.DefaultModifiers (SunBurn Pro).csprojResolveAssemblyReference.cache". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultModifiers (SunBurn Pro)
Error    12    Could not write lines to file "obj\Debug\ProjectMercury.Plugins.DefaultModifiers (SunBurn Pro).csproj.FileListAbsolute.txt". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultModifiers (SunBurn Pro)
Error    13    Files has invalid value "obj\Debug\ProjectMercury.Plugins.DefaultSerializers (SunBurn Pro).csprojResolveAssemblyReference.cache". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultSerializers (SunBurn Pro)
Error    14    Could not write lines to file "obj\Debug\ProjectMercury.Plugins.DefaultSerializers (SunBurn Pro).csproj.FileListAbsolute.txt". The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.    ProjectMercury.Plugins.DefaultSerializers (SunBurn Pro)

Feb 16, 2012 at 3:51 AM

Also noticed the reference has changed to Synapse Gaming - SunBurn Pro Core and there is also a Synapse Gaming - SunBurn Pro Physics. Will we need to use the physics reference or just the core?

Coordinator
Feb 16, 2012 at 9:14 AM

The current version of IGF doesn't yet support SunBurn 2.0.18. There are some serious breaking changes that I need to get around especially on the physics...

Feb 17, 2012 at 12:57 AM

Will IGF be able to support 2.0.18 when it reaches v1 or will it be after v1 is released when it will be able to support it.

Coordinator
Feb 17, 2012 at 10:35 AM

Yes, the next release will include support for 2.0.18.

Actually, I'm working on it as I reply so you should see its support in the next changeset ;)