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CryMono v0.1 Public Release

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Alex626
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Re: CryMono v0.1 Public Release

Postby Alex626 » 25.12.2011, 00:06

And so what?
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Re: CryMono v0.1 Public Release

Postby The Ebb » 25.12.2011, 06:20

Awesome stuff super excited to see it released Ruan!
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Re: CryMono v0.1 Public Release

Postby i59 » 25.12.2011, 18:34

katoun wrote:Could you make it work with VC++ 2010 express and VC# 2010 express :D please.
I am using the Express version because is free and CryEngine 3 sdk has a .sln file that work with it :D
I got stuck.
I have splited CryMono.sln in 2 one for C# named it BaseClass_express.sln and it has the BaseClass and Manager project, the other one is CryMono_express.sln and it has the CryMono project and it is for the C++. Then made the requires modification stated in the git page :
Code: Select all
2. Add gEnv->pGameFramework = m_pGameFramework after ModuleInitISystem(m_pFramework->GetISystem(),"CryGame");
with one observation there is no m_pGameFramework in the GameStartup.cpp but there is a m_pFramework.
Then in the CryMono_express.sln on the CryMono project in the properties added VC_EXPRESS define and in the CryMono.rc replace
Code: Select all
#include "afxres.h"

with
Code: Select all
#if defined(VC_EXPRESS)
#include "windows.h"
#else
#include "afxres.h"
#endif

like in the GameDll.rc.
Now I have this problem after compiling BaseClass and Manager projects from the C# express when trying to compile the CryMono project from C++ express:
Code: Select all
1>LINK : fatal error LNK1104: cannot open file 'mono.lib'

And yes I have copied the content of CryMono-0.1-core.zip into the sdk dir.

Thank you.


Hey, we are getting ready to release CryMono v0.2 which includes Visual Studio 2010 C++ / C# Express support. This patch includes our new C# FlowSystem implementation, and should be ready for release tomorrow if we're lucky. See the full changelog here; https://github.com/inkdev/CryMono/wiki/ ... -notes-0.2.

The fixes you attempted should work, however for some reason it can't find the x64 or x86 version of Mono.lib which is included in MonoDll\Libraries. If you need this resolved ASAP make sure that the additional library paths in your MonoDll project point to the proper library directory.

edit:

Forgot to mention, we have updated the Integration tutorial here to include all the steps you need to get started; https://github.com/inkdev/CryMono/wiki/ ... NE-project. :)
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Re: CryMono v0.1 Public Release

Postby katoun » 26.12.2011, 14:27

@i59: I don't need this ASAP :). I was just very curious how it works and as I use the express version I tried to make it work with it. I just gave you some feedback as I thought it might help you :)
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Re: CryMono v0.1 Public Release

Postby hendrik » 26.12.2011, 22:43

Nice alternative but the argumentation is flawed. I guess it just depends on personal preference.

There are Lua Debuggers available. Theres LuaJIT available using this the performance difference gets minimal. imho Lua is easier then C# for people who don't know C# beforehand and put the same effort into learning Lua.

As I said nice alternative but try reformulating the C# pro's to actual ones like larger user base and materials.
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Re: CryMono v0.1 Public Release

Postby Clivey » 27.12.2011, 11:44

Personally I think this a great idea and concept and congratulate the team that put this together. :cheesy:
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Re: CryMono v0.1 Public Release

Postby AndOrXor » 27.12.2011, 14:29

Can someone pin this topic please? :)
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Re: CryMono v0.1 Public Release

Postby Alex626 » 27.12.2011, 17:50

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Re: CryMono v0.1 Public Release

Postby crimmy » 30.12.2011, 21:04

This sounds great. I'm a c# developer and this would probably win me over from Unity. Because c# has been the important factor for me. Thank you so much for doing this!

Looking forward to start using this soon when I get up and running with the engine :)
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Re: CryMono v0.1 Public Release

Postby Ruan » 30.12.2011, 23:08

Thanks for the kind words guys! Next release is sha(r)ping up to be pretty awesome so far: flownodes and maybe even some multiplayer goodies. ;)

Oh and this:

Image
Out now! CryENGINE Game Programming with C++, C#, and Lua
Ex-Crytek, now with Deep Silver Dambuster Studios
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Re: CryMono v0.1 Public Release

Postby AndOrXor » 31.12.2011, 12:00

Cry-Ruan wrote:Thanks for the kind words guys! Next release is sha(r)ping up to be pretty awesome so far: flownodes and maybe even some multiplayer goodies. ;)

Oh and this:

Image

X( I love LUA! :mad:
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Re: CryMono v0.1 Public Release

Postby Teto42740 » 03.01.2012, 21:34

Sorry, I'm confused. What LUA's parts CryMono will never replace ? :)
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Re: CryMono v0.1 Public Release

Postby pl4 » 05.01.2012, 09:37

Lol are you serious ?... I

That awesome !!
Last edited by pl4 on 11.01.2012, 15:48, edited 1 time in total.
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Re: CryMono v0.1 Public Release

Postby katoun » 11.01.2012, 14:19

Unity use C#/Mono for their script languages (alongside javascript)
and Unity can deploy on wide wide range of devices/consoles and OS's. That makes me think that Mono was ported on all those devices and OS's.
I have made a quick search on the internet and found mono works on iOS and Android, Windows, Linux and MacOS, Playstation3 aparently is WIP and about XBOX did not find info but hey there is XNA so it should theoretically work.
In conclusion I consider C#/Mono a higher lever scripting language than Lua, faster and with a better IDE integration including debugging. It is a personal opinion based on information and experience of working with Lua, Python, Visual C# and MonoDevelop. :cheesy:
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Re: CryMono v0.1 Public Release

Postby katoun » 11.01.2012, 14:30

AndOrXor wrote: X( I love LUA! :mad:

AndOrXor: I love integrated debugging as Visual Studio, MonoDevelop or Code::Blocks with Mingw has :mad: That is kind of the only reason I hate using UDK (unreal scripting dose not have that integrated debugging) and when I saw CryEngine Free SDK uses C++ I went for it and never looked back. I would do the same with Lua in CryEngine. :evil:
Katoun


 
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