Posted: 22nd Apr 2021 22:12
sorry your having problems with the plugins
im not sure whats happening there maybe this will help https://www.appgamekit.com/documentation/guides/14_plugins.htm
it may be a version conflict i really dont know but what i do is copy the folder (ie nuklearfolder) and the fileExplore folder to the compiler directory
and it works. plugin can be a pain at the best of time but they are worth it. Remember the trouble we both went through with puzzlers radio
plugin

I could upload again with the exes and bytecodes atleast you can run the proggys and get an idea of whats meant to happen the

try this version
But dont compile tedit or tledit instead just run them and see if that works
that should atleast tell us if its just the compiler settings
Posted: 23rd Apr 2021 1:05
Thanks for being so patient with me . I've seen de documentation about plugin in Agk and I'm doing exactly what is suggest but no success . Your last attacments I test your tedit program ...I'm loving it !! the second program tIEdit5 gives me an error about Data Execution Prevention (DEP) and closed . When I tried the batchfiles exe's gave me a different error .
Posted: 23rd Apr 2021 1:18
ok interesting the batchfiles are just that converted bats to exes with icons
The dep error is a weird one (does tedit work from its agk exe ?)

oh didnt realise the free version of the converted bats do that maybe il just use windows shortcuts or make a launcher in agk
Posted: 23rd Apr 2021 4:56
@ chafari:
Try the following, Download the plugins directly from the forum. There should be all needed files available. Install them as already described in the AppGameKit documentation.

FileExplore
Nuklear

So the plugins should work.

Is it possible that you are working with a free version of AppGameKit? The first message looks like this.
(I don't know if the free version also supports plugins).
Posted: 23rd Apr 2021 6:34
Thanks madbit
the forums best place for the latest too

We had a similar problem before with plugins, the main thing is chafari uses an older version on an older os (VISTA)
but we figured that out last time but im thinking perhaps it isnt set up properly in the AppGameKit player.

But your expert advice and help is very much appreciated

is it correct to just have a plugins folder in the working directory with the folders inside to ship with program?
Posted: 23rd Apr 2021 10:33
@MadBit Thanks .. I have downloaded plugins from forum and get the same errors. I must be doing something wrong or maybe my computer is too old . I'm still using OS windows vista in an old laptop. I'm working with my classic paid version 2021.02.10 . At first I thought that having the program was enough without having to install more plugins . I'm getting old and sometimes I feel lost with all these technicalities thank you anyway.
Posted: 23rd Apr 2021 13:03
I have developed the plugin with VisualStudio 2017 and 2019. You could install the corresponding "Microsoft Visual C++ 20? Redistributable" to see if it works better then.
Although one of my test machines also only has the 2005,2008 and 2013 installed - and it works.

You could also try to use the example plugin. (ExamplePlugin) Should be installed with a standard installation of AGK.

Do I see correctly that this error message no longer comes?



And now only these two?

Posted: 23rd Apr 2021 13:46
I keep getting all kinda error as I'm rem some lines to test. In the compiled .exe fubarpk sent I get the fourth error teditpro.exe stop working error about data execution prevention
Posted: 23rd Apr 2021 14:11
the third one that i know as the program launcher was made with trial version (bat to exe)
ive since updated the launcher to ones made with dbpro (reason there are 3 progs to the set)
but inside there respective folders is the actual exe

does the game proggy compile becauuse that uses no plugins ?
Posted: 23rd Apr 2021 14:41
@fubarpk. Yep. The game works perfectly ...I can compile with no problem . The last exe's you posted only the edit.exe works but it fail when i try to compile. The other exe just stop
Posted: 23rd Apr 2021 19:15
is it correct to just have a plugins folder in the working directory with the folders inside to ship with program?

I don't know what your programme/directory structure looks like.
The normal case would be:

Programme directory
media
plugin
FileExplore
Nuklear
PROGRAMM.exe
Posted: 23rd Apr 2021 20:36


This shows the full directory structure for one of the programs of the set

where the main for tlEdit 5 just looks like

#include "source/tledit5/tledit5.agc"


@ madbit are you saying i should move the plugin folder to inside the media folder or it is correct where it is ?
Posted: 23rd Apr 2021 20:58
tedit3 structure looks like


Explanation why the structure is like it is

tedit3-----------------Track creator/editor
tlEdit5----------------Terrain Editor/Trackside Objects editor
KrazyGrandPrix---The game they are all for

In the directory KrazyGrandPrix\media
There is two folders (environment and tracks) that get shared with lEdit5 program

which is done like the below code shows
+ Code Snippet
global cd_tlEdit as string:cd_tlEdit=fileExplore.getWorkingDirectory()
fileExplore.setWorkingDirectory("..\")
#constant gameDir=fileExplore.getWorkingDirectory()			
global cd$ as string:cd$=gameDir + "\KrazyGrandPrix\media"


and used like
+ Code Snippet
loadObject("raw:"+cd$+"\environment\grandstand.obj")

in the tledit5 proggy

and for those that would like to know whats in the dbpro executables its one line
+ Code Snippet
execute file "KrazyGrandPrix\KrazyGrandPrix.exe","",""
Posted: 24th Apr 2021 5:56
@fubarpk:
No, it's fine where it is.

But I don't think that helps with the problem chafari has.

@chafari
Again to summarise.
KrazyGrandPrix can be started without errors?
tedit3 can be started but cannot be compiled?
tedit5 can neither be started nor compiled?

Are there any errors in the Nuklear.log file?

PS @fubarpk
Why do you take the diversions via DBPro and not directly with a .bat to start the programmes?
Posted: 24th Apr 2021 6:13
Why do you take the diversions via DBPro and not directly with a .bat to start the programmes?

two reasons
1> windows expects ".bat" to be a virus when shared and usually you need to be admin
2> i want to use an icon but for the time il leave it as dbpro one (i may not even keep the dbpro one because i think that will still require directx installed as agk doesnt)
Posted: 24th Apr 2021 10:06
re there any errors in the Nuklear.log file?


@MadBit yes that's exactly , I can execute correctly the main program . I can start tedit3 from the exe fubarpk send . I can't compile nor execute the tIEdit5.exe fubarpk sent . About the Nuklear.log ...the only one I can see here is the one that is supposed to be the last log that was created on fubarpk's computer .....

"
Posted: 24th Apr 2021 10:33
@ chafari:
If you delete the log file, a new one will not be generated?

@fubarpk
Another solution would be to create a shortcut and start the programme with it.

to change would be in the shortcut-file (right click -> properties on the .lnk file)
in the tab "Shortcut
Target = %COMSPEC% /C ".\tedit3\tedit3.exe"
Start in: leave empty.
Posted: 24th Apr 2021 11:05
I always thought shortcuts had to use an absolute path
Posted: 24th Apr 2021 11:31
f you delete the log file, a new one will not be generated?


Not really . I have downloaded the last plugin to test Fileexplore and Nuklear .....I put the plugins into the project ....when I try to compile I got this error :
error: Failed to open file "/Plugins/Nuklear/Commands.txt" for reading, write path: "D:\AGK2\fubarpk race\tlEdit5\tlEdit5/", read path: "C:\Program Files\The Game Creators\AGK2\Tier 1\Compiler\"

Then I copied the commands.txt of fileexplore and paste in its folder, did the same in nuklear folder ....now when I compile, a pop up came :

Failed to load plugin "Nuklear" required by this app, it may not be available for this platform

The case is that now it create a .exe 5.75MB . I had deleted the Nuklear.log file first but after compiling, no log file appear .....so perhaps it may not be compatible with my computer

Edit :
something that is too strange, is that after compiling, into the plugins folder all disappear ...the folder was empty
Posted: 24th Apr 2021 11:50
out of curiosity does tedit3 program compile ?