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[Tiled] MGCB not handling reference properly #774
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I think that a relative path to the In my case, I'm using the exact same location for the repository ( Since Having your username hardcoded in a path is of course unacceptable (especially if you're sharing code across machines or with other people) but I have no idea how to work around this without moving my repository somewhere under If you were to move your repository, you shouldn't need to copy the dll to your project root anymore and use the following reference instead:
I took the reference from this demo. You might need to adjust the number of |
Was this resolved ever or is it still in a work-around status? |
@kaltinril can you try one of the following and confirm if this is resolved now
|
@AristurtleDev Installing 3.9.0 from NuGet does not help. I get "Processor 'TiledMapTilesetProcessor' had unexpected failure!" and some other errors as well: |
@kaltinril so everything is good? Good to close this issue out? |
I'll have to check I think I did a work around I don't recall this was 2
years ago.
Jeremy Swartwood
…On Wed, May 29, 2024, 2:02 PM Christopher Whitley ***@***.***> wrote:
EDIT: It work now. I had to change reference to 3.9.0 dll
@kaltinril <https://github.com/kaltinril> so everything is good? Good to
close this issue out?
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Oh sorry @kaltinril i thought the reply above was from you but it was from @tomislav12 , my mistake. but you were the original issue opener, if you don’t mind checking as well that would be great so we can close out the issue |
I'll check tonight after work
…On Wed, May 29, 2024, 2:45 PM Christopher Whitley ***@***.***> wrote:
Oh sorry @kaltinril <https://github.com/kaltinril> i thought the reply
above was from you but it was from @tomislav12
<https://github.com/tomislav12> , my mistake.
but you were the original issue opener, if you don’t mind checking as well
that would be great so we can close out the issue
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Sorry I was busy with family and forgot to check, plan is to validate
tonight.
On Wed, May 29, 2024, 2:46 PM Jeremy Swartwood ***@***.***>
wrote:
… I'll check tonight after work
On Wed, May 29, 2024, 2:45 PM Christopher Whitley <
***@***.***> wrote:
> Oh sorry @kaltinril <https://github.com/kaltinril> i thought the reply
> above was from you but it was from @tomislav12
> <https://github.com/tomislav12> , my mistake.
>
> but you were the original issue opener, if you don’t mind checking as
> well that would be great so we can close out the issue
>
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> Reply to this email directly, view it on GitHub
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Alright, sorry for the delay. I am getting similar or same issues. Perhaps I am not setting up the project correctly. Here are the steps to reproduce the issue:
At this point, I copied a TMX file into the directory and opened the MGCB editor again, and it doesn't show the Importer or processor for TMX files, and it has the odd build= build= folder structure. So I can only assume: Please let me know what steps I'm doing wrong, or, missing. EDIT: I just checked and the MGCB editor is version 3.8.0.1641 and it says its "mgcb-editor-wpf" in open with. I ran dotnet tool restore from the project sub-folder, and it shows dotnet-mgcb-editor is available with command dotnet mgcb-editor. I ran this command from the project folder and it opened version 3.8.1.303 and the help says "MGCB Editor" instead of "wpf". However, even this tool has the same issue/behavior. If it helps... Here is the actual PATH And the entry that the GUI adds to my content file: Here is where my solution file lives: Here is where the project file lives: |
Alright, I got it to work, but essentially this issue break down to 1 thing: The attempt to use "relative paths" to move up and then back down to the files. How I got it working:
|
Thanks for responding back @kaltinril Unfortunately the relative pathing issue that's created in the Content.mgcb file is how the MGCB Editor choose to add the path. It's not something that can be managed from the MonoGame.Extended side. The documentation needs to be updated to better inform about setting up a However, I have plans to automate this in 4.0 so I don't think it will be an issue in the future. As for having to edit the tsx file, this is also a Tiled thing. I can think of a few ways to resolve it on the MonoGame.Extended side, but better documentation is needed for that. I'm going to keep the issue open for now and mark it as documentation. |
Yep, makes sense, I don't think it was ever clear that was a majority of
the issue.
It was also a bit confusing finding all the places things I needed to do to
add the packages and references. Felt a bit scattered trying to find the
steps amongst different pages.
I'll have to play with it now that it's working. The issue stopped me from
moving forward with my plans when I opened the ticket.
I got sucked into the mind cycle process of "do I just write my own loader,
or should I write my own file format, or should I use a simpler map format,
or should I use a different tool". In the end I just gave up and went on to
other things hehe.
If I get it all working I'll trying to create my next video about using
tiled + extended with monogame.
Extended has so much it does that it's almost a waste not to use it's
features.
"why reinvent the wheel". So I want to use extended where it makes sense.
Thanks for looking into it.
Final thoughts:
1. What change was made in this dev version?
2. Is extended sticking around?
3. When's the plan for ditching the content pipeline? (or has that changed)
…On Fri, Jun 7, 2024, 7:52 AM Christopher Whitley ***@***.***> wrote:
Thanks for responding back @kaltinril <https://github.com/kaltinril>
Unfortunately the relative pathing issue that's created in the
Content.mgcb file is how the MGCB Editor choose to add the path. It's not
something that can be managed from the MonoGame.Extended side.
The documentation needs to be updated to better inform about setting up a
nuget.config file to get the package to download locally to the project
instead of the obscure nuget global directory cache.
However, I have plans to automate this in 4.0 so I don't think it will be
an issue in the future.
As for having to edit the tsx file, this is also a Tiled thing. I can
think of a few ways to resolve it on the MonoGame.Extended side, but better
documentation is needed for that.
I'm going to keep the issue open for now and mark it as documentation.
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To answer your questions
There's been some changes made, mostly structural project changes, but also a few bug fixes. You can find all the information in the new change changelog as I'm working through things https://github.com/craftworkgames/MonoGame.Extended/blob/develop/CHANGELOG.md
Yea, extended is sticking around. The previous maintainer was unable to commit time to the project, and the backlog kinda pilled up. I've taken ownership of the project now and am working through the backlog of known issues and bugs to get a new release out so it's up-to-date with current MonoGame 3.8.1.303. You can track the progress for that here https://github.com/orgs/craftworkgames/projects/6/views/1
The content pipeline is a controversial topic within the MonoGame community in general. However, despite this, many users still use it and it's not going away in the main MonoGame repo as far as I know. So support for the pipeline will remain, however it will most likely move to being a second class citizen within MonoGame.Extended. What I mean by this is the functionality to load and/or preprocess various asset types should exist on its own, without the pipeline first and foremost. This is something I've done in other MonoGame libraries I maintain, and allows users to choose if they want to incorporate the asset preprocessing into their own custom workflow or hook it into the MonoGame pipeline. |
I'm not sure if I'm missing a step, or if I'm doing something wrong, but after I add my MonoGame.Extended.Content.Pipeline.dll in the editor (before I save/close the editor) I can add a tmx file and change it's content processor to tiled, but once I save and close it, the tmx reference dissappears from the content.mgcb file, and when I open it again, the editor displays an odd folder path, as if it's trying to load the reference like a content asset?
[blank folder]
-> [build=]
Fresh brand new project (MonoGame.Framework.DesktopGl)
VS 2019
.net core 3.1.420 installed along with 5.0.408
MonoGame.Extended 3.8.0
MonoGame 3.8.0.164
Complete Content.mgcb file:
Before:
![image](https://user-images.githubusercontent.com/4995472/175802800-2b0927f8-6926-4aca-8211-3f47ce08d403.png)
After:
![image](https://user-images.githubusercontent.com/4995472/175799374-06852aec-5440-4617-acd7-fb9658e76828.png)
Error if trying to "build" with no content":
![image](https://user-images.githubusercontent.com/4995472/175802840-a24ea916-fa28-4a02-a001-7949c98b6cf3.png)
However, if I add a tmx file, it shows me all the Extended content importers, but fails to build still:
![image](https://user-images.githubusercontent.com/4995472/175802897-95171c5c-14e1-46b8-b384-79403ca9ffd2.png)
Project structure:
![image](https://user-images.githubusercontent.com/4995472/175802696-ce847c6d-6802-4d04-accb-7eafccf0577e.png)
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