Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

What would cause this??

This topic is 5229 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I made a small pre-game kinda.. like not finished but for some werid reason its not working on very many comps.. I've had my freinds try and check it by putting in a logging routine it logs EVERY freaking area... and yet when they execute the exe, the log files arent even made.. Ive tested it it works fine on my comp the files are made perfect all events logged.. for some weird reason, if i test it on my freinds comps, it is not even reaching the windows code of my game, it doesnt even LOG anything... which makes no sense to me at all... anyone got any idea what could maybe cause this I was thinking maybe it had to do with compiler settings I tried to make them as perfect as possible and yet it still doesn't work ? I just dont understand how it possibly could be quitting the app before it hits the windows code.. it logs when it hits the app... and it isnt even logging that! The even more weird part is it works on one of my freinds comps but not the others... I have the processor set to blended in the configuration settings its being compiled as a release build.. [edited by - DevLiquidKnight on January 25, 2004 2:07:34 AM]

Share this post


Link to post
Share on other sites
Advertisement
That doesnt matter, i believe (at least ofstream) creates the file if needed, and so i assume it would do the same for a directory, my thought is.... what did you use to log everything?

Share this post


Link to post
Share on other sites
if you are running in 98 or ME, also know some flag combinations for creating the window that worked just find on your system dont work on XP or 2k systems, if it''s crashing before window creation and you have different operating systems, check that.

___________________
-Nicholas Anton
-raptor85.siigna.net

Share this post


Link to post
Share on other sites
Check all the return values of system calls + GetLastError() under Windows. Otherwise you''ll be throwing punches underwater guessing what the problem is.

I call AllocConsole() and FreeConsole() and log to console and file simultaneously.

Share this post


Link to post
Share on other sites
Ok, I think i may have found the problem but im not sure.. what it means... lol... dinput tries to aquire the device (keyboard) yet.. it does not return DIERR_INPUTLOST its returning...

DInput - GetDeviceState() returned : -2147024884

That number is a integer data type? any idea what it means ? 0.o

Share this post


Link to post
Share on other sites
I did a quick search on google and found this:

DIERR_NOTACQUIRED -2147024884
The operation cannot be performed unless the device is acquired.

Hope that helps =)


Later,
Lord Hen

"I am free of all prejudices. I hate everyone equally." - W. C. Fields

EDIT:
btw, doesnt directx have a way of inputting the error code, and outputting the string equivalent of it?
[edited by - Lord Hen on December 2, 2008 2:32:49 AM]

[edited by - Lord Hen on January 25, 2004 6:27:01 PM]

Share this post


Link to post
Share on other sites
hrm.... i shall look more into whats up with this... wonder why its failing...


anyone see anything wrong

HRESULT hr=g_lpDI->CreateDevice(GUID_SysKeyboard, &g_lpDIDevice, NULL);
if ( FAILED(hr) )
{
Error("Failed to create keyboard device!");
return FALSE;
}
hr=g_lpDIDevice->SetDataFormat(&c_dfDIKeyboard);
if FAILED(hr)
{
Error("Failed to set data format!");
return FALSE;
}
hr=g_lpDIDevice->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
if FAILED(hr)
{
Error("Failed to set cooperative level!");
return FALSE;
}
hr=g_lpDIDevice->Acquire();
if FAILED(hr)
{
Error("Failed to aquire keyboard!");
return FALSE;
}


[edited by - DevLiquidKnight on January 25, 2004 6:45:46 PM]

Share this post


Link to post
Share on other sites
Are you acquiring the keyboard every frame (some things will lose you control of the Keyboard quite often). How are you reading the keyboard state? I alwyas call acquire before I try and read.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!