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compiled execs not working w10 ltsc2021x64 #52
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Hi, |
Yup, that did it. I had to copy everything. At first I copied bass, nvdaControllerClient64, and SAAPI64. When that didn't work I copied bass_fx, and when that didn't work I copied the entire thing and now it's working. If not already we might want to detail what things are required for which. I'll double check the docs but I think that's not mentioned anywhere. Seems like I read somewhere something about being able to get all that bundled into the exe, or perhaps that was something upcoming? |
Alrighty no it's not mentioned anywhere. I see the tutorials section is a bit incomplete. I may attempt to fill that out some. There's surely a lot of work to do there. |
Can someone give me a brief overview of what all the dll files do? I just learned that Polk is for screen reader support on Windows? So that's a start. Also bass is an audio engine I assume bass_fx lets it implement sound effects like reverb and such. I know what nvda controller client does. The rest not so sure. |
Sure:
Hopefully that helps! |
New file under the user manual section called "compiling your project for distribution". I've been doing a little research and generally trying to understand this well enough to write up on it. I think I may have made some mistakes. I did leave out the Linux and Mac OS specific tidbits since I'm too unfamiliar with those right now, so I'm hoping someone can either comment on the pr or the underlying issue samtupy#52 with what I need to know to finish it out or just commit their own contributions to my fork. I have it configured to let those who can push to the main repo to push to this one also if necessary. Things to work on: * Linux and Mac OS file extensions. I dunno what they will be so those areas where it is mentioned are not finished. * Linux and Mac OS locations for the lib folder. I don't know where the default install location for Nvgt is on those platforms or where the lib folder actually is. If there's no actual default on the Linux side then the literature could reflect this, something like "go to the location where you installed Nvgt and find the Lib folder". * Linux and Mac OS instructions for compiling. I don't know exactly how it is done there so any help filling that in would be appreciated. * verify if it is expected that I cannot get my compiled game to produce sound via the normal sound object e.g. sound voSound1; sound voSound2; if the phonon library is not present. I can test this more or create a separate issue but I'm not totally sure whether I found something unexpected.
also, @samtupy just got a question. In nvgt's directory, we have a nvgt.exe which surely everyone would know what it is for like bgt.exe, but what is nvgtw.exe in there? Thanks. |
Hi, |
ok, Understood. Thanks! |
Maybe this is expected, but I can't remember any mention of it. When I compile anything on Windows10 x64 the .exe I get won't do anything notable. I think a window opens and closes after about 3 seconds.
//function start
void main () //start our main function
{
show_window("testing");
tts_voice v; v.speak_wait("is it broke?");
wait(2000);
}
Expected result. It should show the game window, NVDA should speak the title, SAPI should say "Is it broke?" then after that, beyond a 2 second pause it should close out.
Actual result: NVDA doesn't say anything for about 2 seconds and then it repeats the explorer window when I just ran the exe.
Works fine if I run the nvgt.
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