Monogame: "could not load fbx model asset as a non-content file" - xna

I recently changed operating systems on my laptop (went from 8.1 to Windows 7). I transferred my game project, and after having to rebuild it (due to Visual Studio 2013 stating it cannot open my project file), I managed to get it to run, but as soon as the code tries to load my cube.fbx model, I get the error in the title.
My settings for the model are as follows:
And the code for loading (which worked flawlessly before the transfer) is as follows:
modelCube = content.Load<Model>("Models/cube");
I have no idea what the issue is. All help points to setting the Build Action to "Content" and the Copy to Output Directory to "Always". The only clue I can think of is that originally, my project was made for Android, and on this iteration I remade it as a normal Windows project (as for whatever reason, I couldn't get an Android project to work this time).
Thanks in advance. This is really confusing.

While I doubt anyone else will have this problem, I figured out the issue. I think Monogame changed the way it loaded assets since the last time I used it. With my install of a newer version, I just had to follow the link below to get it working again.
http://rbwhitaker.wikidot.com/monogame-managing-content

Related

Delphi XE8 update 1 - random file not found

When I compile a project in XE8 (with update 1), I get frequently a error that a file is missing, although the file is just available. And when I compile again, it is another file that is missing. It seems random. After a few compiles (sometimes more or less) I have build the project. And even at Run (F9) I sometimes get the error that a file is missing.
Like #Andrei Galatyn said at the end of his post, it will be solved when you delete your Android configuration in SDK versions. But I want to be able to develop with Android. What is the real problem?
I couldn't find a solution on the internet yet.
Is there a solution for this problem? Thanks in advance!
I have similar problem with Delphi XE8/XE7 at least at 3 different PCs (home PC, notebook, VMW-based virtual machine in office). All PCs are fast, all are SSD-based. Usually i get the error message when trying to build large project, for small projects errors are very rare (but happens time to time anyway). So i am quite sure that it is problem with Delphi. What i tried:
added src/dcu paths as exception to antivirus
disabled indexing of files in Windows (Windows 7 x64/Windows 8.1 x64)
deleted all SDKs for mobile development in IDE (this step was most usefull in my case).
It doesn't solve the problem for 100%, but now i see that random message only few times per week. I will be glad to see real solution.
Just for information - many errors like "file YYY\XXX.pas not found" where with wrong path to the file, it was path somewhere inside of Android SDK. After deleting of all SDKs (fortunately i need only with Win x32/x64 platforms) i never see such errors anymore.
Some time ago i sent it to my colleagues:
Many times i got an sporadic error in Delphi IDE like this:
F2039 Could not create output file '.\dcu\FireDAC.Comp.DataSet.dcu'
When I just tried to compile again, the problem disappeared but compilation may fail on another file. It was especially annoying when I need to rebuild an large project, for example <...>. Finally I discovered that under some conditions Delphi is trying to access files at wrong path:
C:\Users\Public\Documents\RAD Studio\12.0\PlatformSDKs\adt-bundle-windows-x86-20130522\sdk\tools\dcu\FireDAC.Comp.DataSet.dcu
Instead of
C:\M2014\Fellesressurser\felles\FireDAC.Comp.DataSet.dcu
All the time when I get the error it was try to access Android SDK folder instead of my application folder.
If you experienced same problem, you can solve it now, just delete Android SDK from Delphi IDE:
Open “Tools\Options\Environment Options\SDK Manager”
Select installed SDK (list “SDK versions”)
Delete it (button “Delete”)

Can't get rid of old folder in application bundle

Seems to be similar to this question:
Xcode won't let go a resource file
But for Xamarin. I have a xamarin solution I'm working on in Visual Studio for iOS. I added some resources in one place and then later decided to move them somewhere else. But when I build the project and look at the application bundle on our build Mac the originals are still there. Even though I scrubbed every instance of them from my Windows machine it somehow still ending up in the application bundle!
How do I complete scrub any cached traces? I've reset the simulator, cleaned and rebuilt from visual studio, even deleted the bin and obj but I can't get rid of the damn things.
I had a similar problem with files I've deleted from VS still being included in the bundle when running the app.
I followed the output from The Mac Server log and you can see from there where the files are being copied from, in my case
/Library/Caches/Xamarin/mtbs/builds/[App_Name]
Delete your application folder in that cache and it will fix the issues.

Synapse and OpenSSL Connect not working in one app

I have done all the searching and can't find a solution to this weird problem that's been bugging me for about 5 hours. I started this app in Lazarus, but then took it across to D5pro to see if I could solve the problem. Thought it might have been a Lazarus "thing."
In D5, I have an app fully-working (so far so good) and I decided to try some different approaches to the look and feel so I "Save Project As" into a new folder. I then went through all of the included Units and saved them to the new Folder. I copied the two OpenSSL .DLL to the new folder. Did a compile and run and it all works fine. Well, almost.
When I tried the new app, the POP3 Unit crashes at "Login"
I have stepped through and all of the basic login stuff, Server, Name, SSL parameters etc is identical to the former version.
I went back to the original app and did a full Build and it still worked fine. I did a full Build on the new app and it still crashes at Login.
It gets through the pop3.Sock.SSLDoConnect() OK, but comes back from pop3.Login() with an error 10061 which according to the BlckSock Synapse-Unit, means "Connection refused."
When it returns from this call Result:=ssConnect(s, #name, SizeOfVarSin(name)); which I assume is in the .DLL it has a Result of -1 which then triggers the GetLastError and that is "10061 - Connection refused"
As far as I can find, everything is identical between the two projects. All Library Paths are in the Environment and not within the project.
Any thoughts and suggestions?
There is not much to work with. Can you see all parameters in the debugger on the various external call moments?
A change of compiler of course can make hidden bugs come to the surface, just like e.g. optimization. A well known difference is that the life time of temps might vary (see here).
Probably you need to nail the defining difference first. As with Delphi, the debugger is your friend here.
OK, problem solved.
Sir Rufo, it was a good idea but it did not help, but thanks for trying.
I had copied the ssleay32.dll into the new app folder BEFORE I started compiling. It did not work. I did a full Build and it still did not work.
I decided to delete the ssleay32.dll and libeay32.dll and do a full Build. I ran it and of course it crashed, but this time I expected that.
I then copied the two .ddl back into the new app folder and did another full Build.
Bingo problem solved. Seems weird but it is working with both Lazarus and D5. Something to do with the way the .dll gets linked into compiled .dcu.
Doing the Build with no .dll available cleared that. Dropping the .dll back into the Folder and another Build got the .dll linking correctly included into the .dcu.
Aaarrggghhhhh :)

XNA 4.0 ClickOnce game does not run after installation

Okay, I have been looking all over to solve this problem before I actually broke down and decided to finally ask for my psecific problem. I am using ClickOnce installation and when I use the setup.exe to install nothing runs, not even on my personal computer that I know has all of the proper libraries and such. I'm not sure what I am doing wrong so it is difficult to explain the problem.
I have included dotNetFramework4.0 client x86 x64 , xna redistributable 4.0 and windows installer 3.1 along with my game and I have it set to install all of that with setup , also I have it set to download prereqs from same location as application. I've tried it on three separate computers , one that does not have XNA or VS C# installed and the same problem occurs.
Here is the problem , after I install the game nothing runs, I try clicking on the ClickOnce application file (the one with my game's icon image) and again nothing happens. The thing that really bugs me is that there isn't any errors or crashes or anything , it's almost like clicking on the desktop screen. (I looked at the properties of the "shortcut" that was installed with the game and the file size of the shortcut is like 300 bytes. Isn't that really small? I was thinking maybe there is a problem with a startup executable? I'm not sure though.)
I've tried tweaking some stuff in the Publish section of my project , such as un-checking the box that says "use .deploy extension files" (I don't know why, I've been grasping at straws here) I've been looking into some other installers such as NSIS but I don't know how to compile a list of files to include in other installers and I feel like that won't solve the problem anyway because I've gotten ClickOnce to work with me before.
On one computer there was an error report that said something about 'deployment and application do not have matching security zones.'
Game.application resulted in exception. Following failure messages were detected:
+ Deployment and application do not have matching security zones.
It's getting late so if I need to provide more information let me know.
ClickOnce can be a fickle thing. There are times that I've had errors occur that could only be solved by recreating an entire Windows user profile. Because there are so many different options for ClickOnce, it's going to be hard for me to diagnose your exact issue, so I can only offer what options I used to successfully install via ClickOnce.
Publishing Folder: local folder
Installation Folder URL: blank
Install Mode: offline
Application Files
Make sure the Publish Status of your game files is set to Include (Auto)
Make sure the Publish Status of the XNA libraries is set to Prerequisite (Auto)
Click Prerequisites
Microsoft .NET Framework 4 Client Profile
Microsoft XNA Framework Redistributable 4.0
Windows Installer 3.1
Do not check for updates
Everything else default under Options (publisher/suite name shouldn't affect anything)
Specify the version number
Publish Now
Install the game through the setup.exe provided in the publish location. I always distribute every file that is publishes. However, you can clean up old versions in the "Application Files" folder if you don't want the history to be distributed.
You can double check the "Application Files" folder to see if your version got published correctly (look at the files that were deployed and see if they match your project contents).

application wont start or load in blackberry simulator

I'm developing an application on two different machines (home and work) and while the home one seems to run just fine, the work one is, for lack of a better word, possessed. It has been exhibiting the following issues:
When loading the application, it will start at the simulator's main screen instead of starting the application at random intervals. You can start the application and have it work fine, then close the simulator, reload, and have the same codebase not load.
Going to applications doesn't show the application itself, in fact it never does.
Trying to load the applications cod file (File->load java program) never works. Tried the steps in this thread, with unreliable results.
Extremely small changes, such as modifying the value of a width variable by one, commenting out a function such as makeMenu or adding a button will cause code to no longer work, with no errors shown by the IDE.
Using clear.bat with sometimes work, sometimes not. Same with manually removing all files with the name of the project.
reinstalling the eclipse environment and the blackberry plugin did nothing more then burn off an hour.
having "load on startup" in the blackberry_app_descriptor.xml file is set.
Both systems are using Eclipse 3.5.1, BB plugin for eclipse 1.1 beta, Java 4.5 with the 8300 simulator. THe only difference that I am seeing is the operating system between the two systems. The work one being XP Sp3, home being vista. THe vista one isn't perfect, but I can test variable changes without flipping a coin to see if the app will even load or not.
I've tried the solutions that were similar on this forum, such as this one, but it looked to be that those solutions are dated as none of the options for the steps existed in my eclipse install.
So has anyone ran into such baffling behavior, and can it be fixed? Anything that I might have missed that could be tried?
I've been seeing this behavior with the new 1.1 plugin, the application doesn't load on startup and the FIle->load java program doesn't help. For me, the solution was I have to run a clean build every time, that is the eclipse clean and build instead of just build, not the clean.bat... Hope this helps!
Try clearing resources that have improper naming structure in your projects stuff with spaces or special character in the name of the file.
It took me two days to figure out.
One solution i got regarding your problem.
As I See Please run the application first time as Run as blackberry simulator
that is got start and here pick up run and then Run as Blackberry simulator

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