Author Topic: TILP: beta-testing...  (Read 94231 times)

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Offline Deep Toaster

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Re: TILP: beta-testing...
« Reply #105 on: June 04, 2011, 03:51:25 pm »
So this is the first version that should allow both TI Connect and TiLP to be installed? I'll definitely try it (32-bit Vista notebook) when I get the time today or tomorrow :)




Offline ben_g

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Re: TILP: beta-testing...
« Reply #106 on: June 04, 2011, 03:51:32 pm »
Which DLL is missing for you ?
It says libticalcs2-10.dll is missing from my computer.
« Last Edit: June 04, 2011, 03:52:22 pm by ben_g »
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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #107 on: June 05, 2011, 02:14:39 am »
libticalcs2-10.dll ??
I can't think of a reason why it could complain about that: this one is duly shipped by the TILP II 1.16 testing build.
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Offline ben_g

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Re: TILP: beta-testing...
« Reply #108 on: June 05, 2011, 02:46:04 pm »
Well, it does complain abouth that: (and yes, i already tried reinstalling)
« Last Edit: June 05, 2011, 02:47:15 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #109 on: June 05, 2011, 03:37:50 pm »
I hear you, but I don't understand why this occurs for you :)

Is the GFM Windows package I uploaded to SourceForge ( http://sourceforge.net/projects/tilp/ ) corrupted as well ?
« Last Edit: June 05, 2011, 03:38:31 pm by Lionel Debroux »
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Offline ben_g

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Re: TILP: beta-testing...
« Reply #110 on: June 05, 2011, 03:47:57 pm »
I did't mean the installer of ti-lp, i meant the installer of the gfm alone on ticalc (in the 'windows link software' category)
« Last Edit: June 05, 2011, 03:48:49 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #111 on: June 05, 2011, 03:49:49 pm »
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Offline ben_g

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Re: TILP: beta-testing...
« Reply #112 on: June 05, 2011, 03:50:43 pm »
that one is corrupted too
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #113 on: June 05, 2011, 03:57:51 pm »
Grr. I don't have time to fix it tonight, but you can try to copy the gfm.exe from the TILP II 1.16 testing build to the directory you had installed GFM to (after saving your older GFM.exe, of course).

Thanks for the report.
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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #114 on: June 06, 2011, 05:26:04 am »
I'm in the process of regenerating the TILP II 1.15 and GFM 1.05 Windows files. I will edit this post when I have uploaded the files to SF.net and ticalc.org. Until ticalc.org archivers approve them, you'll have to download from SF.net :)

EDIT: uploaded to SF.net and ticalc.org, after checking that launching the setup.exe files doesn't yield a "file corrupted" message.
I have removed the gfm.exe file from the TILP II 1.15 installer.
« Last Edit: June 06, 2011, 07:30:35 am by Lionel Debroux »
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Offline ben_g

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Re: TILP: beta-testing...
« Reply #115 on: June 06, 2011, 02:34:10 pm »
Thanks. It all works now
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #116 on: July 20, 2011, 04:31:40 am »
I have refreshed the testing build of what will become TILP II 1.16 ( http://lpg.ticalc.org/prj_tilp/beta/setup.exe ), and the corresponding patch to the sources (which, again, looks like crap because of the UTF-16 content): http://lpg.ticalc.org/prj_tilp/beta/0001-WIP-libticables-tilp-installer-upgrade-libusb-win32-.patch .

I have added support for getting screenshots from Nspire CX (CAS) calculators, which TINCLS can't do; but the main change since the previous build is that Nspire support has become useful on Windows again :)
At least, on my father's Win7 x64 native computer; for some reason, TILP communicates a bit with the Nspire, but constantly crashes in my virtualized XP x86...

This was allowed by a fruitful discussion with the libusb-win32 maintainers: Travis Robinson replied that he wanted a new function that would allow programmers to select which type of reset they want to perform. I drafted a patch for that purpose, sent it, and he quickly integrated in with minor changes (mainly renaming). Full details at http://sourceforge.net/mailarchive/message.php?msg_id=27595508 .


Rough guide (TODO: fold it into the documentation) to installing the filter driver which enables using TI's software and TILP alongside each other, one at a time:
* see http://sourceforge.net/apps/trac/libusb-win32/wiki for downloading the filter driver installer and installing it;
* launch the filter wizard (accessible from the new entry in the Start menu) when the device (SilverLink, 84+, 89T, 84+SE, Nspire) you want to use with both TILP and TI-Connect / TILP and (TINCLS or TINCS) is plugged in;
* install the filter driver for that particular device;
* run the TILP installer.
After that, the device ought to work in both TILP and TI-Connect / TILP and (TINCLS or TINCS).

As usual, the build has been rather lightly tested on Windows - feedback wanted ;)
Thanks in advance.
« Last Edit: July 20, 2011, 04:34:22 am by Lionel Debroux »
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Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #117 on: July 22, 2011, 08:27:32 am »
Two days after the previous refresh, I have refreshed the testing build once again. http://lpg.ticalc.org/prj_tilp/beta/setup.exe , corresponding patch http://lpg.ticalc.org/prj_tilp/beta/0001-WIP-libticables-tilp-installer-upgrade-libusb-win32-.patch .

Four changes since the previous build:
* "tilp: when displaying calc information, print boot2 version if any; add several translatable strings and translations.". (just a small bugfix and improvement I noticed while testing the Nspire CX support)
* "libticables, gfm, tilp: on Windows, redirect stdout to ~/.tilp.log (because the Windows terminal is too slow); eliminate explicit usage of stdout" (makes TILP faster on Windows, and represents a milestone on the path to removing the terminal window on Windows)
* tilp: on Windows, add support for storing the config file in the home directory and for upgrading from a config file stored in the install directory (helps with the UAC);
* libtifiles: add Nspire CX OS support (.tco & .tcc extensions).

Thanks in advance for testing and feedback ;)
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Offline Munchor

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Re: TILP: beta-testing...
« Reply #118 on: July 24, 2011, 09:47:54 am »
I have a question, I used install_tilp.sh to install TILP. I know it uses the last version in source, but it's not updated right?

Offline Lionel Debroux

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Re: TILP: beta-testing...
« Reply #119 on: July 24, 2011, 09:54:57 am »
install_tilp.sh automatically updates files from SVN (soon Git), then compiles them :)
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