Error Loading Pipeline Assembly Xtile.pipeline
Page 1 of 1 New Topic/Question Reply 13 Replies - 6939 Views - Last Post: 20 March 2012 - 07:01 PM #1 Ntwiles D.I.C Addict Reputation: 148 Posts: 831 Joined: 26-May 10 Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:02 AM I recently attempted to restructure my solution by dividing it into two projects. After doing so I've started getting the compile error: Error loading pipeline assembly "C:\Users\Nathan\Documents\Visual Studio 2010\Projects\Shooter\SharedContent\bin\x86\Debug\SharedContent.dll". The file it's looking for in fact does not exist, but the path does seem to be correct (SharedContent being the name of one of my projects). I have no idea if it was missing before or if it was somehow deleted. I've researched this issue but nobody seems to be getting this error for quite the same reasons as me. At any rate none of the solutions I've found have had any effect. Can someone tell me what is causing this and how I can fix it? This post has been edited by Ntwiles: 19 March 2012 - 07:02 AM Is This A Good Question/Topic? 0 Back to top MultiQuote Quote + Reply Replies To: Error Loading Pipeline Assembly? #2 Kilorn XNArchitect Reputation: 1359 Posts: 3,528 Joined: 03-May 10 Re: Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:12 AM Have you put references to these projects in the appropriate places? When you have multiple projects, if you want them to interact in any way, you'll need to make sure you've added references. Was This Post Helpful? 0 Back to top MultiQuote Quote + Reply #3 Ntwiles D.I.C Addict Reputation: 148 Posts: 831 Joined: 26-May 10 Re: Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:43 AM Yes the secondary project is referenced by the primary one, and by my content project. It worked from the beginning, but at some point as I was moving all my classes over it stopped working. I've tried moving all the classes back to where they originally were, and it still won't compile. I had to manually edit my .csproj file in notepad to fix some other assembly references, which may or may not be related, but I don't think I messed anything up. Was This Post Helpful? 0 Back to top MultiQuote Quote + Reply #4 Kilorn XNArchitect Reputation: 1359 Posts: 3,528 Joined: 03-May 10 Re: Error Loading Pipeline Assembly? Posted 19 March 2012 - 07:46 AM It might be a good idea to try and re-create the entire solution from scratch, create the two projects, add the appropriate references, and then add the classes back to the proper projects by using "Add Existing
why, keep reading: As you already know, the Content Pipeline always executes locally in your Windows machine, to parse and process all the contents into the XNB files. If you don't have this clear, I´d suggest you to read this Shawn Hargreaves blog post. The above error appears sometimes when you add in your Content Project a reference to a Windows Phone Game Library assembly, or to any other platform game library. I say "sometimes" because this doesn't happen always. For example, it fails on my laptop, but not in my desktop machine (the first is Vista and second http://www.dreamincode.net/forums/topic/271555-error-loading-pipeline-assembly/ is 7, don't know if that has anything to do with it). The problem is that sometimes (especially since Content Projects where separated from regular projects), you need to reference the same assembly from both a Content Project and from a main game project. For instance, if you store in a extra assembly object proxies or descriptions to be used by the XML Intermediate Serializer, you will need them http://graphicdna.blogspot.com/2010/09/error-loading-pipeline-assembly-compile.html in both the Content Project (to make the serialization), and in the runtime game, to make the de-serialization. So, if all of them are Windows-XNA based, no problem. But what happens when the main game project is a Windows Phone project? The scenario is: As I said, if the Aux. Game Library is a Windows Phone game library, for example, it will give you the mentioned compiling problems if you reference it in the Content Project. And if it's a Windows game library, you won't be able to reference in the Main Game Project, which is a Phone project. How we solve this? Creating a Project Copy Obviously, the solution is to have two different projects/assemblies. One for Windows and another one for WindowsPhone. Of course, as we said that duplicating is wrong, we don't want to duplicate the classes and code in both projects, so the solution is to create a <
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by Erkki Nokso-Koivisto [ updated May 16, 2012, 12:29 AM ] In this blog entry we will create simple 3d game/tech demo with Sunburn Engine. This one is inspired by some of that pastel shaded demo stuff made for Amiga 500 in 90'ties.. And one warning - this is my first dive to 3d stuff - so I beware of huge amount of errors I've in here :) SunBurn Engine in short This engine is created by Synapse Gaming http://www.synapsegaming.com My main interest were to find 3d game engine which supports Windows Phone 7 and has build-in scene editor - and SunBurn had all that. In addition SunBurn also has physics engine and terrain plugin, which are great addition. SunBurn also has active forum, so if you run in trouble, there's always someone to help you out there. There are different license types which has own subset of features included of engine. I personally got Indie Edition for 150$ which had all the features I needed. There's also free edition of Engine ("framework") available, which comes without scene editor.. Haven't tried wether stuff compiles and runs with it. Sooo.. let's start creating the game... The 3d resource (Models.zip) and source code (Game.cs) is downloadable at end of blog. Setting up projectWe will start by creating default SunBurn project template and modifying it to our needs: Open Sunburn Developer Hub -> New project Tick "Show All Files" in VS Solution Explorer Unzip the Models.zip download from this blog to GameContent/Models folder ( create "Models" folder )Replace the SunBurn default template Game.cs I recommend using default Game.cs until you start reading "Integrating Game logics" :)Optional:Add "Models/8bitsky3.png" to content project (required for gradient sky)Create SpriteFont1 to content project (required to display scores) We are now able to start the SunBurn scene editor: Build and run project H