![]() ![]() ![]() Msiexec.exe /a "D:\Setup\WinSDKDebugToolsRedist\WinSDKDebugToolsRedist_x86.msi" /qb TARGETDIR="X:\debugtools-extracted\" Windows ships with a command line tool msiexec.exe that can then do the job like this: To do that, launch the Windows command prompt by running cmd.exe. Instead, I chose to unpack the required DLL from its MSI installers, because the main MSI would not allow an installation without running the broken setup.exe. Getting dbghelp.dll out of the Microsoft Windows SDK v7.1įor me, the ISO version of the Windows SDK v7.1 failed to install on XP 圆4, as the installer wanted to install a 64-bit version of the tools that wasn’t even on the DVD image. If you want to learn more about that function, see. That’s the reason for the missing function from the error message in the beginning. ![]() A closer look shows that the newer DLL exports EnumDirTreeW() as well, whereas the older one doesn’t. The list is just longer for the newer DLL, the file also being larger. 1830 version on the left and 6.12.2.633 version on the right side by side in, it can be seen that the symbol table of the newer version from the Windows SDK is much larger than the one of the DLL bundled with Windows XP 圆4 in this case, so it implements and exports far more functions:Ĭomparing the symbol tables of two different dbghelp.dll versions (click to enlarge)įor a quick comparison, just look at the main scrollbars to the right of each window. You’ll already have a version of the library that’ll likely get the job done. So if you already have that, you don’t need to fetch the SDK from Microsoft. The exact version bundled with MPC-HC 1.7.13 is actually from the very same SDK, as included in Microsoft Visual Studio 2010 and possibly other, newer versions. The DLL was also bundled with different versions of Microsoft’s development environment. The corresponding SDK v7.1 can still be in its final version from Microsoft at the time of writing. It was originally shipped in constantly upgraded versions with the Microsoft “Debugging Tools for Windows”, which are also included in the Windows SDK. While this works, I wanted to know what that library actually is and where to originally obtain it from. User log65536 originally suggested just taking it from the good old MPC-HC media player, which bundles version 6.12.2.633 of the DLL in its final in the subfolder CrashReporter\. With a stock dbghelp.dll you’ll run into the following error when trying to run FreeCiV 2.6.7 on any Windows XP or XP 圆4 system:įreeCiV 2.6.7 with SDL GUI running on XP 圆4 (click to enlarge)ĭbghelp.dll is a debugging library for things like stack traces, symbol table lookups etc. This bundled library has less features than the ones shipped with the Debugging Tools for Windows in the Windows SDK, or with Microsoft Visual Studio. Problem is that Microsoft bundles a crippled version of the library with each version of Windows. The game links against dbghelp.dll at runtime. You can get all versions for Windows including 2.6.7 from. At least it’s far too much for me to binary-hack, and also too hard to recompile & link from source in an older MSYS framework. The reason for this is mostly that development of the game was shifted from a MSYS/mingw to a newer, MSYS2/mingw build toolchain, which introduces many new Windows API dependencies that cannot be easily fixed for XP. Mind you that the newer 3.x releases won’t work and would be quite hard to fix, so this is specifically for the older version 2.6.7, latest in the 2.x series of releases. I would have never even found by myself (I only played Civilization V), but IRC user Srandista let me know that the free and open-source re-imagination of the “Civilization” games has issues on Windows XP and that they can be fixed by dropping in a specific DLL. So apparently the UI Image component DOES have all the image data but for some reason it won't render all of it.Yeah, it’s another one of “those” posts. However, if you drag an image from the editor into the Sprite Source property of UnityEngine.UI.Image, then such image is displayed in full - then suggesting that there is something wrong with the way I load my image bytes.Įdit: If you set the image type to Tiled, you can see that it tiles with the full image. ![]() So this seems to be a problem with UnityEngine.UI.Image specifically. However, if you use a SpriteRenderer instead of UnityEngine.UI.Image like myObject.GetComponent().sprite = sprite The initial guess would be that I didn't load the image properly. Only a portion of the image is displayed. MyObject.GetComponent ().sprite = sprite Sprite sprite = Sprite.Create(texture, new Rect(0,0,width, height), new Vector2(0.5f,0.0f), 1.0f) Texture.filterMode = FilterMode.Trilinear Texture2D texture = new Texture2D(width, height) Code: byte bytes = File.ReadAllBytes(Application.persistentDataPath + "/sprite.png") PNG file that is in my persistent data path and use it as the sprite source for the UI Image. ![]()
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