Pages: 1
Author Topic: Failure to start Enigma from SVN on Ubuntu  (40,878 Views)
Offline (Unknown gender) Jenia

Member
Joined: Jul 2011
Posts: 3
View profile
Posted on: July 11, 2011, 07:11:52 PM
Ubuntu 11.04 32bit, according to enigma wiki, all dependencies satisfied...

Upon trying to run the .jar file, I get the following error:

Unhandled Exception:
org.lateralgm.file.GmFormatException - java.io.FileNotFoundException: Compilers/Linux/gcc.ey (No such file or directory)

Stack trace:
java.io.FileInputStream.open(Native Method)
java.io.FileInputStream.<init>(FileInputStream.java:106)
java.util.Scanner.<init>(Scanner.java:636)
org.enigma.YamlParser.parse(YamlParser.java:183)
org.enigma.EnigmaRunner.make(EnigmaRunner.java:217)
org.enigma.EnigmaRunner$2.run(EnigmaRunner.java:146)


Am I missing a dependency? Because I looked for the file in the subdirectory and it is, in fact, there.
Offline (Unknown gender) Josh @ Dreamland

Prince of all Goldfish
Developer
Joined: Feb 2008
Posts: 2,950
View profile
Reply #1 Posted on: July 11, 2011, 07:18:26 PM
How are you running the Jar? Last I checked, Ubuntu doesn't run jarfiles from within their own directories; you may want to try opening the terminal in that dir and invoking Java yourself.
Offline (Unknown gender) Jenia

Member
Joined: Jul 2011
Posts: 3
View profile
Reply #2 Posted on: July 13, 2011, 03:03:02 PM
I was running it by double-clicking on it.
Odd that I'd have to go terminal... Either way, that fixed my problem. Thanks!

Now I have a problem compiling... Enigma hangs on "preparing communication buffer".
The GM6 file I am trying to compile can be found HERE.
The console output shows:
Exception in thread "Thread-8" java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key EnigmaWriter.UNSUPPORTED_DND_QA
at java.util.ResourceBundle.getObject(ResourceBundle.java:374)
at java.util.ResourceBundle.getString(ResourceBundle.java:334)
at com.sun.xml.internal.bind.marshaller.Messages.format(Messages.java:58)
at com.sun.xml.internal.bind.marshaller.Messages.format(Messages.java:51)
at org.enigma.EnigmaWriter.getActionsCode(EnigmaWriter.java:890)
at org.enigma.EnigmaWriter.populateObjects(EnigmaWriter.java:608)
at org.enigma.EnigmaWriter.populateStruct(EnigmaWriter.java:128)
at org.enigma.EnigmaWriter.prepareStruct(EnigmaWriter.java:113)
at org.enigma.EnigmaRunner$4.run(EnigmaRunner.java:556)
Offline (Unknown gender) TGMG

Developer
Joined: Jun 2008
Posts: 107
View profile WWW
Reply #3 Posted on: July 13, 2011, 04:55:36 PM
I have fixed this problem but need to wait until I separate the changes I want to add to svn from those that I don't.

I can get your game almost to compile, but currently enigma does not allow alarm setting in scripts so it causes a compile error.

These are the functions from your game that enigma doesn't have:
Quoteaction_if_collision
display_set_size
get_string
message_background
message_position
message_size
show_info
show_question
sound_global_volume
sound_stop_all
I will implement action_if_collision, get_string and show_question when enigma allows setting alarms in scripts.

Would you mind if I ported the game to iphone and android at the same time?

Edit: Ok after replacing the script alarms with action_set_alarm, I manged to get it to run, but enigma currently has a few problems displaying it:



I'm looking into them and i'll try to fix if I can.
Offline (Unknown gender) Jenia

Member
Joined: Jul 2011
Posts: 3
View profile
Reply #4 Posted on: July 13, 2011, 06:27:42 PM
Thanks for the help! This means a lot... :D

As for porting, go ahead!

Guess I'll wait patiently for a fix...
Offline (Unknown gender) cheeseboy

Administrator
Joined: Mar 2011
Posts: 105
View profile
Reply #5 Posted on: July 14, 2011, 08:13:34 AM
Quote from: TGMG on July 13, 2011, 04:55:36 PM
I will implement action_if_collision, get_string and show_question when enigma allows setting alarms in scripts.
That was implemented a while ago but you broke it a recent commit :P. Works again now though.
Offline (Unknown gender) Josh @ Dreamland

Prince of all Goldfish
Developer
Joined: Feb 2008
Posts: 2,950
View profile
Reply #6 Posted on: July 14, 2011, 02:55:23 PM
I forgot how long ago I made that fix. There's a possibility something else broke it in the meantime. Anyway, it's part of my testing suite now, so it's unlikely to go unnoticed if it breaks again.
Offline (Unknown gender) TGMG

Developer
Joined: Jun 2008
Posts: 107
View profile WWW
Reply #7 Posted on: July 15, 2011, 05:59:58 PM
Progress on your game, its looking much more like the actual game now:


But here are the errors I am trying to fix before the game will play like GM:
Quote
1) Parenting doesn't work, but you can easily get around this by copying the events over to the children.
2) Instance-destroy can't be used in collision event in enigma yet (gives EXC_BAD_ACCESS) {related to depth} {myiter seems to be 0x0}
3) The code "depth = 1 - y - 8;" seems to cause an EXC_BAD_ACCESS error in step event as it is put after an instance_destroy();
4) sometimes the bullets and people don't appear {related to error 4} something to do with setting depth
5) health isn't decreasing or bullets aren't being created
6) blood puddle and blood splatter isn't showing (unless you set depth to -1)
Pages: 1