ENIGMA Forums
General fluff => Announcements => Topic started by: Josh @ Dreamland on April 18, 2011, 11:15:47 pm
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I don't write many newsposts anymore, but I have some news for a few of those involved in the project who don't frequent the IRC. The rest of you who are interested can thank them for not showing up, because otherwise I'd have no reason to post this. These are our standings:
In the last three revisions, I have drastically changed a couple of the systems behind the compilation process of ENIGMA, largely for the sake of TGMG (though also for freezway, who wanted access to the widget functions before they are finished). These include the following:
In the Compilers/ eYAML files, the following are now honored by ENIGMA: - resources: Where to write the resources. $exe = The executable module. I might change this to $game. Maybe.
- Build-Extension: The extension of the output file; this is recognized but not really used yet.
- Run-Program: What program to invoke to run the game. $game is the game file.
- Run-Params: What to pass to the above. $game is the game file.
It is up to IsmAvatar to implement this one: - Run-output: Where the game is built for the Run function. "$tempfile" will let LGM pick.
Furthermore, ENIGMA now passes a "Compile Path" to the makefile. What this comprises is the current platform name, and the target platform name, separated by a slash. For instance, Linux/Linux, Windows/Windows, MacOSX/iPhone. This can be accessed as $(COMPILEPATH) from the main makefile. It will be up to TGMG to use this to include a makefile from SHELL/Makefiles. They will be largely redundant, yes, but this will allow him to get complete control over the make process for iPhone and Android.
Unfortunately, I am quite sure the latest changes have broken Windows. I'll be on Windows myself in a minute to assess and fix it. In the revisions before this, however (around r698 or so), fonts were implemented. You no longer need to use font_add_sprite(). I mention this because I know HaRRiKiRi wanted to do something with them after the font resource worked.
Other than that, I know Polygone has been doing a good job keeping up with the Wiki. I don't think I've missed anything in documenting this new Compilers/*/*.ey and About.ey eYAML layout, but it could probably use touching up by a second person. New help with documentation always welcome.
So I'll be on Windows, then I'll see about getting back to my coercer.
Edit: All right, I've fixed Windows, as far as I can tell. If you update to the latest revision yourself (or via LGM), you must do the following:- Copy the new ENIGMA.exe from CompilerSource/Stupidity-buffer/.
- Delete gcc.ey from Windows/
- Rerun ENIGMA.exe
Alternatively, you can edit gcc.ey yourself according to the new specification file in Autoconf/wingcc_template.eyt (You'll see the two are so similar you can almost copy and paste. In fact, you pretty much can copy-paste the bottom half, just skip the part with the %s stuff).
And of course, in either case, delete the DLL from the main directory so LGM rebuilds it.
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I don't think it generates the right ey as it doesn't know where to write the resources on windows. I updated everything, deleted both the dll and ey and everything was recompiled and regenerated. Now when I run a project it shows this:
+++++Make completed successfully.++++++++++++++++++++++++++++++++++++
Failed to write resources to compiler-specified file, ``. Write permissions to valid path?
Built to C:/Users/Daedalus/AppData/Local/Temp/egm6573447818029041735.tmp
So it has an empty path.
When I add "resources: $exe" manually then it compiles, but it outputs a .tmp file which he can't run. When I rename it to .exe or add this to ey:
Build-Extension:
Run-output: [Temp files]
Run-Program: $game
Run-Params:
Then everything works. So a little change is needed to the generated windows ey.
All in all, great to see fonts finally implemented. :)
I did notice that I can't draw text at mouse position, because mouse position is a double and the text position is an int. When I cast it to int then it works, but we should make it work just like in GM so newbies wouldn't get confused. One way to do that is to standardize position variable types. For example, if we all agree that all positions could be and should be double, then we should change every draw function's position arguments into a double. Because now text drawing has an int, curve drawing has a float, draw_vertex is a double, but draw_vertex_color is a float etc. We should standardize that. Maybe create some standard rules in the wiki so it would be easier to follow.
Also, did you look at the ticket I posted about dll's? I did use ExtremePhysics.dll if that makes any difference. It is open source so it would be cool to make it as a native extension to Enigma, but I just wanted to compare speeds (also between accessing dlls).
I also see that only the regular draw_text is implemented. This (http://enigma-dev.org/forums/index.php?topic=663.0) could be committed as well, but they need some modification. I will probably commit it myself if I still have the privilege to do so. They also line the text up to the top not the bottom as they should, and x and y argument takes the bottom left corner instead of top. So now when I have a proper font support I can finally fix all this. :)
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And you moved in the new ENIGMA.exe from CompilerSource? The old ENIGMA.exe doesn't know how to generate to the new spec. All of those are in Autoconf/wingcc_template.eyt.
I think you do have commit access, so feel free, whenever they work.
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And you moved in the new ENIGMA.exe from CompilerSource?
Yes I did. Anyway, the template is just how it should be. I will work on the text functions. But what about the position variable type? Do we use double everywhere or what?
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You may want to use double for trig-based ones, though the regular draw_text uses integers... Depending on how it looks, I may need to go back and write the metrics as float instead of int.
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You may want to use double for trig-based ones, though the regular draw_text uses integers... Depending on how it looks, I may need to go back and write the metrics as float instead of int.
Well, but then we have the same problem as before that this doesn't work:
draw_text(mouse_x,mouse_y,"This is some text")
I think it should, but if we use int as position parameters then it won't. Thou maybe its more of a problem with the mouse_x/mouse_y variables than draw_text.
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There's also the problem with Windows users with foreign languages in the console not being able to compile properly.
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What about var?
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I pass mouse_x and mouse_y to the current draw_text. C++ can convert from double to int implicitly, it's just not as efficient as just copying the int over. I honestly still haven't made up my mind about that, though....
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Thats great news! :D Really appreciate you spending time implementing that functionality, it will make development on different platforms so much easier. That looks like every thing that is required, so hopefully if I go on irc tonight I can get the mac version running in this new system at least then move onto iphone and android.
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No problem. Good luck, TGMG.
@HaRRi- I apologize; it turns out you were right about draw_text misbehaving due to being passed a floating point number. I have corrected this problem in r710.
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Initialized.
Building for mode (0)
Cleaning up from previous executions
Finding parent...found >> Checking ancestor object_collisions
>> Checking ancestor object_transform
>> Checking ancestor object_graphics
>> Checking ancestor object_planar
>> Checking ancestor object_basic
Grabbing locals
Location in memory of structure: 05974960
File version: 600
Error: Incorrect version. File is too old for this compiler.COPYING SOME F*CKING
RESOURCES:
Copying sprite names [0]
Copying sound names [0]
Copying background names [0]
Copying path names [kidding, these are totally not implemented :P] [0]
Copying script names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [0]
Copying room names [0]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
0 Objects:
"Linking" scripts into the objects...
"Link" complete.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Checking for default code in ev[8, 0.
Checking for default code in ev[3, 0.
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Running make from `\MinGW\bin\mingw32-make.exe'
Full command line: \MinGW\bin\mingw32-make.exe Game GMODE=Run GFLAGS="-s -O3" CF
LAGS="-static-libgcc" CPPFLAGS="-static-libstdc++ -static-libgcc" GLINKS="-stati
c-libstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/
Win32/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32
-lglu32" GRAPHICS=OpenGL WIDGETS=None PLATFORM=Win32 COMPILEPATH=Windows/Window
s OUTPUTNAME="C:/ENIGMA/$tempfiles" eTCpath="\MinGW\msys\1.0\bin;\MinGW\bin\;"
********* EXECUTE:
\MinGW\bin\mingw32-make.exe Game GMODE=Run GFLAGS="-s -O3" CFLAGS="-static-libgc
c" CPPFLAGS="-static-libstdc++ -static-libgcc" GLINKS="-static-libstdc++ -static
-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/Win32/OpenAL32.lib'
'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32 -lglu32" GRAPHICS=
OpenGL WIDGETS=None PLATFORM=Win32 COMPILEPATH=Windows/Windows OUTPUTNAME="C:/EN
IGMA/$tempfiles" eTCpath="\MinGW\msys\1.0\bin;\MinGW\bin\;"
echo Okay.
Okay.
cd ENIGMAsystem/SHELL/ && C:/MinGW/bin/mingw32-make GMODE=Run GLINKS="-static-li
bstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/Win3
2/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32 -lg
lu32" GFLAGS="-s -O3" GRAPHICS=OpenGL PLATFORM=Win32 OUTPUTNAME="C:/ENIGMA/empfi
les"
mingw32-make[1]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL'
cd Graphics_Systems/OpenGL/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="
-s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Graphics_Syste
ms/OpenGL'
mkdir .eobjs_Run
g++ -c graphics_object.cpp -o .eobjs_Run/graphics_object.o -s -O3
g++ -c GSbackground.cpp -o .eobjs_Run/GSbackground.o -s -O3
g++ -c GSblend.cpp -o .eobjs_Run/GSblend.o -s -O3
g++ -c GScolors.cpp -o .eobjs_Run/GScolors.o -s -O3
g++ -c GScurves.cpp -o .eobjs_Run/GScurves.o -s -O3
g++ -c GSd3d.cpp -o .eobjs_Run/GSd3d.o -s -O3
g++ -c GSenable.cpp -o .eobjs_Run/GSenable.o -s -O3
g++ -c GSfont.cpp -o .eobjs_Run/GSfont.o -s -O3
g++ -c GSmiscextra.cpp -o .eobjs_Run/GSmiscextra.o -s -O3
g++ -c GSprmtvs.cpp -o .eobjs_Run/GSprmtvs.o -s -O3
g++ -c GSscreen.cpp -o .eobjs_Run/GSscreen.o -s -O3
g++ -c GSsprite.cpp -o .eobjs_Run/GSsprite.o -s -O3
g++ -c GSstdraw.cpp -o .eobjs_Run/GSstdraw.o -s -O3
g++ -c GSsurface.cpp -o .eobjs_Run/GSsurface.o -s -O3
g++ -c GStextures.cpp -o .eobjs_Run/GStextures.o -s -O3
g++ -c OPENGLStd.cpp -o .eobjs_Run/OPENGLStd.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Graphics_System
s/OpenGL'
cd Platforms/Win32/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-
s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Platforms/Win3
2'
mkdir .eobjs_Run
g++ -c externals.cpp -o .eobjs_Run/externals.o -s -O3
g++ -c file_manip.cpp -o .eobjs_Run/file_manip.o -s -O3
g++ -c WINDOWScallback.cpp -o .eobjs_Run/WINDOWScallback.o -s -O3
g++ -c WINDOWSfonts.cpp -o .eobjs_Run/WINDOWSfonts.o -s -O3
g++ -c WINDOWSmain.cpp -o .eobjs_Run/WINDOWSmain.o -s -O3
g++ -c WINDOWSshow_error.cpp -o .eobjs_Run/WINDOWSshow_error.o -s -O3
g++ -c WINDOWSstd.cpp -o .eobjs_Run/WINDOWSstd.o -s -O3
g++ -c WINDOWSwindow.cpp -o .eobjs_Run/WINDOWSwindow.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Platforms/Win32
'
cd Universal_System/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFL
AGS="-s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Universal_Syst
em'
mkdir .eobjs_Run
g++ -c backgroundinit.cpp -o .eobjs_Run/backgroundinit.o -s -O3
g++ -c backgroundstruct.cpp -o .eobjs_Run/backgroundstruct.o -s -O3
g++ -c CallbackArrays.cpp -o .eobjs_Run/CallbackArrays.o -s -O3
g++ -c collisions_object.cpp -o .eobjs_Run/collisions_object.o -s -O3
g++ -c compression.cpp -o .eobjs_Run/compression.o -s -O3
g++ -c darray.cpp -o .eobjs_Run/darray.o -s -O3
g++ -c ENIGMA_GLOBALS.cpp -o .eobjs_Run/ENIGMA_GLOBALS.o -s -O3
g++ -c estring.cpp -o .eobjs_Run/estring.o -s -O3
g++ -c events.cpp -o .eobjs_Run/events.o -s -O3
g++ -c event_system.cpp -o .eobjs_Run/event_system.o -s -O3
g++ -c fileio.cpp -o .eobjs_Run/fileio.o -s -O3
g++ -c fontinit.cpp -o .eobjs_Run/fontinit.o -s -O3
g++ -c fontstruct.cpp -o .eobjs_Run/fontstruct.o -s -O3
g++ -c globalupdate.cpp -o .eobjs_Run/globalupdate.o -s -O3
g++ -c IMGloading.cpp -o .eobjs_Run/IMGloading.o -s -O3
g++ -c instance.cpp -o .eobjs_Run/instance.o -s -O3
g++ -c instance_system.cpp -o .eobjs_Run/instance_system.o -s -O3
g++ -c loading.cpp -o .eobjs_Run/loading.o -s -O3
g++ -c mathnc.cpp -o .eobjs_Run/mathnc.o -s -O3
g++ -c object.cpp -o .eobjs_Run/object.o -s -O3
g++ -c planar_object.cpp -o .eobjs_Run/planar_object.o -s -O3
g++ -c rectpack.cpp -o .eobjs_Run/rectpack.o -s -O3
g++ -c reflexive_types.cpp -o .eobjs_Run/reflexive_types.o -s -O3
g++ -c roomsystem.cpp -o .eobjs_Run/roomsystem.o -s -O3
g++ -c simplecollisions.cpp -o .eobjs_Run/simplecollisions.o -s -O3
g++ -c soundinit.cpp -o .eobjs_Run/soundinit.o -s -O3
g++ -c spriteinit.cpp -o .eobjs_Run/spriteinit.o -s -O3
g++ -c spritestruct.cpp -o .eobjs_Run/spritestruct.o -s -O3
g++ -c terminal_io.cpp -o .eobjs_Run/terminal_io.o -s -O3
g++ -c transform_object.cpp -o .eobjs_Run/transform_object.o -s -O3
g++ -c var4.cpp -o .eobjs_Run/var4.o -s -O3
g++ -c var4_lua.cpp -o .eobjs_Run/var4_lua.o -s -O3
g++ -c WITHconstruct.cpp -o .eobjs_Run/WITHconstruct.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Universal_Syste
m'
cd Audio_Systems/OpenAL/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAG
S="-s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL'
mkdir .eobjs_Run
g++ -c as_basic.cpp -o .eobjs_Run/as_basic.o
cd alure && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/alure'
mkdir .objs
g++ -c alure.cpp -o .objs/alure.o
g++ -c buffer.cpp -o .objs/buffer.o
g++ -c istream.cpp -o .objs/istream.o
g++ -c stream.cpp -o .objs/stream.o
g++ -c streamdec.cpp -o .objs/streamdec.o
g++ -c streamplay.cpp -o .objs/streamplay.o
ar r ../.eobjs_Run/libalure.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libalure.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/alure'
cd dumb && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/dumb'
mkdir .objs
gcc -c src/core/atexit.c -o .objs/dumb_dumb_atexit.o
gcc -c src/core/duhlen.c -o .objs/dumb_dumb_duhlen.o
gcc -c src/core/duhtag.c -o .objs/dumb_dumb_duhtag.o
gcc -c src/core/dumbfile.c -o .objs/dumb_dumb_dumbfile.o
gcc -c src/core/loadduh.c -o .objs/dumb_dumb_loadduh.o
gcc -c src/core/makeduh.c -o .objs/dumb_dumb_makeduh.o
gcc -c src/core/rawsig.c -o .objs/dumb_dumb_rawsig.o
gcc -c src/core/readduh.c -o .objs/dumb_dumb_readduh.o
gcc -c src/core/register.c -o .objs/dumb_dumb_register.o
gcc -c src/core/rendduh.c -o .objs/dumb_dumb_rendduh.o
gcc -c src/core/rendsig.c -o .objs/dumb_dumb_rendsig.o
gcc -c src/core/unload.c -o .objs/dumb_dumb_unload.o
gcc -c src/helpers/clickrem.c -o .objs/dumb_dumb_clickrem.o
gcc -c src/helpers/memfile.c -o .objs/dumb_dumb_memfile.o
gcc -c src/helpers/resample.c -o .objs/dumb_dumb_resample.o
gcc -c src/helpers/sampbuf.c -o .objs/dumb_dumb_sampbuf.o
gcc -c src/helpers/silence.c -o .objs/dumb_dumb_silence.o
gcc -c src/helpers/stdfile.c -o .objs/dumb_dumb_stdfile.o
gcc -c src/it/itload2.c -o .objs/dumb_dumb_itload2.o
gcc -c src/it/itload.c -o .objs/dumb_dumb_itload.o
gcc -c src/it/itmisc.c -o .objs/dumb_dumb_itmisc.o
gcc -c src/it/itorder.c -o .objs/dumb_dumb_itorder.o
gcc -c src/it/itread2.c -o .objs/dumb_dumb_itread2.o
gcc -c src/it/itread.c -o .objs/dumb_dumb_itread.o
gcc -c src/it/itrender.c -o .objs/dumb_dumb_itrender.o
gcc -c src/it/itunload.c -o .objs/dumb_dumb_itunload.o
gcc -c src/it/loadmod2.c -o .objs/dumb_dumb_loadmod2.o
gcc -c src/it/loadmod.c -o .objs/dumb_dumb_loadmod.o
gcc -c src/it/loads3m2.c -o .objs/dumb_dumb_loads3m2.o
gcc -c src/it/loads3m.c -o .objs/dumb_dumb_loads3m.o
gcc -c src/it/loadxm2.c -o .objs/dumb_dumb_loadxm2.o
gcc -c src/it/loadxm.c -o .objs/dumb_dumb_loadxm.o
gcc -c src/it/readmod2.c -o .objs/dumb_dumb_readmod2.o
gcc -c src/it/readmod.c -o .objs/dumb_dumb_readmod.o
gcc -c src/it/reads3m2.c -o .objs/dumb_dumb_reads3m2.o
gcc -c src/it/reads3m.c -o .objs/dumb_dumb_reads3m.o
gcc -c src/it/readxm2.c -o .objs/dumb_dumb_readxm2.o
gcc -c src/it/readxm.c -o .objs/dumb_dumb_readxm.o
gcc -c src/it/xmeffect.c -o .objs/dumb_dumb_xmeffect.o
ar r ../.eobjs_Run/libdumb.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libdumb.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/dumb'
cd ogg && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/ogg'
mkdir .objs
gcc -c bitwise.c -o .objs/ogg_bitwise.o
gcc -c framing.c -o .objs/ogg_framing.o
ar r ../.eobjs_Run/libogg.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libogg.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/ogg'
cd vorbis && c:/MinGW/bin/mingw32-make static DEST="../.eobjs_Run" ECFLAGS="" EC
PPFLAGS=""
mingw32-make[3]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/
OpenAL/vorbis'
mkdir .objs
gcc -c lib/analysis.c -o .objs/vorbis_analysis.o
gcc -c lib/bitrate.c -o .objs/vorbis_bitrate.o
gcc -c lib/block.c -o .objs/vorbis_block.o
gcc -c lib/codebook.c -o .objs/vorbis_codebook.o
gcc -c lib/envelope.c -o .objs/vorbis_envelope.o
gcc -c lib/floor0.c -o .objs/vorbis_floor0.o
gcc -c lib/floor1.c -o .objs/vorbis_floor1.o
gcc -c lib/info.c -o .objs/vorbis_info.o
gcc -c lib/lookup.c -o .objs/vorbis_lookup.o
gcc -c lib/lpc.c -o .objs/vorbis_lpc.o
gcc -c lib/lsp.c -o .objs/vorbis_lsp.o
gcc -c lib/mapping0.c -o .objs/vorbis_mapping0.o
gcc -c lib/mdct.c -o .objs/vorbis_mdct.o
gcc -c lib/psy.c -o .objs/vorbis_psy.o
gcc -c lib/registry.c -o .objs/vorbis_registry.o
gcc -c lib/res0.c -o .objs/vorbis_res0.o
gcc -c lib/sharedbook.c -o .objs/vorbis_sharedbook.o
gcc -c lib/smallft.c -o .objs/vorbis_smallft.o
gcc -c lib/synthesis.c -o .objs/vorbis_synthesis.o
gcc -c lib/vorbisfile.c -o .objs/vorbis_vorbisfile.o
gcc -c lib/window.c -o .objs/vorbis_window.o
ar r ../.eobjs_Run/libvorbis.a .objs/*.o
c:\MinGW\bin\ar.exe: creating ../.eobjs_Run/libvorbis.a
mingw32-make[3]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL/vorbis'
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Audio_Systems/O
penAL'
cd Collision_Systems/BBox/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-s
-O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Collision_Syst
ems/BBox'
mkdir .eobjs_Run
g++ -c coll_funcs.cpp -o .eobjs_Run/coll_funcs.o -s -O3
g++ -c coll_impl.cpp -o .eobjs_Run/coll_impl.o -s -O3
g++ -c coll_util.cpp -o .eobjs_Run/coll_util.o -s -O3
g++ -c placeholderlinks.cpp -o .eobjs_Run/placeholderlinks.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Collision_Syste
ms/BBox'
cd Widget_Systems/None/ && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-
s -O3" ECFLAGS="" ECPPFLAGS=""
mingw32-make[2]: Entering directory `c:/ENIGMA/ENIGMAsystem/SHELL/Widget_Systems
/None'
mkdir .eobjs_Run
g++ -c nowidget_impl.cpp -o .eobjs_Run/nowidget_impl.o -s -O3
mingw32-make[2]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL/Widget_Systems/
None'
g++ SHELLmain.cpp libEGMstd.cpp Graphics_Systems/OpenGL/.eobjs_Run/*.o Platforms
/Win32/.eobjs_Run/*.o Universal_System/.eobjs_Run/*.o Audio_Systems/OpenAL/.eobj
s_Run/*.o Collision_Systems/BBox/.eobjs_Run/*.o Audio_Systems/OpenAL/.eobjs_Run/
*.a Audio_Systems/OpenAL/.eobjs_Run/libogg.a Widget_Systems/None/.eobjs_Run/*.o
-static-libstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/a
l/lib/Win32/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lop
engl32 -lglu32 -o C:/ENIGMA/empfiles
+++++Make completed successfully.++++++++++++++++++++++++++++++++++++
`$exe` == '$exe': FALSE
Compiled game is clearly not a working module; cannot continue
13
Warning: .drectve `-aligncomm:"___CTOR_LIST__",2 ' unrecognized
Warning: .drectve `-aligncomm:"___DTOR_LIST__",2' unrecognized
Built to C:/ENIGMA/empfiles
mingw32-make[1]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL'
-
^^
version 726
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Painfully aware, MrGriggs. The others are taking turns fucking up the SVN badly. Use r710 until further notice. Thanks for the debug dump, though.
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No problem, in r732 it says
+++++Make completed successfully.++++++++++++++++++++++++++++++++++++
`$exe` == '$exe': FALSE
Compiled game is clearly not a working module; cannot continue
13
Warning: .drectve `-aligncomm:"___CTOR_LIST__",2 ' unrecognized
Warning: .drectve `-aligncomm:"___DTOR_LIST__",2' unrecognized
Built to C:/ENIGMA/empfiles
mingw32-make[1]: Leaving directory `c:/ENIGMA/ENIGMAsystem/SHELL'
at the end, so I navigated to the said folder and ran "empfiles.exe" which executed perfectly O_o
ENIGMA is having issues running the executable?
FYI;
I am aware I should be using 710, was just assuming you'd want some input from external sources, but as aforementioned I will still be using 710 in unison with my svn that I keep up to date.
Will you make an announcement when the latest svn is up to scratch in that you recommend using it. (Or that it has switches, in which case I will ravage that bad boy)