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Author Topic: Compile error after adding sprite  (Read 9118 times)
Offline (Unknown gender) Cubic
Posted on: March 02, 2019, 12:38:45 am
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Joined: Nov 2018
Posts: 3

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Whenever I add some sprites, I get "Compile failed at C++ level" when I compile the project until I reload the project.
Code: [Select]
Building for mode (0)
Cleaning up from previous executions
 - Cleared event info.
Loading shared locals from extensions list
The IDE didn't tell ENIGMA what extensions were selected before requesting a build....Continuing anyway...
Copying resources:
Copying sprite names [39]
Copying sound names [0]
Copying background names [3]
Copying path names [0]
Copying script names [10]
Copying shader names [0]
Copying font names [3]
Copying timeline names [0]
Copying object names [41]
Copying room names [6]
Copying constant names [0]
SYNTAX CHECKING AND PRIMARY PARSING:
10 Scripts:
Parsed `scrInitializeGlobals': 0 locals, 0 globals
Parsed `scrSetGlobalOptions': 0 locals, 0 globals
Parsed `scrSetRoomCaption': 0 locals, 0 globals
Parsed `scrLoadGame': 0 locals, 0 globals
Parsed `scrSaveGame': 0 locals, 0 globals
Parsed `scrPlayerVJump': 0 locals, 0 globals
Parsed `scrPlayerJump': 0 locals, 0 globals
Parsed `scrPlayerShoot': 0 locals, 0 globals
Parsed `scrKillPlayer': 0 locals, 0 globals
Parsed `scrSetPlayerMask': 0 locals, 0 globals
"Linking" scripts
`Linking' 10 scripts and 0 timelines in 4 passes...
Completing script "Link"
Linking `scrInitializeGlobals':
Linking `scrSetGlobalOptions':
Linking `scrSetRoomCaption':
Linking `scrLoadGame':
Linking `scrSaveGame':
Linking `scrPlayerVJump':
Linking `scrPlayerJump':
Linking `scrPlayerShoot':
Linking `scrKillPlayer':
Linking `scrSetPlayerMask':
Done.
Completing timeline "Link"
Done.
41 Objects:
 objWorld: 3 events:
  Event[0, 0] Check `objWorld::create... Done. Parse... Done.
  Event[3, 0] Check `objWorld::step... Done. Parse... Done.
  Event[7, 4] Check `objWorld::roomstart... Done. Parse... Done.
 objTitleMenu: 1 events:
  Event[3, 0] Check `objTitleMenu::step... Done. Parse... Done.
 objDifficultyMenu: 3 events:
  Event[0, 0] Check `objDifficultyMenu::create... Done. Parse... Done.
  Event[3, 0] Check `objDifficultyMenu::step... Done. Parse... Done.
  Event[8, 0] Check `objDifficultyMenu::draw... Done. Parse... Done.
 objCamera: 3 events:
  Event[0, 0] Check `objCamera::create... Done. Parse... Done.
  Event[3, 0] Check `objCamera::step... Done. Parse... Done.
  Event[7, 10] Check `objCamera::userzero... Done. Parse... Done.
 objSmoothCamera: 2 events:
  Event[0, 0] Check `objSmoothCamera::create... Done. Parse... Done.
  Event[3, 2] Check `objSmoothCamera::endstep... Done. Parse... Done.
 objPlayerStart: 1 events:
  Event[7, 4] Check `objPlayerStart::roomstart... Done. Parse... Done.
 objPlayer: 8 events:
  Event[0, 0] Check `objPlayer::create... Done. Parse... Done.
  Event[1, 0] Check `objPlayer::destroy... Done. Parse... Done.
  Event[3, 0] Check `objPlayer::step... Done. Parse... Done.
  Event[3, 2] Check `objPlayer::endstep... Done. Parse... Done.
  Event[4, 18] Check `objPlayer::collision_18... Done. Parse... Done.
  Event[4, 12] Check `objPlayer::collision_12... Done. Parse... Done.
  Event[4, 30] Check `objPlayer::collision_30... Done. Parse... Done.
  Event[8, 0] Check `objPlayer::draw... Done. Parse... Done.
 objBow: 3 events:
  Event[3, 0] Check `objBow::step... Done. Parse... Done.
  Event[3, 2] Check `objBow::endstep... Done. Parse... Done.
  Event[7, 10] Check `objBow::userzero... Done. Parse... Done.
 objBullet: 3 events:
  Event[0, 0] Check `objBullet::create... Done. Parse... Done.
  Event[2, 0] Check `objBullet::alarm_0... Done. Parse... Done.
  Event[4, 12] Check `objBullet::collision_12... Done. Parse... Done.
 objBloodEmitter: 3 events:
  Event[0, 0] Check `objBloodEmitter::create... Done. Parse... Done.
  Event[2, 0] Check `objBloodEmitter::alarm_0... Done. Parse... Done.
  Event[3, 0] Check `objBloodEmitter::step... Done. Parse... Done.
 objBlood: 4 events:
  Event[0, 0] Check `objBlood::create... Done. Parse... Done.
  Event[4, 12] Check `objBlood::collision_12... Done. Parse... Done.
  Event[4, 18] Check `objBlood::collision_18... Done. Parse... Done.
  Event[7, 0] Check `objBlood::outsideroom... Done. Parse... Done.
 objGameOver: 4 events:
  Event[0, 0] Check `objGameOver::create... Done. Parse... Done.
  Event[2, 0] Check `objGameOver::alarm_0... Done. Parse... Done.
  Event[8, 0] Check `objGameOver::draw... Done. Parse... Done.
  Event[8, 64] Check `objGameOver::drawgui... Done. Parse... Done.
 objBlock: 0 events:
 objSlipBlock: 1 events:
  Event[0, 0] Check `objSlipBlock::create... Done. Parse... Done.
 objSlideBlock: 1 events:
  Event[0, 0] Check `objSlideBlock::create... Done. Parse... Done.
 objBlockInvis: 1 events:
  Event[3, 0] Check `objBlockInvis::step... Done. Parse... Done.
 objBlockFake: 1 events:
  Event[4, 6] Check `objBlockFake::collision_6... Done. Parse... Done.
 objWarpStart: 3 events:
  Event[0, 0] Check `objWarpStart::create... Done. Parse... Done.
  Event[4, 6] Check `objWarpStart::collision_6... Done. Parse... Done.
  Event[8, 0] Check `objWarpStart::draw... Done. Parse... Done.
 objPlatform: 1 events:
  Event[0, 0] Check `objPlatform::create... Done. Parse... Done.
 objMovingPlatform: 2 events:
  Event[0, 0] Check `objMovingPlatform::create... Done. Parse... Done.
  Event[3, 0] Check `objMovingPlatform::step... Done. Parse... Done.
 objWarp: 0 events:
 objRoomChanger: 0 events:
 objMovingPlatformNoBounce: 1 events:
  Event[0, 0] Check `objMovingPlatformNoBounce::create... Done. Parse... Done.
 objBlockRise: 1 events:
  Event[3, 0] Check `objBlockRise::step... Done. Parse... Done.
 objBlockFall: 1 events:
  Event[3, 0] Check `objBlockFall::step... Done. Parse... Done.
 objWalljumpL: 0 events:
 objWalljumpR: 0 events:
 objSlope: 0 events:
 objSlopeDownLeft: 0 events:
 objSlopeDownRight: 0 events:
 objSlopeUpLeft: 0 events:
 objSlopeUpRight: 0 events:
 objPlayerKiller: 0 events:
 objSpikeUp: 0 events:
 objSpikeRight: 0 events:
 objSpikeLeft: 0 events:
 objSpikeDown: 0 events:
 objCherry: 2 events:
  Event[0, 0] Check `objCherry::create... Done. Parse... Done.
  Event[7, 0] Check `objCherry::outsideroom... Done. Parse... Done.
 objSave: 6 events:
  Event[0, 0] Check `objSave::create... Done. Parse... Done.
  Event[2, 0] Check `objSave::alarm_0... Done. Parse... Done.
  Event[4, 6] Check `objSave::collision_6... Done. Parse... Done.
  Event[4, 8] Check `objSave::collision_8... Done. Parse... Done.
  Event[7, 7] Check `objSave::animationend... Done. Parse... Done.
  Event[7, 10] Check `objSave::userzero... Done. Parse... Done.
 objSaveMedium: 1 events:
  Event[0, 0] Check `objSaveMedium::create... Done. Parse... Done.
 objSaveVHard: 1 events:
  Event[0, 0] Check `objSaveVHard::create... Done. Parse... Done.
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Linking" timelines into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
  Object `objWorld' calls scrLoadGame with 1 parameters.
  Object `objWorld' calls scrSaveGame with 1 parameters.
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing timeline control information
Linking globals and ambiguous variables
Running Secondary Parse Passes
Add dot accessed local gameStarted
 var
Add dot accessed local timeMicro
 var
Add dot accessed local time
 var
Add dot accessed local restartButton
 var
Add dot accessed local jumpButton
 var
Add dot accessed local leftButton
 var
Add dot accessed local rightButton
 var
Add dot accessed local grav
 var
Add dot accessed local difficulty
 var
Add dot accessed local autosave
 var
Add dot accessed local slip
 var
Add dot accessed local h
 var
Add dot accessed local shootButton
 var
Add dot accessed local suicideButton
 var
Add dot accessed local adAlign
 var
Add dot accessed local alignLeftButton
 var
Add dot accessed local alignRightButton
 var
Add dot accessed local edgeDeath
 var
Add dot accessed local yspeed
 var
Add dot accessed local debugShowHitbox
 var
Add dot accessed local delayBow
 var
Add dot accessed local xScale
 var
Add dot accessed local savenum
 var
Add dot accessed local startRoom
 var
Add dot accessed local death
 var
Add dot accessed local gameClear
 var
Add dot accessed local saveRoom
 var
Add dot accessed local savePlayerX
 var
Add dot accessed local secretItemTotal
 var
Add dot accessed local secretItem
 var
Add dot accessed local saveSecretItem
 var
Add dot accessed local bossItemTotal
 var
Add dot accessed local bossItem
 var
Add dot accessed local saveBossItem
 var
Add dot accessed local saveGameClear
 var
Add dot accessed local roomCaptionDef
 var
Add dot accessed local savePlayerY
 var
Add dot accessed local saveGrav
 var
Add dot accessed local noPause
 var
Add dot accessed local saveMap
 var
Add dot accessed local onPlatform
 var
Add dot accessed local jump
 var
Add dot accessed local djump
 var
Add dot accessed local jump2
 var
Add dot accessed local dif
 var
Add dot accessed local difName
 var
Writing events
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `make'
Full command line: make Game WORKDIR="C:/Users/h7613/AppData/Local/ENIGMA/" CODEGEN="C:/Users/h7613/AppData/Local/ENIGMA/" GMODE="Run" GRAPHICS="OpenGL1" AUDIO="DirectSound" COLLISION="Precise" WIDGETS="Win32" NETWORKING="None" PLATFORM="Win32" TARGET-PLATFORM="Windows" CXXFLAGS="-std=c++11 -I/mingw64/lib/libffi-3.2.1/include -I../Additional/i686-w64-mingw32/include" LDFLAGS="-L../Additional/i686-w64-mingw32/lib -static-libgcc -static-libstdc++ -static" MAKE="make" COMPILEPATH="Windows/Windows/Mingw_GCC_G++" EXTENSIONS=" Universal_System/Extensions/Paths Universal_System/Extensions/DateTime Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DataStructures Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/libpng Universal_System/Extensions/ParticleSystems" OUTPUTNAME="C:/msys64/tmp/egm6621054682461166441.exe"
make -C ENIGMAsystem/SHELL
make[1]: 进入目录“/ENIGMA/enigma-dev-64/ENIGMAsystem/SHELL”
g++ -std=c++11 -I/mingw64/lib/libffi-3.2.1/include -I../Additional/i686-w64-mingw32/include -Wall -s -O3 -fno-rtti -fno-exceptions -DENIGMA_PLATFORM_WINDOWS -DGLEW_STATIC -DPATH_EXT_SET -I../../shared/libpng-util -IPlatforms/Win32/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/DirectSound/Info -ICollision_Systems/Precise/Info -IWidget_Systems/Win32/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -IC:/Users/h7613/AppData/Local/ENIGMA/ -I../../shared  -MMD -MP -c -o C:/Users/h7613/AppData/Local/ENIGMA/.eobjs/Windows/Windows/Mingw_GCC_G++/Run/SHELLmain.o SHELLmain.cpp
In file included from SHELLmain.cpp:93:0:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h: In function 'std::__cxx11::string enigma_user::object_get_name(int)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:99:7: error: duplicate case value
       case 19: return "objWarp";
       ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:98:7: note: previously used here
       case 19: return "objMovingPlatform";
       ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:101:7: error: duplicate case value
       case 20: return "objMovingPlatformNoBounce";
       ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_resourcenames.h:100:7: note: previously used here
       case 20: return "objRoomChanger";
       ^~~~
In file included from Universal_System/instance_create.h:52:0,
                 from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'void enigma::instance_change_inst(int, bool, enigma::object_graphics*)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
 case 20:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
 case 20:
 ^~~~
In file included from Universal_System/instance_create.h:78:0,
                 from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'enigma::object_basic* enigma::instance_create_id(int, int, int, int)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
 case 20:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
 case 20:
 ^~~~
In file included from Universal_System/instance_create.h:98:0,
                 from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'enigma::instance_t enigma_user::instance_create(int, int, int)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
 case 20:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
 case 20:
 ^~~~
In file included from Universal_System/instance_create.h:127:0,
                 from SHELLmain.cpp:116:
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h: In function 'void enigma_user::instance_copy(bool)':
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:95:1: error: duplicate case value
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:92:1: note: previously used here
 case 19:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:101:1: error: duplicate case value
 case 20:
 ^~~~
C:/Users/h7613/AppData/Local/ENIGMA/Preprocessor_Environment_Editable/IDE_EDIT_object_switch.h:98:1: note: previously used here
 case 20:
 ^~~~
rm -f C:/Users/h7613/AppData/Local/ENIGMA/.eobjs/Windows/Windows/Mingw_GCC_G++/Run/Universal_System/loading.o C:/Users/h7613/AppData/Local/ENIGMA/.eobjs/Windows/Windows/Mingw_GCC_G++/Run/Universal_System/Extensions/MotionPlanning/motion_planning.o
make[1]: Leave directory“/ENIGMA/enigma-dev-64/ENIGMAsystem/SHELL”
make: *** [Makefile:20:Game] error 2
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Offline (Male) hpg678
Reply #1 Posted on: March 02, 2019, 08:27:22 am

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Location: Barbados
Joined: Mar 2017
Posts: 283

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hi there and welcome!


based on the code.....it seems that
  • you have some duplicate names for your resources. these could either be sprite and object having the same names. its best to have a prefix for all the resources followed by its name to distinguish them. eg... [spr_dog as a sprite] and [obj_dog] as an object.
  • if this is a GM file you're trying to import into Enigma, please note that not all "GM functions" will work in Enigma. ENIGMA enables most of GM6 up to GMS 1.2 projects to work. Best are GM8 in my honest opinion.
  • you could check your scripts code for any irregularities in the function names
  • check the Extensions sections of the Configuration dialog and see if all the required extensions are present and activated.
hope i helped you a little.

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Offline (Unknown gender) impo
Reply #2 Posted on: March 02, 2019, 08:47:04 am
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Joined: Feb 2019
Posts: 15

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seems like you stumbled on this bug with  lateralgm  https://enigma-dev.org/forums/index.php?topic=2957.0
try the fix from that topic. you can also wait for a new ide which is currently under development
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Offline (Unknown gender) Cubic
Reply #3 Posted on: March 02, 2019, 01:54:38 pm
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Joined: Nov 2018
Posts: 3

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Thanks.
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Offline (Male) Goombert
Reply #4 Posted on: March 09, 2019, 02:14:07 pm

Developer
Location: Cappuccino, CA
Joined: Jan 2013
Posts: 2993

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You clearly have objects and resources with duplicate ids. The engine can't resolve the differences, hence the error. I suggest making a backup copy of your project and using the defragment ids feature of LateralGM. In fact, the latest version of LGM should have warned you when you loaded the project.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

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