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Outsourcing saves money => Issues Help Desk => Topic started by: Cubic on March 02, 2019, 12:38:45 am

Title: Compile error after adding sprite
Post by: Cubic on March 02, 2019, 12:38:45 am
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
Title: Re: Compile error after adding sprite
Post by: hpg678 on March 02, 2019, 08:27:22 am
hi there and welcome!


based on the code.....it seems that
hope i helped you a little.

Title: Re: Compile error after adding sprite
Post by: impo on March 02, 2019, 08:47:04 am
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
Title: Re: Compile error after adding sprite
Post by: Cubic on March 02, 2019, 01:54:38 pm
Thanks.
Title: Re: Compile error after adding sprite
Post by: Goombert on March 09, 2019, 02:14:07 pm
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.