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166
Issues Help Desk / Re: Linux Requirements
« on: August 13, 2014, 02:21:03 pm »
The question is complicated by the GUI-compiler interactions. For example, the bug listed by egofree is actually a weird bug with the Plugin interface between LGM and ENIGMA. (In other words, the "command line interface" might still work on KDE systems, but I've never tried it.)
Ostensibly, there's nothing standing in the way of ENIGMA working on, say, Fedora. The BSDs may be another story. I think the majority of our Linux users are working on Debian-based distros.
Oh, I've also compiled it on Arch Linux.
Ostensibly, there's nothing standing in the way of ENIGMA working on, say, Fedora. The BSDs may be another story. I think the majority of our Linux users are working on Debian-based distros.
Oh, I've also compiled it on Arch Linux.
167
Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 13, 2014, 10:40:44 am »
All right, I finally got it working. Turns out that the easiest solution is to just install the portable EXE, then change the git repository and force-update. After that, everything works. Some gotchyas:
So building from source does not work as described on the wiki; additional steps are needed. Shall I update that page on the wiki, or would you prefer if I made a new page describing my method?
- The "Additional Dependencies" link in the wiki is missing 5 libraries. Only the portable EXE works.
- The statically-compiled libraries in the portable EXE don't work well with other versions of MinGW (obviously). So it's best to use the mingw install that comes with the EXE.
- The latest version of MinGW has issue with the "Windows widgets" API in ENIGMA (I have no idea why). Again, best to use the portable EXE to "jump start" source builds.
So building from source does not work as described on the wiki; additional steps are needed. Shall I update that page on the wiki, or would you prefer if I made a new page describing my method?
168
General ENIGMA / Re: The Times They Are A Changin'
« on: August 12, 2014, 02:14:50 pm »This topic is a year old, so yes, he was the one who made a commit just to remove swear words from ENIGMA (and the steaming pile of **** error message) and in the commit message said how we should be more "professional".
Don't worry, there's still a few rambling cursing error messages in the source (mostly in the compiler and instance system). It's a testament to ENIGMA's quality, though, since no-one ever actually sees them (since the compiler and instance system are fairly robust).
169
Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 12, 2014, 02:11:43 pm »
Ah, thanks I think I understand the problem now. The Portable EXE contains these libs. The zip of additional dependencies does not. I will try this out after work, but I think your solution (copy from the portable) will work. Thanks!
170
Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 12, 2014, 12:18:51 am »What you are looking for is the OpenAL libs, that additional folder under ENIGMAsystem, there should be a download link for it somewhere?
From what I gather you want the Windows dependencies zip.
http://enigma-dev.org/docs/Wiki/Install:Windows
I've already got that in the right place; ENIGMA can find libffi, libvorbis, libdumb, etc. just fine. I did a file search, and the "Additional" folder does not contain anything named ALURE32-STATIC or FLACor sndfile (or the other two).
Is it possible that the Windows dependencies zip is missing these libs?
171
Issues Help Desk / Re: Trouble compiling ENIGMA on Windows
« on: August 11, 2014, 09:27:39 pm »
Excuse the double-post; I was able to get to the next step by running "python install.py". Now, I get this:
I have the "additional dependencies" in the enigma-dev folder, just like the instructions mentioned. Is this because I am running LGM as "java -jar lateralgm.jar", rather than running the EXE? I tried recompiling the EXE, but I can't find the folder "enigma-dev\CompilerSource\stupidity-buffer".
Code: [Select]
C:/ProgramData/ENIGMA/.eobjs/Windows/Windows/Run/resources.res -lffi -lcomdlg32 -lgdi32 -lwinmm -lwininet -lopengl32 -lglu32 -lALURE32-static -lOpenAL32 -lvorbisfile -lvorbis -logg -lFLAC -lsndfile -lmodplug -lmpg123 -lole32 -lwinmm -lz
c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: cannot find -lALURE32-static
c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: cannot find -lFLAC
c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: cannot find -lsndfile
c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: cannot find -lmodplug
c:/mingw/bin/../lib/gcc/mingw32/4.8.1/../../../../mingw32/bin/ld.exe: cannot find -lmpg123
collect2.exe: error: ld returned 1 exit status
Makefile:113: recipe for target 'compile_game' failed
I have the "additional dependencies" in the enigma-dev folder, just like the instructions mentioned. Is this because I am running LGM as "java -jar lateralgm.jar", rather than running the EXE? I tried recompiling the EXE, but I can't find the folder "enigma-dev\CompilerSource\stupidity-buffer".
172
Issues Help Desk / Trouble compiling ENIGMA on Windows
« on: August 11, 2014, 09:02:12 pm »
I know, I know, everyone has trouble compiling ENIGMA on Windows. I actually had it working before, but I foolishly upgraded to Windows 8 and couldn't get it working on the new install. So now I'm trying to re-install from scratch in a Win7 virtual machine.
My question is, after following these steps:
http://enigma-dev.org/docs/Wiki/Install:Windows
...I use Git bash, cd to the source directory, and do:
...and it opens. But then, when I compile an empty project, I get the following verbose error.
Does anyone have any idea what I'm running into here?
My question is, after following these steps:
http://enigma-dev.org/docs/Wiki/Install:Windows
...I use Git bash, cd to the source directory, and do:
Code: [Select]
mingw32-make
java -jar lateralgm.jar
...and it opens. But then, when I compile an empty project, I get the following verbose error.
Does anyone have any idea what I'm running into here?
Code: [Select]
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
Finished
Writing executable information and resources.
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x625836c6, pid=1852, tid=1884
#
# JRE version: Java(TM) SE Runtime Environment (7.0_67-b01) (build 1.7.0_67-b01)
# Java VM: Java HotSpot(TM) Client VM (24.65-b04 mixed mode, sharing windows-x86
)
# Problematic frame:
# C [compileEGMf.dll+0x36c6]
#
# Failed to write core dump. Minidumps are not enabled by default on client vers
ions of Windows
#
# An error report file with more information is saved as:
# c:\Users\Administrator\source\enigma-dev\hs_err_pid1852.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
173
Developing ENIGMA / Re: Iji on ENIGMA
« on: August 11, 2014, 07:51:12 pm »
You should definitely play it; it's a model of great game design. You should probably play the original EXE for now, as the ENIGMA version has a penchant for dropping Iji through the floor.
174
General ENIGMA / Re: Ini Plugin Upgrade
« on: August 11, 2014, 07:49:15 pm »
I'm happy to help; I was actually going to add this eventually for another project anyway.
There is one issue that needs to be addressed; currently in ENIGMA, we have:
In reality, GM:S typically reads and writes floats (or maybe doubles), not ints. Hence the name, ini_read/write_real. These are globally defined in PFini.h.
If I change these to return floats, will that mess up anything in the Windows ini bindings?
There is one issue that needs to be addressed; currently in ENIGMA, we have:
Code: [Select]
int ini_read_real(std::string section, std::string key, int defaultValue);
void ini_write_real(std::string section, std::string key, int value);
In reality, GM:S typically reads and writes floats (or maybe doubles), not ints. Hence the name, ini_read/write_real. These are globally defined in PFini.h.
If I change these to return floats, will that mess up anything in the Windows ini bindings?
175
General ENIGMA / Ini Plugin Upgrade
« on: August 10, 2014, 09:28:13 pm »
Hello all,
A while back I started working on some fixes to the ini plugin (which affects OSX and Linux users --Windows has its own approach). I had 3 goals:
1) Provide basically the same behavior as GM:S (excluding obvious flaws). So, all the ini_* functions (including ini_write_*).
2) Extend that to support saving and loading comments verbatim --now you can comment your ini files without ENIGMA eating the comments.
3) Replacing that horribly ugly ini Extension icon.
I originally lost interest, but at Robert's request, I have polished up my branch and stabilized it. You can try it out here:
https://github.com/sorlok/enigma-dev/compare/sorlok:robust_inis
A sample ini file that the plugin can load and save (mostly) verbatim:
Please let me know your thoughts on this. I'm still debugging weird edge cases, but once it's stable I'll prepare a pull request.
A while back I started working on some fixes to the ini plugin (which affects OSX and Linux users --Windows has its own approach). I had 3 goals:
1) Provide basically the same behavior as GM:S (excluding obvious flaws). So, all the ini_* functions (including ini_write_*).
2) Extend that to support saving and loading comments verbatim --now you can comment your ini files without ENIGMA eating the comments.
3) Replacing that horribly ugly ini Extension icon.
I originally lost interest, but at Robert's request, I have polished up my branch and stabilized it. You can try it out here:
https://github.com/sorlok/enigma-dev/compare/sorlok:robust_inis
A sample ini file that the plugin can load and save (mostly) verbatim:
Code: [Select]
; Comments can appear above sections.
[somesection]
test = hi ;..also after vars
test2 = " hi "
;Var quote
test3 = " hi " ;quotes are used to preserve spaces in values.
test4 = hi ;test
test5 = hi
test6 = hi ;tset
test7 = "hi;" ;...quotes also help if the comment character is inside your value
test8 = "newvar;"
;A comment at the end of the file
Please let me know your thoughts on this. I'm still debugging weird edge cases, but once it's stable I'll prepare a pull request.
176
Developing ENIGMA / Re: Iji on ENIGMA
« on: August 10, 2014, 12:51:35 am »
Got really lucky with a bug fix that actually fixed about 10 bugs. The result? Much more playable!
https://www.youtube.com/watch?v=ukV_1_Mr18g
https://www.youtube.com/watch?v=ukV_1_Mr18g
177
Issues Help Desk / Re: Now I have no instances! Only background is visible
« on: August 06, 2014, 12:00:38 pm »
Well, if you're satisfied with your backup strategy, you can always load the old partition and try deleting ~/.enigma.
178
General ENIGMA / Re: Portable EXE is flagged as malware by Google Chrome
« on: August 05, 2014, 11:29:51 pm »
It's not really an issue for me, since I generally need to build from source anyway. I was just reporting it because a lot of people won't consider using something if it's "flagged", whatever that means.
179
Developing ENIGMA / Re: Iji on ENIGMA
« on: August 05, 2014, 06:19:30 pm »
New bugfixes. These will both get pull requests soon:
https://www.youtube.com/watch?v=-7VXuxchRCE&feature=youtu.be
https://www.youtube.com/watch?v=-7VXuxchRCE&feature=youtu.be
180
General ENIGMA / Re: Portable EXE is flagged as malware by Google Chrome
« on: August 05, 2014, 10:25:18 am »
In this case, it is just flagged by Chrome (so, I assume, by Google).