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Messages - sorlok_reaves

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136
General ENIGMA / Re: Cross-compiling from Linux to OS-X works --interested?
« on: September 01, 2014, 07:27:24 PM »
This contains the basic requirements for cross-compiling:
https://github.com/enigma-dev/enigma-dev/pull/812/files

137
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 01, 2014, 04:50:20 PM »
I can always try statically linking it. Actually, this might be the cause of my mp3 error, if I'm lucky (good ol' DLL hell).

Suppose I should fire up an XP virtual machine, instead of the Windows 7 VM I was using for testing.

138
General ENIGMA / Re: OSX Trials and Tribulations
« on: September 01, 2014, 03:11:15 PM »
Using a cross-compiler, detailed here:
http://enigma-dev.org/docs/Wiki/CrossCompileWithAudio

I am still having problems loading MP3s using this approach, so there's at least 1 thing I'm doing wrong.... but WAVs work.

139
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 01, 2014, 03:09:36 PM »
@egofree: Can you drop this DLL into the same folder as iji_beta1.exe and see if that fixes your problem:
https://drive.google.com/file/d/0B1P7NepPcOslMHNvOFBSLVQ2NzQ

I've checked with ProcessExplorer, and that should be the only non-Microsoft DLL besides pthreads.

140
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 01, 2014, 02:02:03 PM »
Thanks for the error report; I'll find the cross-compiled DLL and get back to you.

141
General ENIGMA / Cross-compiling from Linux to OS-X works --interested?
« on: September 01, 2014, 12:58:46 PM »
Hey all,

Somewhat by chance, I was able to get Iji working on OS-X by cross-compiling on Linux. This only requires minimal changes (plus the compiler's .ey file and some setup)  --it is much easier than cross-compiling to Windows. My question is: are you guys interested in this? If so, I can make a pull request and a wiki page; if not, I'll just keep this in my own fork.


142
General ENIGMA / Re: OSX Trials and Tribulations
« on: September 01, 2014, 12:41:09 PM »
Ok, strangely, although compiling on OS-X is still not working right, I can cross-compile from Linux and the resulting binary runs on OS-X. Behold!
https://www.youtube.com/watch?v=qg-aRfj-_WI&feature=youtu.be

Thanks to everyone for your help on this; I guess for now I'm pretty happy to be able to compile for all 3 systems from Linux, as it's faster and easier for me.

143
Works in Progress / Re: Iji is now in Beta! Please test~
« on: September 01, 2014, 12:07:35 PM »
I don't have any problems with the logo used. And I very happy you got it working. I think many Linux Iji fans will be very happy (which you can find at the forums of the official dev). I think you should post there as well and see their interest.

Thanks, I will definitely post on the official forums too.


In the end, was any modification to the original Iji source required? I'm also interested in trying to make sure your changes to the engine continue working, moving forward. We can deal with that after the launch, though. Congrats! Well done.

Iji's source required a few modifications, such as replacing "\" with "/" for file paths. I also had to fix things like "var try = 1;", which would cause the compiler to choke. In the end the number of modifications to Iji's source were trivial.

I'm also interested in making sure that my changes keep working. There are still plenty of bugs in the beta, so I'm not going to disappear or anything.




144
Works in Progress / Iji is now in Beta! Please test~
« on: September 01, 2014, 01:35:57 AM »
I'm pleased to announce that Iji is now officially in beta. The game is playable through to the end, and the remaining bugs, while numerous, are all relatively minor. Check out the promo video here; these videos were all captured from the ENIGMA version of the game:
https://www.youtube.com/watch?v=6KBIEgOduZk&feature=youtu.be

This also means that I'm providing binaries, so you don't have to go through the arduous task of compiling Iji yourself. Check the wiki for more info. And please help to test the game and file bug reports if you are interested.
https://bitbucket.org/sethhetu/iji_enigma/wiki/Home

The video is currently not public, as I am unsure if I used the correct logos for Lateral GM and ENIGMA (or if I forgot to credit anything). Please let me know if there's any press guidelines on using the ENIGMA/Lateral GM logos. (I'd like to give credit where credit is due, but I'm not sure if there are any restrictions regarding this.) I'll upload a finalized video once everyone's happy.

I was hoping to have OS-X binaries available, but I can't stall development any longer (the other two OS's have been ready for a week). My goal is to get OS-X (and eventually Android) included into the beta, so that everyone can enjoy this wonderful game.

Thanks again to everyone who helped make this possible!

145
General ENIGMA / Re: OSX Trials and Tribulations
« on: August 31, 2014, 09:12:34 PM »
What's the easiest way to tell what JDI revision master is on? Also, I guess I am slightly off of master on my branch. The JDI I am using is this:
https://drive.google.com/file/d/0B1P7NepPcOslOVNsa0Y4eUNHb3c

Fixing so that this works with the default OSX gcc would be great, but I think it probably won't fix the runtime error I'm seeing.

146
General ENIGMA / Re: OSX Trials and Tribulations
« on: August 31, 2014, 08:33:26 PM »
We have progress:


Unfortunately, the game crashes immediately upon switching rooms with the following error message:
Code: [Select]
2014-08-31 18:19:03.027 EnigmaXcode[24227:7c03] self is not first responder
Bus error: 10
logout

I'll be working on OSX support as I can find time. However, I must note that the current code is NOT sufficient (or I am doing something very wrong). In particular:
  • The default compiler on OSX (gcc-llvm) does not work correctly; JDI is unable to find the definition for std::string. I traced this for a while --it's looking at the right file, but it gets confused somewhere along the way. So, I had to switch to gcc48 from Macports.
  • The file MacOS/build/Release/EnigmaXcode.app/Contents/Info.plist was missing (I copied it from a previous, revoked branch). In some cases, MacOS/build/Release/EnigmaXcode.app/Contents/Resources/English.lproj/MainMenu.nib would disappear (I think python install brings it in, but not sure.).
  • The Cocoa bindings are missing some functionality (key mappings). This is to be expected (xlib was missing them too previously).
  • The path errors I mentioned earlier.

The Iji port is so very close to working on OSX, but I think I've reached the limits of my creativity. I'll revisit this later, but if anyone knows what the "Bus error: 10" or "self is not first responder" messages mean, I'd really appreciate some feedback. For the record, I'm compiling with Lateral GM and gcc-4.8 from Macports.

147
Developing ENIGMA / Re: Android
« on: August 30, 2014, 06:50:01 PM »
Wrote up the process on the Wiki ( http://enigma-dev.org/docs/Wiki/Android ). This process assumes that you are working with ENIGMA which has support for Android. As I have not yet pushed a commit, nothing will happen yet!

Thanks for doing this. I'll go through it at some point, as I hope to eventually get Iji working on Android. Good work so far, and good luck with the rest!

148
General ENIGMA / Re: OSX Trials and Tribulations
« on: August 30, 2014, 06:47:34 PM »
Ok, thanks for the advice. I've had some luck building simple games; I'll update everyone once Iji builds.

149
General ENIGMA / Re: OSX Trials and Tribulations
« on: August 26, 2014, 12:17:34 PM »
Did you do this:
After cloning the repository run the following command in terminal to install the main binary files
python install.py mac

What do you mean ./ENIGMA in the project path? what project, the xcode project?

I still seems to work for me...

Thanks for the feedback; I noticed that you've fixed a lot of OSX things in the past.

I actually ran "python install.py", but not "python install.py mac". I will try that.

In terms of ./ENIGMA in the path, I am trying to run a default (empty) project from LateralGM. So, I run "java -jar lateralgm.jar", then click "Run". The gcc output line includes "-I./ENIGMA", but it can't find the Preprocessor_Environment_Editable files (that ShellMain #includes) until I add "-I../ENIGMA".

150
General ENIGMA / OSX Trials and Tribulations
« on: August 26, 2014, 02:06:54 AM »
Hello all,

So, I've been trying to get ENIGMA running on OSX Mavericks, but it seems that it's been some time since anyone used it. (If there are any OSX ENIGMA users out there, please chime in.) Problems are listed in order of appearance.

The compiler still hardcodes the include "/opt/X11/include", when it should be "/opt/local/include" (assuming MacPorts).

The application links "./ENIGMA" as the project path, when it should link "../ENIGMA" (or possibly ../../ENIGMA) due to how the working directory functions.

The built application is missing an Info.plist, so OSX complains it can't launch it. (This is probably related to the next issue.)

Adding an Info.plist to the built app and telling it "this is a Cocoa app" will cause the app to launch a terminal describing the current working directory, and then there's no further output. No OpenGL window is shown.

I'd really like to figure out how to get around these errors, but I'm not experienced with Mac development. Anyone have any ideas?

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