Ancurio / mkxp

Free Software implementation of the Ruby Game Scripting System (RGSS)
GNU General Public License v2.0
531 stars 140 forks source link

XXD_EXE-NOTFOUND #130

Open posophe opened 9 years ago

posophe commented 9 years ago

Actually, I can't build mkxp because xxd executable cannot be found by cmake. I defined XXD_EXE manually, but nothing to do, it still doesn't work. Any idea ?

Regards.

Ancurio commented 9 years ago

You have to install xxd.

posophe commented 9 years ago

I guess so, but I can't find the package it belongs to.

Ancurio commented 9 years ago

On Fedora 21 it's part of vim-common, not sure about other distros.

posophe commented 9 years ago

Got it. Thanks EDIT maybe you could add mkxp as a build dependency in the wiki.

posophe commented 9 years ago

Another little thing. My build fails but I have no output to debug, even with the verbose mode. Does a cmake switch exist to track build error or something like that ?

carstene1ns commented 9 years ago

make VERBOSE=1, however, if the build fails, you should get an error message anyways.

posophe commented 9 years ago

The only thing I have is In static member function 'static int EventThread::eventFilter(void_, SDLEvent)': [ 217s] /home/abuild/rpmbuild/BUILD/mkxp/src/eventthread.cpp:497:7: error: 'SDL_RENDER_DEVICE_RESET' was not declared in this scope [ 217s] case SDL_RENDER_DEVICE_RESET : [ 217s] ^ It's not that high to produce a failure, isn't it ?

sorlok commented 9 years ago

Are you using the very latest (from source) version of SDL?

posophe commented 9 years ago

Yes. Or do you mean SDL2 ?

Ancurio commented 9 years ago

Those constants were added in the latest SDL2 release, so your installation is probably out of date. However they're not really in use by mkxp right now so I'll comment out for the time being.

posophe commented 9 years ago

Ok. openSUSE Factory provides SDL2 2.0.3, which is the latest version available yet. Anyway, thanks for your help.

posophe commented 9 years ago

A last thing. Can I use a switch to make mkxp read configuration file from /etc ? Is iconv an hard dependency and, if yes, is there a way to hardlink to it ? And finally, did you create an icon for mkxp ? I would like to provide a desktop file with my package. EDIT : In fact, as it is defined for each project, it would probably be better to read it from ~/.mkxp

Ancurio commented 9 years ago

A last thing. Can I use a switch to make mkxp read configuration file from /etc ?

No, that would make little sense, as every configuration is game specific. mkxp is not a samba server :)

Is iconv an hard dependency and, if yes, is there a way to hardlink to it ?

No, only on OSX. On Linux it will be used when built with the INI_ENCODING option (qmake only), and libguess will also become a dep. There's no reason to hard link it because it's always provided by glibc on Linux anyay.

And finally, did you create an icon for mkxp ? I would like to provide a desktop file with my package.

I did make a really basic placeholder one (just so my WM doesn't use the default icon), it's in asssets/.

In fact, as it is defined for each project, it would probably be better to read it from ~/.mkxp

Are you talking about configuration?

posophe commented 9 years ago

Yes I am. The configuration file like the one provided as a template is configurable for each game you create with mkxp, isn't it ?

Ancurio commented 9 years ago

It's not just configurable for each game, almost all games need their own configuration because they all have different requirements. I don't understand how or why this should be read from ~/.mkxp. Games assets and scripts are distributed together with mkxp + configuration to form one "game".

posophe commented 9 years ago

Because, when you install a package, you need to have a consistent and logical directories tree. In fact, I think a working directory would be the way out. I just asked if there is a way to configure a working directory. EDIT : My bad, I didn't understand how work the configurations file.

Ancurio commented 9 years ago

That's not an issue, since the directory containing the assets must be the current one, and mkxp will read mkxp.conf from the current directory when built with the WORKDIR_CURRENT define (as documented in README.md).

posophe commented 9 years ago

Yes but it can"t obviously read the conf if the binary is in /usr/bin, it's not possible.

Ancurio commented 9 years ago

I just explained to you why it can...

$ cd ~/my_game
$ /usr/bin/mkxp
posophe commented 9 years ago

Euh ok my bad sorry. Well, it's not really distributable on state but it's the beginning :)