Open clintbellanger opened 12 years ago
Hehe and I wondered, who was keen on opening issue #1000. At least I was :P
So close :)
Hi, I'm the maintainer of the flare-rpg-git pkgbuild in the arch user repo; I tried to upgrade the PKGBUILD (buildscript) to work with both repos, it does compile, but when I run the game I cannot play Mix_LoadMUS: Couldn't open '/usr/share/flare-rpg/music/title_theme.ogg'
I mostly duplicated the code from the previous version of the PKGBUILD (when there was only one repo) which was working fine back then.
Build script: http://pastebin.com/7MJPw2BY
Do you see anything wrong there, I'm kind of clueless. :/
@matthiaskrgr It should be feasable to only have the flare-game repository built as there is both game data and sources.
Also url="http://clintbellanger.net/rpg" should be changed to url="http://www.flarerpg.org/"
@matthiaskrgr the engine looks for the engine folder "flare" in paths such as /usr/local/share/flare/. If possible, try that instead of flare-rpg.
If "flare" is already reserved, you can change the engine folder here:
https://github.com/clintbellanger/flare-game/blob/master/src/Settings.cpp#L193
Also, if you're pulling from both repos, the sparse mods.txt file from flare-engine may be overwriting the full mods.txt file from flare-game and causing havoc that way. Flare-game is complete and contains all the necessary files, make sure you're only packaging flare-game.
@clintbellanger looking for /usr/local/share/flare/ would make it impossible to have installs of flare-game and polymorphable at the same time? so we should make that path configurable (or to be compiled in as gamename), but definitely easy to change.
polymorphable currently has the different savepath hardcoded. https://github.com/makrohn/polymorphable/blob/master/src/Settings.cpp#L193
@stefanbeller We'll have to use some tricks to make it configurable (after all, where would we store that config file?).
Essentially when people fork flare-engine to make a new total conversion game, that's one of the first things they might change. Until we figure out a portable way to config that value (the method would have to work whether someone's building with cmake, or using g++ directly, or using XCode, MSVC, etc.)
Some experiments with cmake either show my incapacity or the failure of cmake.
That is we could either try this
http://stackoverflow.com/questions/9827208/run-a-shell-command-ctags-in-cmake-and-make
The shell command (in unix like OS) would be something like this pwd | tr '/' ' ' |awk '{print $NF}'
Or we could read the other parts of cmake magic to generate the name in the build process.
Well maybe it's just not worth it as these things can be kept manually up as they do not change often.
Thanks for your help!
@stefanbeller should be done now
@clintbellanger changed this as well
the error of the missing file still exists though.
Mix_LoadMUS: Couldn't open '/usr/share/flare/music/title_theme.ogg'
although the file seems to be in
/usr/share/flare/mods/fantasycore/music/title_theme.ogg
so I'm wondering if I miss some compile flag?
See if fantasycore is enabled in /usr/share/flare/mods/mods.txt
@clintbellanger
# (new line added to prevent bold text) Mods lower on the list will overwrite data in the entries higher on the list
fantasycore alpha_demo
bump
@matthiaskrgr Maybe this thread will be helpful: http://opengameart.org/forumtopic/problem-with-flaredesuraarch-linux-64bit
I suggest continuing the conversation there, as this GitHub Issue is obsolete
To submit issues about the Flare engine:
https://github.com/clintbellanger/flare-engine/issues
To submit issues about the Flare game:
https://github.com/clintbellanger/flare-game/issues