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XXD_EXE-NOTFOUND #130

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posophe opened this issue Jul 26, 2015 · 20 comments
Open

XXD_EXE-NOTFOUND #130

posophe opened this issue Jul 26, 2015 · 20 comments

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@posophe
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posophe commented Jul 26, 2015

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
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Ancurio commented Jul 26, 2015

You have to install xxd.

@posophe
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posophe commented Jul 26, 2015

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

@Ancurio
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Ancurio commented Jul 26, 2015

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

@posophe
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posophe commented Jul 26, 2015

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

@posophe
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posophe commented Jul 26, 2015

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

@posophe
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posophe commented Jul 26, 2015

The only thing I have is
In static member function 'static int EventThread::eventFilter(void_, SDL_Event_)':
[ 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
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sorlok commented Jul 26, 2015

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

@posophe
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posophe commented Jul 26, 2015

Yes. Or do you mean SDL2 ?

@Ancurio
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Ancurio commented Jul 26, 2015

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
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posophe commented Jul 26, 2015

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

@posophe
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posophe commented Jul 27, 2015

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
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Ancurio commented Jul 27, 2015

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
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posophe commented Jul 27, 2015

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
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Ancurio commented Jul 27, 2015

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
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posophe commented Jul 27, 2015

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
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Ancurio commented Jul 27, 2015

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
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posophe commented Jul 28, 2015

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

@Ancurio
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Ancurio commented Jul 28, 2015

I just explained to you why it can...

$ cd ~/my_game
$ /usr/bin/mkxp

@posophe
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posophe commented Jul 28, 2015

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

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