XXD_EXE-NOTFOUND #130

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opened 2015-07-26 19:26:29 +00:00 by posophe · 20 comments
posophe commented 2015-07-26 19:26:29 +00:00 (Migrated from github.com)

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.

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 2015-07-26 19:59:38 +00:00 (Migrated from github.com)

You have to install xxd.

You have to install xxd.
posophe commented 2015-07-26 20:02:13 +00:00 (Migrated from github.com)

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

I guess so, but I can't find the package it belongs to.
Ancurio commented 2015-07-26 20:13:08 +00:00 (Migrated from github.com)

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

On Fedora 21 it's part of `vim-common`, not sure about other distros.
posophe commented 2015-07-26 20:15:06 +00:00 (Migrated from github.com)

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

Got it. Thanks EDIT maybe you could add mkxp as a build dependency in the wiki.
posophe commented 2015-07-26 20:50:34 +00:00 (Migrated from github.com)

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 ?

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 2015-07-26 21:41:30 +00:00 (Migrated from github.com)

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

`make VERBOSE=1`, however, if the build fails, you should get an error message anyways.
posophe commented 2015-07-26 21:49:48 +00:00 (Migrated from github.com)

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 ?

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 commented 2015-07-26 22:30:23 +00:00 (Migrated from github.com)

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

Are you using the very latest (from source) version of SDL?
posophe commented 2015-07-26 22:44:59 +00:00 (Migrated from github.com)

Yes. Or do you mean SDL2 ?

Yes. Or do you mean SDL2 ?
Ancurio commented 2015-07-26 22:47:32 +00:00 (Migrated from github.com)

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.

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 2015-07-26 22:50:09 +00:00 (Migrated from github.com)

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

Ok. openSUSE Factory provides SDL2 2.0.3, which is the latest version available yet. Anyway, thanks for your help.
posophe commented 2015-07-27 10:21:43 +00:00 (Migrated from github.com)

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

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 2015-07-27 13:40:39 +00:00 (Migrated from github.com)

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?

> 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 2015-07-27 14:03:30 +00:00 (Migrated from github.com)

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 ?

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 2015-07-27 19:48:13 +00:00 (Migrated from github.com)

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".

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 2015-07-27 22:21:24 +00:00 (Migrated from github.com)

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.

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 2015-07-27 23:28:16 +00:00 (Migrated from github.com)

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).

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 2015-07-28 07:51:30 +00:00 (Migrated from github.com)

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

Yes but it can"t obviously read the conf if the binary is in /usr/bin, it's not possible.
Ancurio commented 2015-07-28 15:00:11 +00:00 (Migrated from github.com)

I just explained to you why it can...

$ cd ~/my_game
$ /usr/bin/mkxp
I just explained to you why it can... ``` $ cd ~/my_game $ /usr/bin/mkxp ```
posophe commented 2015-07-28 15:44:25 +00:00 (Migrated from github.com)

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

Euh ok my bad sorry. Well, it's not really distributable on state but it's the beginning :)
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MapleShrine/mkxp#130
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