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Messages - MrProsser

#1
Engine Development / Re: AGS engine Linux port
Sun 21/04/2013 08:27:00
Shoot, it was a stupid thing. I had originally installed 4.2 when going through the readme, but I missed the fact that the dev one was required.
#2
Engine Development / Re: AGS engine Linux port
Sun 21/04/2013 07:27:41
I decided I wanted to check out the Linux port today and earlier on I was trying to build the Linux engine under lubuntu 12.10. I kept running to a problem. When I run make --directory=Engine I get an error telling me that allegro.h does not exist.
Quotelibsrc/alfont-2.0.9/alfont.c:14:21: fatal error: allegro.h: No such file or directory

Should this be included with ags? Or do I have to get it myself somehow? I have liballegro4.4.
#3
Windows breeds bad habits, but I cannot say anything because I have done tons of Windows development and know how easily it can happen. I modified the includes in the other files, but creating a new copy might be a good idea as well. It is currently building in the background and got past building the Lua components this time. Hopefully that was the only error.
#4
Thanks JSS. I tried ran those commands and it got a little farther but it ran into another problem just after that where it is unable to find the header file:
Quotejni/../jni/../../../Engine/../Plugins/agslua/agslua/agslua/agsplugin.h:543:0: warning: "DLLEXPORT" redefined [enabled by default]
jni/../jni/../../../Engine/../Plugins/agslua/agslua/agslua/AGSLua_Main.cpp:6:0: note: this is the location of the previous definition
jni/../jni/../../../Engine/../Plugins/agslua/agslua/agslua/AGSLua_Main.cpp:10:20: fatal error: agslua.h: No such file or directory
compilation terminated.
make: *** [obj/local/armeabi/objs/agslua/__/Plugins/agslua/agslua/agslua/AGSLua_Main.o] Error 1

I notice that the file AGSLua.h exists, but there is no agslua.h. Could this just be a due to the case sensitive nature of Linux? I am running lubuntu 12.10.
#5
I deleted the obj directory and started again. I ran ndk-build in ags/Android/library. This ran nicely, but once again failed:
QuoteSharedLibrary  : libagsblend.so
Install        : libagsblend.so => jni/../libs/armeabi/libagsblend.so
Compile++ thumb  : agsflashlight <= agsflashlight.cpp
jni/../jni/../../../Engine/../Plugins/AGSflashlight/agsflashlight.cpp: In function 'void CreateLightBitmap()':
jni/../jni/../../../Engine/../Plugins/AGSflashlight/agsflashlight.cpp:394:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
SharedLibrary  : libagsflashlight.so
Install        : libagsflashlight.so => jni/../libs/armeabi/libagsflashlight.so
make: *** No rule to make target `jni/../jni/../../../Engine/../Plugins/agslua/agslua/agslua/agslua_autogen.cpp', needed by `obj/local/armeabi/objs/agslua/__/Plugins/agslua/agslua/agslua/agslua_autogen.o'.  Stop.
#6
I obtained the latest release and have been trying to build it, but have gotten into trouble pretty quickly. When I try to build the native engine library using ndk-build, as explained in the docs and in this comment I end up getting this error:

Install        : libagsengine.so => jni/../libs/armeabi/libagsengine.so
Install        : libpe.so => jni/../libs/armeabi/libpe.so
Install        : libags_snowrain.so => jni/../libs/armeabi/libags_snowrain.so
Install        : libagsblend.so => jni/../libs/armeabi/libagsblend.so
Install        : libagsflashlight.so => jni/../libs/armeabi/libagsflashlight.so
make: *** No rule to make target `jni/../jni/../../../Engine/../Plugins/agslua/agslua/agslua/agslua_autogen.cpp', needed by `obj/local/armeabi/objs/agslua/__/Plugins/agslua/agslua/agslua/agslua_autogen.o'.  Stop.

The only thing that I seem to be doing differently is that I am using revision 8e rather than 8d.
#7
I am hoping someone can help clarify a few things about this project. I am new to AGS and only recently learned of this port. I have not had a chance to try using it yet, but my understand is that one manually must place the game in a folder ags on the sd card and install the engine. Is this correct?

Also, when I was looking at this a few days ago I thought I read some discussion about coming up with a method that would allow commercial, standalone releases but I cannot find those posts again. I was wondering if this is being worked on and how this was going to be accomplished (and where that discussion might be in here, I would love to read it).
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