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Messages - eri0o

#2721
Hey, a person found this bug with alt+tab, but it doesn't happen in any computer I own, so I can't reproduce. I also couldn't find the mentioned thread in Allegro forum - I also can only Google on Allegro forum, but from itself I can only look the latest 5 topics...
#2722
CW you are right! I didn't knew I could just use late_repeatedly_execute_always under a RoomN.asc, but apparently I can!!! I also now don't understand the difference between Room_RepExe and repeatedly_execute.
#2723
Hello,

I need to get the current graphic from the player, I need to do this every instant, I am using this information to draw things on a surface, so at instant t=7 I need the player frame for instant t=7, and not t=6.

I decided to use the following:

Code: ags

int getPlayerGraphic(){
  ViewFrame * ViewFrame_Player;
  ViewFrame_Player = Game.GetViewFrame(player.View,  player.Loop, player.Frame);
  return  ViewFrame_Player.Graphic;
}


but apparently, this gets in the current instant, the graphic that was on screen on the previous instant, so using this information gets a slightly delay.

So I evolved to do the following thing:

Code: ags

int i_view;
int i_loop;
ViewFrame * ViewFrame_Player;

function repeatedly_execute_always(){
  i_view = player.View;
  i_loop = player.Loop;
}

function late_repeatedly_execute_always(){
  if(IsGamePaused() == 1  || !System.HasInputFocus){
    return;  
  }
  
  ViewFrame_Player = Game.GetViewFrame(i_view,  i_loop, player.Frame);
}

static int PlayerViewframe::getGraphic(){
  return  ViewFrame_Player.Graphic;
}


which sometimes works, but in some rare occasions, crashes my software, because player.Frame sometimes is updated and i_view and i_loop isn't, and my loop for down and up have different frame count than left and right. And sometimes, it doesn't update correctly.

So is there a right way of getting the current graphic the player has ?
#2724
AGS Games in Production / Re: Future Flashback
Mon 09/04/2018 03:54:27
More Screenshots!

Hello!

Small update! Adding some more screenshots below!





(last one is kind of a small error on player.ChangeRoom ... )

You can see some more screenshots on the game blog or @futureflashbck on Twitter!

We have been testing a slightly change in the game interface that will hopefully make the game better. 8-)
#2725
Dear Wyz,

if you ever have time, please share the code for the joystick plugin . :] I really would like to take a stab at making a Linux .so version . (roll)

Edit: Recently I discovered that launching a game from steam (you can add non-steam games to steam) makes steam filter the joystick first, like, a PS4 joystick for instance, is converted in a joystick that feels like Xbox360 when looking from the Joystick plugin!
#2726
I would like to add that login to the wiki is not something anyone can do
#2727
Hey Moving Thread, tell Creamy that he must get the wheels and place on the proper empty spot, in the pipes, near the boiler, and then shove some coal.
#2728
I was never able to edit the wiki. If I recall, I started in the forums just to complain about this with AGA.
#2729
I have used scrivener in the past, but I later discovered Google Docs was easier because it has apps that work everywhere.
#2730
Hey CW! It's the version AGS Editor .NET (Build 3.4.1.12) - v3.4.1, January 2018. Now this is really weird. The DungeonHands.exe (my game name) didn't work too with android. The .ags game file from Compiled/Data wasn't actually from Compiled/Data... I got it from there, placed it in a obb file using :

Code: bash
cd Compiled
mkdir obb
cp Data/DungeonHands.ags obb/
~/Android/Sdk/tools/bin/jobb -d ./obb/ -o main.3.com.mythsuntold.dungeonhands.obb -pn com.mythsuntold.dungeonhands -pv 3


And later I dumped the content of the obb.

Code: bash
~/Android/Sdk/tools/bin/jobb -dump main.3.com.mythsuntold.dungeonhands.obb -d out/


Aaaand.. Get this... The md5sum of the file isn't the same.

Text files remain unaltered by the jobb tool. But binary, be .ags or .exe, are modified by it. I don't know yet what's modified though. I will later test with 3.4.0 if acwin can read unobbed ags files.

Edit: No it can't too... It gives a different error though. By running the dumped exe from the obb with acwin.exe it gives the error:
This game requires a different version of AGS (16.0.0.0). It cannot be run.

If it worked I would guess something... Since it doesn't, my next idea is to try the jobb tool from Monkey.... But this is weird because it does work with the prebuilt Ags Androd 3.4.0 ... I guess my next shot is trying to build 3.4.0 to see if my binary is the same as the prebuilt ones - it probably won't be...

Edit2: looking online I can find posts until 2017 of people complaining Google Jobb tool generates corrupted obb files for random combination of files...

Edit3: Ok, I will try to first load a game without using obb, and later test some alternatives jobb tools. I will only do this tomorrow... For some reason I am currently unable to generate non corrupted obb files with google jobb tool :/
#2731
Ok, I have the same error using acwin.exe from 3.4.12 in a folder with the GameName.ags I got from the Compiled/Data folder... I will try to obb the .exe file and see if it works...
#2732
Just a question... In ags/Engine/platform/android/acpland.cpp, when the engine is called with main(1, &psp_game_file_name_pointer), the variable psp_game_file_name_pointer actually has the folder where the GameName.ags is located (in my case, in the device it mounted the obb to a random folder like /mnt/obb/1175cb392d70c5744bffa846b85c5467/ ).I get the error: Main game file not found. The game files may be incomplete, corrupt or from unsupported version of AGS. Now, I couldn't find where it looks for .ags files in the folder, apparently the exception "Main game file not found" is thrown by main_game_file.cpp, in the function OpenMainGameFile and in the function OpenMainGameFileFromDefaultAsset. I couldn't confirm which function is actually being called, or which filename is being looked for. I know only that OpenMainGameFileFromDefaultAsset looks for either game28.dta or ac2game.dta. This is really weird for me because gitblame doesn't show many changes in the android port in 6 years, and I am positive that the prebuilt 3.4.0 finds my game files built for 3.4.0 . :/

So, given a folder, which files does the AGS Engine looks for in the directory?
#2733
Hey CW! It worked great here!

Steps for Linux using Play On Linux (I use Ubuntu 16.04):
- Create a new Play On Linux drive, I used wine x86 3.1 .
- On Play On Linux, go to the virtual drive, and under Install Components, install Microsoft Core Fonts.
- After, still under Install Components, install dotnet40
- I created a folder in Program Files called Adventure Game Studio 3.4.2
- Copy the downloaded AGS files and extract the content in the Adventure Game Studio 3.4.2 folder.
- I placed the VisualStudioDark.json theme there too.
- On Play On Linux interface, click create shortcut from this virtual drive, select AGSEditor.exe, I named the shortcut AGS342.
- done! Just run the previously created shortcut! 8-)

I added a spoiler tag in the image below because it's big.
Spoiler

342 default theme


with dark theme

[close]

(my Wine is emulating Windows XP environment!)
#2734
This is Twine 1? I am testing the most recent Twine (I think 2.2 something?). I saw people using Google Spreadsheet for planning, with passages being made inside cells.

My actual game is being made in a mix of pen and paper, libreoffice, google docs and mspaint. I try to use dialogs in AGS for dialogs and cutscenes.
#2735
I can't wait until I come home to try this! Awesome release! :O
#2736
Uhm. For me the apk complains about corrupt too. I tried to upload to Google Play (where there is a analyser) and it complained it wasn't zipaligned. I zipaligned but my phone still think it's corrupt.

I decided to just extract the libs, place in my Android Studio project and try to build, but it got me a new error : Loading game failed with error: Main game file not found. . I did had rebuilt my game with 3.4.1 (it was 3.4.0) and regenerated the obb file.

Spoiler
Code: adb

02-19 22:13:33.581 24301-24301/? I/art: Late-enabling -Xcheck:jni
02-19 22:13:33.900 24301-24301/com.mythsuntold.dungeonhands I/InstantRun: starting instant run server: is main process
02-19 22:13:33.906 24301-24301/com.mythsuntold.dungeonhands V/Monotype: SetAppTypeFace- try to flip, app = com.mythsuntold.dungeonhands
02-19 22:13:33.908 24301-24301/com.mythsuntold.dungeonhands V/Monotype:     Typeface getFontPathFlipFont - systemFont = default#default
02-19 22:13:33.940 24301-24301/com.mythsuntold.dungeonhands V/Monotype: SetAppTypeFace- try to flip, app = com.mythsuntold.dungeonhands
02-19 22:13:33.941 24301-24301/com.mythsuntold.dungeonhands V/Monotype:     Typeface getFontPathFlipFont - systemFont = default#default
02-19 22:13:33.958 24301-24301/com.mythsuntold.dungeonhands D/STORAGE_MNT: SUCCESSFULLY QUEUED
02-19 22:13:33.992 24301-24322/com.mythsuntold.dungeonhands I/Adreno: QUALCOMM build                   : dfab96b, I762e720a6a
                                                                      Build Date                       : 01/31/17
                                                                      OpenGL ES Shader Compiler Version: XE031.09.00.04
                                                                      Local Branch                     : 
                                                                      Remote Branch                    : 
                                                                      Remote Branch                    : 
                                                                      Reconstruct Branch               : 
02-19 22:13:33.998 24301-24322/com.mythsuntold.dungeonhands I/OpenGLRenderer: Initialized EGL, version 1.4
02-19 22:13:33.999 24301-24322/com.mythsuntold.dungeonhands D/OpenGLRenderer: Swap behavior 1
02-19 22:13:34.052 24301-24301/com.mythsuntold.dungeonhands D/PATH =: /storage/emulated/0/Android/data/com.mythsuntold.dungeonhands/files/main.3.com.mythsuntold.dungeonhands.obb
02-19 22:13:34.052 24301-24301/com.mythsuntold.dungeonhands D/STATE =: 1
02-19 22:13:34.055 24301-24301/com.mythsuntold.dungeonhands D/STORAGE: -->MOUNTED
02-19 22:13:34.097 24301-24301/com.mythsuntold.dungeonhands V/Monotype: SetAppTypeFace- try to flip, app = com.mythsuntold.dungeonhands
02-19 22:13:34.097 24301-24301/com.mythsuntold.dungeonhands V/Monotype:     Typeface getFontPathFlipFont - systemFont = default#default
02-19 22:13:34.178 24301-24338/com.mythsuntold.dungeonhands D/AudioTrack: Client defaulted notificationFrames to 1365 for frameCount 4096
02-19 22:13:34.195 24301-24338/com.mythsuntold.dungeonhands D/AGSNative: Unable to initialize your audio hardware.
                                                                         [Problem: DIGMID patch set not found]
02-19 22:13:34.232 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: mAcquireFunc method = public int com.qualcomm.qti.Performance.perfLockAcquire(int,int[])
02-19 22:13:34.232 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: mReleaseFunc method = public int com.qualcomm.qti.Performance.perfLockRelease()
02-19 22:13:34.232 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: mAcquireTouchFunc method = public int com.qualcomm.qti.Performance.perfLockAcquireTouch(android.view.MotionEvent,android.util.DisplayMetrics,int,int[])
02-19 22:13:34.233 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: mIOPStart method = public int com.qualcomm.qti.Performance.perfIOPrefetchStart(int,java.lang.String)
02-19 22:13:34.233 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: mIOPStop method = public int com.qualcomm.qti.Performance.perfIOPrefetchStop()
02-19 22:13:34.236 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: BoostFramework() : mPerf = com.qualcomm.qti.Performance@745309a
02-19 22:13:34.236 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: BoostFramework() : mPerf = com.qualcomm.qti.Performance@e60cdcb
02-19 22:13:38.102 24301-24338/com.mythsuntold.dungeonhands D/AGSNative: Loading game failed with error:
                                                                         Main game file not found.
                                                                         
                                                                         The game files may be incomplete, corrupt or from unsupported version of AGS.
02-19 22:13:38.125 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: BoostFramework() : mPerf = com.qualcomm.qti.Performance@99b3831
02-19 22:13:38.125 24301-24301/com.mythsuntold.dungeonhands V/BoostFramework: BoostFramework() : mPerf = com.qualcomm.qti.Performance@91c0b16

[close]

As a comparison, below is the output of the normal game package (that runs, uses 3.4.0)

Spoiler
Code: adb

02-19 22:30:07.675 26836-26836/? I/art: Late-enabling -Xcheck:jni
02-19 22:30:07.801 26836-26836/com.mythsuntold.dungeonhands W/ActivityThread: Application com.mythsuntold.dungeonhands is waiting for the debugger on port 8100...
02-19 22:30:07.832 26836-26836/com.mythsuntold.dungeonhands I/System.out: Sending WAIT chunk
02-19 22:30:08.784 26836-26844/com.mythsuntold.dungeonhands I/art: Debugger is active
02-19 22:30:08.834 26836-26836/com.mythsuntold.dungeonhands I/System.out: Debugger has connected
02-19 22:30:08.834 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:09.034 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:09.235 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:09.435 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:09.636 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:09.836 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:10.037 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:10.237 26836-26836/com.mythsuntold.dungeonhands I/System.out: waiting for debugger to settle...
02-19 22:30:10.438 26836-26836/com.mythsuntold.dungeonhands I/System.out: debugger has settled (1407)
02-19 22:30:10.912 26836-26836/com.mythsuntold.dungeonhands I/InstantRun: starting instant run server: is main process
02-19 22:30:10.922 26836-26836/com.mythsuntold.dungeonhands V/Monotype: SetAppTypeFace- try to flip, app = com.mythsuntold.dungeonhands
02-19 22:30:10.931 26836-26836/com.mythsuntold.dungeonhands V/Monotype:     Typeface getFontPathFlipFont - systemFont = default#default
02-19 22:30:11.030 26836-26836/com.mythsuntold.dungeonhands V/Monotype: SetAppTypeFace- try to flip, app = com.mythsuntold.dungeonhands
02-19 22:30:11.031 26836-26836/com.mythsuntold.dungeonhands V/Monotype:     Typeface getFontPathFlipFont - systemFont = default#default
02-19 22:30:11.089 26836-26836/com.mythsuntold.dungeonhands D/STORAGE_MNT: SUCCESSFULLY QUEUED
02-19 22:30:11.227 26836-26996/com.mythsuntold.dungeonhands I/Adreno: QUALCOMM build                   : dfab96b, I762e720a6a
                                                                      Build Date                       : 01/31/17
                                                                      OpenGL ES Shader Compiler Version: XE031.09.00.04
                                                                      Local Branch                     : 
                                                                      Remote Branch                    : 
                                                                      Remote Branch                    : 
                                                                      Reconstruct Branch               : 
02-19 22:30:11.309 26836-26996/com.mythsuntold.dungeonhands I/OpenGLRenderer: Initialized EGL, version 1.4
02-19 22:30:11.309 26836-26996/com.mythsuntold.dungeonhands D/OpenGLRenderer: Swap behavior 1
02-19 22:30:11.441 26836-26836/com.mythsuntold.dungeonhands D/PATH =: /storage/emulated/0/Android/data/com.mythsuntold.dungeonhands/files/main.3.com.mythsuntold.dungeonhands.obb
02-19 22:30:11.441 26836-26836/com.mythsuntold.dungeonhands D/STATE =: 1
02-19 22:30:11.445 26836-26836/com.mythsuntold.dungeonhands D/STORAGE: -->MOUNTED
02-19 22:30:11.541 26836-26836/com.mythsuntold.dungeonhands V/Monotype: SetAppTypeFace- try to flip, app = com.mythsuntold.dungeonhands
02-19 22:30:11.541 26836-26836/com.mythsuntold.dungeonhands V/Monotype:     Typeface getFontPathFlipFont - systemFont = default#default
02-19 22:30:11.799 26836-27023/com.mythsuntold.dungeonhands D/AudioTrack: Client defaulted notificationFrames to 1365 for frameCount 4096
02-19 22:30:11.845 26836-27023/com.mythsuntold.dungeonhands D/AGSNative: Unable to initialize your audio hardware.
                                                                         [Problem: DIGMID patch set not found]
02-19 22:30:11.942 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: mAcquireFunc method = public int com.qualcomm.qti.Performance.perfLockAcquire(int,int[])
02-19 22:30:11.943 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: mReleaseFunc method = public int com.qualcomm.qti.Performance.perfLockRelease()
02-19 22:30:11.944 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: mAcquireTouchFunc method = public int com.qualcomm.qti.Performance.perfLockAcquireTouch(android.view.MotionEvent,android.util.DisplayMetrics,int,int[])
02-19 22:30:11.945 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: mIOPStart method = public int com.qualcomm.qti.Performance.perfIOPrefetchStart(int,java.lang.String)
02-19 22:30:11.945 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: mIOPStop method = public int com.qualcomm.qti.Performance.perfIOPrefetchStop()
02-19 22:30:11.959 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: BoostFramework() : mPerf = com.qualcomm.qti.Performance@99fed60
02-19 22:30:11.960 26836-26836/com.mythsuntold.dungeonhands V/BoostFramework: BoostFramework() : mPerf = com.qualcomm.qti.Performance@bab8219
02-19 22:30:13.442 26836-26842/com.mythsuntold.dungeonhands I/art: Do partial code cache collection, code=27KB, data=28KB
02-19 22:30:13.443 26836-26842/com.mythsuntold.dungeonhands I/art: After code cache collection, code=27KB, data=27KB
02-19 22:30:13.443 26836-26842/com.mythsuntold.dungeonhands I/art: Increasing code cache capacity to 128KB
02-19 22:30:18.464 26836-26842/com.mythsuntold.dungeonhands I/art: Do partial code cache collection, code=50KB, data=62KB
02-19 22:30:18.464 26836-26842/com.mythsuntold.dungeonhands I/art: After code cache collection, code=50KB, data=62KB
02-19 22:30:18.464 26836-26842/com.mythsuntold.dungeonhands I/art: Increasing code cache capacity to 256KB

[close]

I don't know yet what's happening. :/
#2737
Hey! Just a small update.



We are testing real cards and rules and ideas. :-D Going for a physical release is a possibility. 8-)
#2738
QuoteShould we demand it and explicitly link to GLES2 library, or handle it as an option, similarily to Windows version, by loading functions from the corresponding .so and using them only if they exist.

QuoteNote, that unlike Windows version, Android has only OpenGL renderer and cannot change to anything else. Therefore if it fails, the game won't be able to run.

I feel that from the last sentence, there is no point in per function loading. :/
#2739
Hey JanetC. The tinting in AGS, under OpenGL in Windows requires OpenGL 3.0 compatibility. Can you check if the OpenGL drivers are available in your computer and versions?
#2740
Hey CW! Did a new pull request here!

I tested and it failed at the same lines.

Spoiler
Code: bash

jni/../jni/../../../Engine/game/savegame.cpp:537:30: note: place parentheses around the '&&'
      expression to silence this warning
            crossFading <= 0 && !channels[SCHAN_MUSIC])
                             ^
            (                                         )
6 warnings generated.
[armeabi] Compile++ arm  : agsengine <= ali3dogl.cpp
warning: unknown warning option '-Wno-psabi' [-Wunknown-warning-option]
warning: unknown warning option '-Wno-psabi' [-Wunknown-warning-option]
In file included from jni/../jni/../../../Engine/gfx/ali3dogl.cpp:19:
In file included from jni/../jni/../../../Engine/gfx/ali3dogl.h:24:
In file included from jni/../jni/../../../Common/gfx/bitmap.h:49:
jni/../jni/../../../Common/gfx/allegrobitmap.h:84:17: warning: 'this' pointer cannot be null in
      well-defined C++ code; pointer may be assumed to always convert to true
      [-Wundefined-bool-conversion]
        return !this || !_alBitmap;
               ~^~~~
In file included from jni/../jni/../../../Engine/gfx/ali3dogl.cpp:23:
In file included from jni/../jni/../../../Engine/platform/base/agsplatformdriver.h:24:
In file included from jni/../jni/../../../Engine/ac/datetime.h:21:
In file included from jni/../jni/../../../Engine/ac/dynobj/scriptdatetime.h:21:
In file included from jni/../jni/../../../Engine/ac/dynobj/cc_agsdynamicobject.h:18:
In file included from jni/../jni/../../../Engine/ac/dynobj/cc_dynamicobject.h:23:
In file included from jni/../jni/../../../Engine/script/runtimescriptvalue.h:21:
In file included from jni/../jni/../../../Engine/script/script_api.h:24:
jni/../jni/../../../Engine/ac/runtime_defines.h:135:9: warning: 'HWND' macro redefined
      [-Wmacro-redefined]
#define HWND long
        ^
jni/../jni/../../../Engine/gfx/ogl_headers.h:45:9: note: previous definition is here
#define HWND void*
        ^
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:466:7: fatal error: use of undeclared identifier
      'glSwapIntervalEXT'
  if (glSwapIntervalEXT)
      ^
4 warnings and 1 error generated.
make: *** [obj/local/armeabi/objs/agsengine/gfx/ali3dogl.o] Error 1

[close]

---- below this line I don't know what I am doing ----

Edit1: The failing is atually related to SwapInterval and the fact that you can't (apparently) control V-Sync in Android. Below is a modification of ali3dogl.cpp that actually fails in glCreateShader. I just removed things related to V-Sync with if !defined (ANDROID_VERSION) so I am not sure this won't break anything.

ags/Engine/gfx/ali3dogl.cpp

Where this version fails:
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:621:8: fatal error: use of undeclared identifier
      'glCreateShader'
  if (!glCreateShader)


Edit2: Right below the first if defined (ANDROID_VERSION) I added (idea came from here):
#include <GLES2/gl2.h>

In the project.properties, I modified the target from 16 to 14.
# Project target.
target=android-14


And then it failed with a lot of things.

Spoiler
Code: bash

...
[armeabi] Compile arm    : agsengine <= aautil.c
warning: unknown warning option '-Wno-psabi' [-Wunknown-warning-option]
1 warning generated.
[armeabi] Compile arm    : agsengine <= midi.c
warning: unknown warning option '-Wno-psabi' [-Wunknown-warning-option]
1 warning generated.
[armeabi] SharedLibrary  : libagsengine.so

jni/../jni/../../../Engine/gfx/ali3dogl.cpp:717: error: undefined reference to 'glCreateShader'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:718: error: undefined reference to 'glShaderSource'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:719: error: undefined reference to 'glCompileShader'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:721: error: undefined reference to 'glGetShaderiv'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:729: error: undefined reference to 'glCreateProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:730: error: undefined reference to 'glAttachShader'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:731: error: undefined reference to 'glLinkProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:734: error: undefined reference to 'glGetProgramiv'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:742: error: undefined reference to 'glDetachShader'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:743: error: undefined reference to 'glDeleteShader'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:746: error: undefined reference to 'glGetUniformLocation'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:747: error: undefined reference to 'glGetUniformLocation'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:748: error: undefined reference to 'glGetUniformLocation'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:738: error: undefined reference to 'glDeleteProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:738: error: undefined reference to 'glDeleteShader'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:762: error: undefined reference to 'glGetShaderiv'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:764: error: undefined reference to 'glGetProgramiv'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:767: error: undefined reference to 'glGetShaderInfoLog'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:769: error: undefined reference to 'glGetProgramInfoLog'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:754: error: undefined reference to 'glDeleteProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:754: error: undefined reference to 'glDeleteProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:754: error: undefined reference to 'glDeleteProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1092: error: undefined reference to 'glUseProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1127: error: undefined reference to 'glUseProgram'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1119: error: undefined reference to 'glUniform1i'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1120: error: undefined reference to 'glUniform3f'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1121: error: undefined reference to 'glUniform3f'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1150: error: undefined reference to 'glUniform1i'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1151: error: undefined reference to 'glUniform1f'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1152: error: undefined reference to 'glUniform1f'
jni/../jni/../../../Engine/gfx/ali3dogl.cpp:1264: error: undefined reference to 'glUseProgram'
/home/USERNAME/git/ags/Android/buildlibs/armeabi/allegro-4.4.2/src/allegro.c:619: error: undefined reference to 'stderr'
/home/USERNAME/git/ags/Android/buildlibs/armeabi/allegro-4.4.2/src/allegro.c:503: error: undefined reference to 'stdout'
/home/USERNAME/git/ags/Android/buildlibs/armeabi/allegro-4.4.2/src/unicode.c:2294: error: undefined reference to 'atof'
jni/../jni/../../nativelibs/armeabi/lib/libdumb.a(rendsig.o):rendsig.c:function duh_sigrenderer_set_callback: error: undefined reference to 'stderr'
jni/../jni/../../nativelibs/armeabi/lib/libdumb.a(rendsig.o):rendsig.c:function duh_sigrenderer_set_analyser_callback: error: undefined reference to 'stderr'
jni/../jni/../../nativelibs/armeabi/lib/libdumb.a(itread.o):itread.c:function it_load_sigdata: error: undefined reference to 'stderr'
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [obj/local/armeabi/libagsengine.so] Error 1

[close]

CW, I will wait you do this correctly, since I have no idea how to do this.
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