Recent Posts

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1
Game art & music / Re: Original art
« Last post by Diarandor on October 14, 2017, 04:54:16 pm »
Ahoy again, mateys! ;D The running (this time without sword) animation, for our hero Eldran, is now remastered too:
https://youtu.be/oSorCPhG2hg
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Game art & music / Re: Original art
« Last post by Diarandor on October 14, 2017, 09:34:51 am »
Ahoy there! The running with sword animation, for the hero Eldran, has been remastered:
https://youtu.be/rRTOQKlHmRs
3
Development / Re: [SOLVED] Wrapper Segfault
« Last post by mdblabs on October 13, 2017, 07:25:04 pm »
But, I think is not and issue of Solarus code, but mine. I just create an example, compiled agains Solarus lib, with my own Makefile.

If I run solarus-run from original branch, it runs the quest without any issue.

So, I think, is not a solarus engine bug, but my code.

4
Development / Re: [SOLVED] Wrapper Segfault
« Last post by mdblabs on October 13, 2017, 06:40:07 pm »
Thank you very much vlag.

I have attached screenshots of my cmake configuration. Lua Jit + OSX_64.


5
Game art & music / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on October 13, 2017, 12:14:06 pm »
I've uploaded a bunch of new texture images. They are on my TXR-WOOD page and at the bottom of my TXR-FABRIC page, under "General Textiles."

http://soundimage.org/txr-wood/
http://soundimage.org/txr-fabric/

Have a good weekend!  :-)
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Development / Re: [SOLVED] Wrapper Segfault
« Last post by vlag on October 13, 2017, 10:15:48 am »
Sorry I'm late :)

Yes this ldflag is needed when you build a 64bit application against LuaJIT on OSX, it is described on the official installation page.
However I handle this flag in the OSX-related cmake file, could you just tell me how you've built the engine to check if this is a bug or not ?


Best regards.
7
Development / Re: Doors and Keys
« Last post by Minefran12 on October 12, 2017, 02:54:27 pm »
OK, thank you.
8
Development / Re: Wrapper Segfault
« Last post by mdblabs on October 12, 2017, 11:09:01 am »
Oooook. Found the issue! Thank you very much for the support.

When running lldb, I get:
Code: [Select]
Process 20088 stopped
* thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x24)
    frame #0: 0x00007fff04c4d103 libluajit-5.1.2.dylib`___lldb_unnamed_symbol112$$libluajit-5.1.2.dylib + 20
libluajit-5.1.2.dylib`___lldb_unnamed_symbol112$$libluajit-5.1.2.dylib:
->  0x7fff04c4d103 <+20>: movl   0x24(%rbp), %r15d
    0x7fff04c4d107 <+24>: subl   0x18(%rbp), %r15d
    0x7fff04c4d10b <+28>: movl   $0x0, 0x14(%rsp)
    0x7fff04c4d113 <+36>: movl   %r15d, 0x10(%rsp)

So, I found this thread:
https://github.com/pllua/pllua/issues/18

Adding "-pagezero_size 10000 -image_base 100000000" to my LDFLAGS solve the issue.

Thank you very much for your support!

Best,
mdb
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Development / Re: Wrapper Segfault
« Last post by Christopho on October 12, 2017, 10:44:09 am »
Can you run a debugger to get a backtrace and know more about the crash?
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Development / Re: Wrapper Segfault
« Last post by mdblabs on October 12, 2017, 10:29:38 am »
I think issue is somewhere else... Route is detected fine, just as with char pointers, but still getting segfault.

Code: [Select]
Arguments args;
string quest_path("./quest");
cout << quest_path << endl;
args.add_argument(quest_path); 
MainLoop(args).run();

return 0;

Output:
Code: [Select]
./quest
[Solarus] [0] Info: Solarus 1.6.0
[Solarus] [0] Info: Opening quest './quest'
Segmentation fault: 11

I will review how quests are loaded.
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