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View Code? Open in Web Editor NEWAGRIP AudioQuake and Level Description Language (LDL)
Home Page: http://agrip.org.uk
License: Other
AGRIP AudioQuake and Level Description Language (LDL)
Home Page: http://agrip.org.uk
License: Other
Just found this project today and been trying to build. I get through all the steps fine, but when I run python3 build.py, I get an error like this:
Error: failed to compile gamecode file: progs.src
Been trying to find any solution but can't seem to figure it out.
Here's the complete output:
Building 2019.0 : Respawn
Preparing downloaded assets dir
Preparing converted (HTML) manual dir
Compiling zqcc
Compiling zquake
Compiling gamecode
Error running: ('/Users/brandonolivares/Downloads/agrip-2019.0-beta1-mac/audioquake/zq-repo/zqcc/zqcc', '-progs', 'progs.src') - trying again, with full output...
Progs-Sourcefile: progs.src
Additional reserved #define: _ZQCC
Outputfile: ./qwprogs.dat
Compiling ../qw/defs.qc
Compiling ../qw/defs_ext.qc
Compiling agrip_defs.qc
Additional #define: AGRIP
Compiling ../qw/subs.qc
Compiling ../qw/combat.qc
Compiling ../qw/items.qc
Compiling epi.qc
Compiling se.qc
Compiling misc.qc
Compiling nav.qc
Compiling extnav.qc
Compiling d5k.qc
Compiling esr.qc
Compiling marker.qc
Compiling hooks.qc
Compiling ../qw/weapons.qc
Compiling ../qw/world.qc
Compiling ../qw/client.qc
Compiling ../qw/spectate.qc
Compiling ../qw/player.qc
Compiling ../qw/doors.qc
Compiling ../qw/buttons.qc
Compiling ../qw/triggers.qc
Compiling ../qw/plats.qc
Compiling ../qw/misc.qc
Compiling ../qw/server.qc
Compiling ../qw/commands.qc
Compiling ../qwsp/sp_defs.qc
Additional #define: QWSP
Compiling tutor_support.qc
Compiling tutor.qc
Error: failed to compile gamecode file: progs.src
The previous launcher, start.pl, had "+set cl_confirmquit 0" on the command line. This no longer appears to work.
If possible, will be better to use fte client, because it has open al hrtf support and I think will be a good enhancement to sound quality specially for accessibility, making players localizate in a much better way where are the objects in game
These do not reflect the current state of the project and code. These include the repo's master README.md.
Bug reported here: https://groups.google.com/forum/#!topic/agrip-project/TzfIaMTUaHI
This is apparently due to a bug in PyGUI on Windows (though need to check if it applies to OS X as well -- it seems to be caused when TABing between controls in the launcher): https://mail.python.org/pipermail//pygui/2011-November/000208.html
When I build with python build.py on Windows 10, the build is completed, but the AudioQuake.exe file in Dist says> Failed to start script AudioQuake.
The null video renderer patches should be removed, both in terms of the files and any #ifdef
s in the code.
Compilation fails, with all sorts of areas that appear to be regarding string handling functions.
Installing GCC via homebrew appears to fix this, but I am not sure if the string-handling problems encountered in the gamecode compiler will then surface.
Original report is at: https://groups.google.com/forum/#!topic/agrip-project/tVBwJw2PEbo
From AGRIP Google Group user stringfellow
First, start the launcher, and choose start audioquake.
Start playing in single player mode, and save your position when you're not in danger of being attacked.
If you just save without turning off the esr, d5k and nav helper, you'll get the message that your game is saved, and you could continue playing or quit. The problem is though, when you start again, and attempt to load your saved game from either the console or in gameplay, here's the error you'll get.
---------------------------
Error
---------------------------
SZ_GetSpace: overflow without allowoverflow set (0)
---------------------------
OK
---------------------------
I think this will happen in linux the same way that it does in windows,
and it will exit the game and return you to the launcher.
Also this probably means it doesn't detect if it quit abnormally? The result is an assertion failure when the user tries to run the game again.
Depends on #30
I did convert the DocBook XML manuals to Markdown and have incorporated the conversion into the build process in a cross-platform way, but...
Just discovered AsciiDoc, which was designed to be a plain-text shorthand for DocBook, which means that DocBook's semantics are preserved. This feels like a more apt transition, considering the effort that was put into the DocBook documentation to start with, and maybe it would make the conversion more reliable.
More info:
As well as making a GUI, these steps will need to be taken too.
Christoff Eilers discovered a problem on Windows XP whereby the launcher could not start; the log is as follows.
Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS>python AudioQuake.
py
send LIC_CLIENT_CONNECT
Traceback (most recent call last):
File "AudioQuake.py", line 207, in <module>
launcher = LauncherSingletonWindow(app)
File "AudioQuake.py", line 141, in __init__
self._game_controller = GameController()
File "AudioQuake.py", line 68, in __init__
self._speaker = pyttsx.init()
File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\__i
nit__.py", line 39, in init
eng = Engine(driverName, debug)
File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\eng
ine.py", line 45, in __init__
self.proxy = driver.DriverProxy(weakref.proxy(self), driverName, debug)
File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
ver.py", line 66, in __init__
self._driver = self._module.buildDriver(weakref.proxy(self))
File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
vers\sapi5.py", line 37, in buildDriver
return SAPI5Driver(proxy)
File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
vers\sapi5.py", line 56, in __init__
self.setProperty('voice', self.getProperty('voice'))
File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
vers\sapi5.py", line 87, in getProperty
return self._tts.Voice.Id
File "C:\Python27\lib\site-packages\win32com\client\dynamic.py", line 511, in
__getattr__
ret = self._oleobj_.Invoke(retEntry.dispid,0,invoke_type,1)
pywintypes.com_error: (-2147352567, "Une exception s'est produite.", (0, None, N
one, None, 0, -2147200966), None)
There should be a simple way for the user to supply the registered Quake data (pak1.pak) for use in AudioQuake, should they have it. "Simple" here means ideally via the launcher GUI, rather than command line.
Francisco Del Roio suggested using tolk. It also mentions UniversalSpeech. These look pretty cool!
Including QMOD?
When supplying the name of any progs.src file via the command line, e.g. "zqcc -progs spprogs.src", it crashes via a segfault on this line, on Mavericks (It did not crash on Mountain Lion): https://github.com/matatk/agrip/blob/master/audioquake/zq-repo/zqcc/cmdlib.cpp#L204
When specifying no parameters, it appears to function and compile the gamecode as normal (using "progs.src" as the list of files to compile, as default).
This will need to wait until it's all running on Windows. So far, on the Mac, at least, it seems pretty fast with the current implementation. Though I wondered about looking more at pipes and other IPC mechanisms. Maybe even the async stuff introduced with Python 3.5 could be of help.
On the Mac, at least, it only announces the end-of-level stats when the map has changed.
For some reason it seems that VoiceOver cannot press the buttons in the Mac GUI.
The following message appears in the console on startup: Couldn't download skins/base.pcx to player
I recently received this error when trying to install a mod.
"Please report this error, with the following details, at https://github.com/matatk/agrip/issues/new - thanks!
qmodlib.BadQMODFileException: Missing 'qmod.ini'
File "launcherlib\ui\tabs\mod.py", line 40, in install_qmod_handler
File "qmodlib.py", line 27, in init"
I'm not sure if this is being updated anymore but if it is I thought you should know. I'm running windows 10 home 64 bit 20h2. The mod I'm trying to use
can be found below.
jediquake41.zip
When I try to start the standalone version of AudioQuake, I get the following traceback:
Traceback (most recent call last):
File "C:\Python27\lib\site-packages\cx_Freeze\initscripts\Console.py",
line 27, in
exec code in m.dict
File "AudioQuake.py", line 204, in
File "AudioQuake.py", line 140, in init
File "AudioQuake.py", line 67, in init
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx__init__.py",
line 39, in init
eng = Engine(driverName, debug)
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\engine.py",
line 45, in init
self.proxy = driver.DriverProxy(weakref.proxy(self), driverName,
debug)
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\driver.py",
line 66, in init
self.driver = self.module.buildDriver(weakref.proxy(self))
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\drivers\sapi
5.py", line 37, in buildDriver
return SAPI5Driver(proxy)
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\drivers\sapi
5.py", line 46, in init
SAPI5DriverEventSink)
File "C:\Python27\lib\site-packages\win32com\client__init.py", line
317, in WithEvents
clsid = disp_class.CLSID
AttributeError: 'NoneType' object has no attribute 'CLSID'
Nothing else happens, except that the "AudioQuake has stopped working" message is displayed.
This will make the process a lot simpler.
Traceback (most recent call last): File "C:\Python27\lib\site-packages\cx_Freeze\initscripts\Console.py", line 27, in File "AudioQuake.py", line 7, in File "C:\Python27\lib\site-packages\GUI__init__.py", line 74, in File "C:\Python27\lib\site-packages\GUI\Colors.py", line 8, in File "C:\Python27\lib\site-packages\GUI\Color.py", line 8, in ImportError: DLL load failed: Nie można uruchomić aplikacji, ponieważ jej konfiguracja równoczesna jest niewłaściwa. Więcej szczegółów można znaleźć w dzienniku zdarzeń aplikacji.
When run from a command prompt it does not return. Perhaps this is to do with which interpreter is used to run the file/as a base in the built version (though I thought I'd set that correctly)?
In order to find where is open space I need to press l key for every step I take, and I see that it doesnt works as it should, because sometimes it wont shows this, when it should be working. I think that l key should works as toggle, if this function is toggled on, a player will always hear when an open space is available.
Ensure that there is an accurate description of how to build the game on Mac and Windows, including the following.
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