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Don't Starve Mod Tools Github Repo


Cheerio

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@simplex

Sorry, little time for me right now, so I can't read everything here.. Are the official Mod Tools fixed now, for Windows, Mac and Linux, or do I need to compile your version?

Cheerio never came back, so the official Mod Tools are precisely how they were the last time you checked.

So you'd need to either compile my fork or post the Spriter project so I can compile it for you.

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@DeathDisciple

I updated the README in the mod tools' repo (which so far had been left largely untouched ever since I forked it), to better explain how to compile and use the mod tools, including your suggestion of explaining the steps for compilation under MinGW (which I hope are clear enough).

I also took the opportunity to give you credit where credit is due.

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The scml compiler in the latest mod tools (within my fork) is compatible with the latest version of Spriter. So it is no longer required (but nevertheless still possible) to use the old Spriter version b5 (the one distributed with the Steam mod tools).

The latest Spriter may be downloaded from its website.

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@simplex

I have been getting some errors with my compiler, and I was wondering if you could help.  The compiler properly calculates bounding boxes for one-image animations, but it has trouble with more complex ones.  The only thing I see that may have something to do with the error is that in the popup cmd (when you launch Don't Starve) it pops up with error messages for a whole bunch of the Python files.  Sorry for any inconvenience, and thanks in advance.

 

P.S.  I am running Windows if this helps at all.

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@simplex

I have been getting some errors with my compiler, and I was wondering if you could help.  The compiler properly calculates bounding boxes for one-image animations, but it has trouble with more complex ones.  The only thing I see that may have something to do with the error is that in the popup cmd (when you launch Don't Starve) it pops up with error messages for a whole bunch of the Python files.  Sorry for any inconvenience, and thanks in advance.

 

P.S.  I am running Windows if this helps at all.

If you could post the problematic Spriter project (and preferably also the autocompiler_log.txt) I might be able to help.

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Well there are multiple projects that aren't working (the ones that have a lot of pieces, or complex animations).  Also, sorry to bug you but where is the autocompiler's log?  I dug around in the DoNotStarve folder and in the mod_tools folder and couldn't find it.  Do I have to uninstall the original mod tools to install this one?  Sorry if these are dumb questions, but I don't install too many things like this, so I am fairly inexperienced.

Thanks for the help,

Jack

 

P.S.  Does it result in problems if you run the premake4.bat instead of the lua file?  I tried running the lua file with all of the predefined systems and none of them worked, so I ran the .bat.  Again, sorry for the inconvenience.

 

EDIT:  This animation specifically is giving me trouble:

REMOVED

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autocompiler log is in ..\..\temp\autocompiler_log.txt from where your autocompiler.exe is located.

 

If you have steam version of modtools you should remove it from steam as it will get automatically called and likely automatically overwrite this one (just a guess, but since steam tends to act like spyware... better be on the safe side). But before you do that, go to your original (standalone or steam, shouldnt matter) mod tools installation and pull mod_tools\buildtools\windows out, and overwrite that dir in your new compiled files (unless simplex changed it when i wasn't looking, the original git repo never had complete python installation)

 

File builds perfectly fine for me btw, the 3rd animation is empty which used to crash original modtools installation due to typo in the code tho, making me wonder which version you're actually calling :razz:

 

As for premake, it depends on what you're using to build it, default premake4.bat makes VS2010 files (which works just fine in 2013, it will update once you open solution), if you want mingw version swap the argument to gmake, as stated in readme

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@JackSlender

As @DeathDisciple already put it, the Spriter project is building fine on my (and her) end. His legs and right arm are not clickable, but his torso and head are (I might need to offshoot the bounding box calculation by an error margin to avoid these cases; the unclickable parts are right at the border of the bounding box).

(unless simplex changed it when i wasn't looking, the original git repo never had complete python installation)

I should probably address that. Though I wonder why Cheerio didn't put the complete installation in there.

And once again, thank you for helping out.

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@simplex or @DeathDisciple

Sorry to bug you again, but one last thing.  Your fork of the modtools doesn't create an autocompiler.  Is it supposed to or do I copy the one from the old mod tools?  Thanks

 

I'm confused... are you saying that build file for autocompiler is not being generated, or that the autocompiler make/project file does not build exe file? And the other projects are building fine?

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Okay, sorry for the vagueness.  It doesn't generate the actual exe or, it seems, the files for it.  I tried deleting the old mod_tools (except for the buildtools/windows) and replacing it with the forked version, but the autocompiler doesn't popup on launch as it used to.  I dug around a bit and realized that the entire compilers folder is gone.  I'm pretty stumped on this.  Help is much appreciated.

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It doesn't generate the actual exe or, it seems, the files for it.

What do you mean by "files for it"? I'm pretty sure the sources are there :razz:.

It does generate autocompiler.exe. Are you getting any compilation error? Or, if not, and I don't mean this in an insulting way, but are you sure you're compiling it?

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I am running the premake4.bat.  According to what DeathDisciple said, it should work fine.  Also, where are the source files for the compiler?  Something may have been messed up.  I want to make sure they are there.  (It should be generating.  Everything else appears.)

 

Also, when I try to run the lua script instead of the bat file, it says it cannot index _OPTIONS.  Don't know if that helps.  If it makes it easier, however, I can start fresh with a new download of the tools.

 

Again, sorry for bothering you so much.

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I am running the premake4.bat.  According to what DeathDisciple said, it should work fine.  Also, where are the source files for the compiler?  Something may have been messed up.  I want to make sure they are there.  (It should be generating.  Everything else appears.)

 

Also, when I try to run the lua script instead of the bat file, it says it cannot index _OPTIONS.  Don't know if that helps.  If it makes it easier, however, I can start fresh with a new download of the tools.

Running the .bat script is the same as running the Lua script directly passing "vs2010" as an argument (technically it also specifies "windows" as the target OS, but when the OS is not explicitly given it's assumed to be the host OS, so it shouldn't matter).

The sources for the autocompiler are in ds_mod_tools/src/app/autocompiler. In fact, there's only one source file, main.cpp. The autocompiler.exe in the Steam version of the mod tools should work fine with my fork (only scml.exe has changes not related to porting the tools to other platforms), but I wonder why it's not compiling for you. Just to be clear, both scml.exe and png.exe are compiling, right? And, once again, are you getting any compilation errors (i.e., is it saying all targets built successfully, or is there a failure)?

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Strange.  It appears that scml.exe and png.exe are missing.

So... nothing is being compiled :razz:.

premake just generates the build files, it doesn't compile anything. You need to open the .sln file in Visual Studio (or run 'make' inside the build/proj/ folder if using MSys/MinGW) to actually build anything.

As I mentioned elsewhere, I suppose I should upload precompiled Windows binaries. I just really dislike the idea of becoming an "official" mantainer of the mod tools. These are Klei's tools, and they were written with Steam distribution in mind (quite frankly, they're pretty messy to use otherwise, if I had written them I'd have done things very differently); their apparent abandonment of the tools without prior notice doesn't change that.

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@simplex I do believe I've found the problem.  When I tried to compile with Visual studio, it gave me this error:

1>------ Build started: Project: autocompiler, Configuration: debug Win32 ------
1>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

I dug around a bit and I didn't find any modtoollib.lib.  That's probably what crashed it.  Is it supposed to be included in the github fork?  Thanks.

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@simplex I do believe I've found the problem.  When I tried to compile with Visual studio, it gave me this error:

1>------ Build started: Project: autocompiler, Configuration: debug Win32 ------

1>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'

========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

I dug around a bit and I didn't find any modtoollib.lib.  That's probably what crashed it.  Is it supposed to be included in the github fork?  Thanks.

modtoollib.lib is one of the projects to be compiled. Based on the output you posted, you're trying to build just the autocompiler, instead of the 4 projects together.

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@simplex No, I tried all of them.  the gave me the same errors.  Sorry, I only tried once because I was short on time.  Trying again now.

 

1>------ Build started: Project: png, Configuration: debug Win32 ------
2>------ Build started: Project: scml, Configuration: debug Win32 ------
3>------ Build started: Project: autocompiler, Configuration: debug Win32 ------
3>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'
1>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'
2>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'
========== Build: 0 succeeded, 3 failed, 1 up-to-date, 0 skipped ==========
 

That's the error for when I built them simultaneously.

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@simplex No, I tried all of them.  the gave me the same errors.  Sorry, I only tried once because I was short on time.  Trying again now.

 

1>------ Build started: Project: png, Configuration: debug Win32 ------

2>------ Build started: Project: scml, Configuration: debug Win32 ------

3>------ Build started: Project: autocompiler, Configuration: debug Win32 ------

3>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'

1>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'

2>LINK : fatal error LNK1104: cannot open file '..\win32\mod_tools\modtoollib.lib'

========== Build: 0 succeeded, 3 failed, 1 up-to-date, 0 skipped ==========

 

That's the error for when I built them simultaneously.

You're building them individually, instead of the root project. Open mod_tools.sln and just click Build from the window main menu (or select build from the "folder" containing all projects).

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