Compiling FOF 1.2.512

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Ingrater
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Postby Ingrater » Wed Oct 24, 2007 7:45 am

I've finished a part of my fof mod and would like to realease it for public. But at the end of the execution of the setup.py I get warnings:

The following modules appear to be missing
['AppKit', 'Foundation', 'OpenGL.GL', 'OpenGL.GL.ARB.multisample', 'OpenGL.GLU',
'Pyrex', 'Pyrex.Compiler', 'Pyrex.Distutils.build_ext', '_curses', '_imaging_gi
f', 'apple', 'ati', 'atix', 'core.abs', 'core.max', 'core.min', 'core.round', 'e
mail.Utils', 'fcompiler.FCompiler', 'fcompiler.show_fcompilers', 'hp', 'ibm', 'i
ngr', 'intel', 'ktx', 'lib.add_newdoc', 'mesa', 'numarray', 'objc', 'oml', 'pgi'
, 'pre', 'pygame.movie', 'pygame.movieext', 'pylab', 'rend', 's3', 'sgis', 'sgix
', 'sun', 'sunx', 'testing.NumpyTest', 'testing.ScipyTest', 'threedfx', 'win', '
numpy.absolute', 'numpy.arccos', 'numpy.arccosh', 'numpy.arcsin', 'numpy.arcsinh
', 'numpy.arctan', 'numpy.arctanh', 'numpy.bitwise_and', 'numpy.bitwise_or', 'nu
mpy.bitwise_xor', 'numpy.ceil', 'numpy.conjugate', 'numpy.core.add', 'numpy.core
.cdouble', 'numpy.core.complexfloating', 'numpy.core.conjugate', 'numpy.core.csi
ngle', 'numpy.core.double', 'numpy.core.float64', 'numpy.core.inexact', 'numpy.c
ore.intc', 'numpy.core.isfinite', 'numpy.core.maximum', 'numpy.core.multiply', '
numpy.core.single', 'numpy.core.sqrt', 'numpy.cosh', 'numpy.divide', 'numpy.e',
'numpy.fabs', 'numpy.float32', 'numpy.floor', 'numpy.floor_divide', 'numpy.fmod'
, 'numpy.greater', 'numpy.hypot', 'numpy.invert', 'numpy.left_shift', 'numpy.les
s', 'numpy.log', 'numpy.logical_and', 'numpy.logical_not', 'numpy.logical_or', '
numpy.logical_xor', 'numpy.maximum', 'numpy.minimum', 'numpy.negative', 'numpy.n
ot_equal', 'numpy.power', 'numpy.remainder', 'numpy.right_shift', 'numpy.sign',
'numpy.sinh', 'numpy.tan', 'numpy.tanh', 'numpy.true_divide']


And if I try to run the compiled exe file I get an error: "Module OpenGL.GL missing"
I also thougt of simply replacing the files in the libary.zip, until I recognised that the libary zip is now included in the exe file.

The mod runs from source code but I think it is a bad option to release the source and have everybody to install python etc.

Any suggestions?

Thanks in Advance
Ingrater
Last edited by Ingrater on Wed Oct 24, 2007 7:46 am, edited 1 time in total.
Ingrater
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Postby Ingrater » Wed Oct 24, 2007 2:21 pm

No on ever made a binary realease of 1.2.512 ?
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raph666
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Postby raph666 » Wed Oct 24, 2007 4:03 pm

oh yeah, people had time to try it, since it was released only 4 days ago
give some time before bumping your topic, someone will answer
Rogue_F
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Postby Rogue_F » Wed Oct 24, 2007 6:36 pm

I have not done anything for 1.2.512 yet. i tried with my default setup from 1.2.451 but it did not work.

My next major release should be 1.2.512, but i haven't set it up yet.

1.2.451 and 1.2.512 are not that different, you should be able to port your fixes to 1.2.451 and give that a try. Ihave a howto on setting up the sources and py2exe stickied on the forum

-Alex
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Postby raph666 » Sat Oct 27, 2007 11:01 pm

I haven't been able to compile it yet, but if you want to put your modified .py files the "library.zip" you can.
Just rename the FretsOnFire.exe to FretsOnFire.zip, open it and put your files in there. Rename to .exe and you should be able to run it.
I tried it with a modified song.py and it worked

Now I have to find a way to use .png ingame, they don't seem to work now. I'll try a couple of settings. Did somebody tried it?
Last edited by raph666 on Sat Oct 27, 2007 11:02 pm, edited 1 time in total.
Ingrater
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Postby Ingrater » Sun Oct 28, 2007 4:19 am

I'm using an png in my mod, took me some time to figure out how, but now it works. In the loading part simply put.

Code: Select all

   self.traileffect = Texture()
    self.traileffect.loadFile(engine.resource.fileName("trail.png"))


As of know you can use the texture with

Code: Select all

self.traileffect.bind()


I already tried it with replacing the file in the exe, but in the zip there are *.pyc files, and when I compile it results in *
.pyo files?
Last edited by Ingrater on Sun Oct 28, 2007 4:21 am, edited 1 time in total.
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raph666
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Postby raph666 » Sun Oct 28, 2007 8:38 am

you don't need to compile the file to put it in the .zip, just leave it to .py, the game will use the .py file instead of the .pyc. It's an ugly way to do it I admit, but it works

What I meant with .png wasn't really about loading some new .png, it was only to use .png over existing .svg like we were able to do with previous versions. In previous versions if you had say, neck.png and neck.svg in your mod folder, the game would use the neck.png, the .svg was only acting as some placeholder
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Postby Ingrater » Sun Oct 28, 2007 9:55 am

I found two ways to get a guitar.pyc to replace the on in the exe file.

1.) Run Fof from source. After that you can find a guitar.pyc in the src directory

2.) open setup.py search for "optimize" : 2 replace with "optimitze" : 0
run python setup.py py2exe
in the resulting libary.zip you can find all *.pyc files you need to replace in the exe

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