TirNanoG Support
Support forum for the GPL licensed TirNanoG Editor and TirNanoG Player, an engine that aims to be "the LPC asset based FOSS alternative to RPG Maker".
This forum is intended for supporting the engine, which does not ship any LPC asset per se. The work with the LPC assets and editor configuration for an easy to use starter game template is done separately in this repository. This allows the starter game template to have a license other than GPL.
@Ragnar Random: "i was unable to create a new project using the lpc package using the editor. it created the folder and teh credits files in my /user/myname/tirnanog folder but nothing else was extracted"
I've tried this, and I'm unable to reproduce your issue. This is what I've done, step by step:
And it worked as it should, all files were extracted, the new project was loaded and the window switched to "Game" > "Maps" view.
Can you provide some details on the error with verbose mode?
If you're on Windows, start CMD.EXE and run the editor from there like this:
"C:\Program Files\TirNanoG\tnge.exe" /v
Or if you're on Linux, then from your favourite terminal like this:
tnge -v
In verbose mode tnge will output detailed information to the console about what it is doing and what is that's failing (if any). Maybe that output will shed some light on what's going on.
But it works for me, are you sure you've used the latest binary? (There was an issue with the zip extract, but that has already been fixed a week ago or so.)
Cheers,
bzt
lpctemplate.png 5.1 Kb [5 download(s)]
@Commander: I'm sorry, XP won't be supported, because you cannot compile SDL2 for XP any more. :-( The reason for that is this line, a workaround for a Steam bug. If that were the only at-least-Vista-required-function reference, then I could patch the statically linked SDL2, but sadly there are others too. For example SDL_Thread relies on another library, winpthread which also uses GetTickCount, and is provided by msys2, so there's no way I can patch that from my editor's makefile. Sorry for the bad news.
Cheers,
bzt
i just downloaded the binary right before i reported what happened, so it was newest.
here is a screengrab of what happens after creating new project, with cmd running editor in /v
it creates folder, extracts credits.txt and tnge closes. if i manually extract rest of lpc folder into the created project folder, i can open it and edit it, but new project only creates folder with credits.txt
"i just downloaded the binary right before i reported what happened, so it was newest."
I'm pretty sure that's not the case. On your screenshot it says "1.0beta", however the latest binary is "1.0rc".
Please download the latest binary and retry with that.
Cheers,
bzt
i just repeated the whole process. downloaded this morning at 4:30 am from your website.
https://youtu.be/ilDiNVYDZ_A
same result
and with this binary which was not on your website but found through gitlab, with verbose
https://youtu.be/mJkos7CVYs4
@Ragnar Random: "and with this binary which was not on your website but found through gitlab"
I'm not entirely sure what you mean, there's no such thing. There's absolutely no binary on the website, and never were, all links point to the gitlab repo.
And on the gitlab, in the binaries branch, there's only one windows binary, no more.
Edit: I did a through check. The only difference I could spot is that browsing on gitlab adds a "-" in the URL, but that doesn't matter as that "-" is parsed by gitlab, and with and without "-" the URL points to the same file (served by cloudflare BTW):
$ curl https://gitlab.com/bztsrc/tirnanog-editor/-/raw/binaries/tnge-i686-win-static.zip 2>/dev/null | sha256sum
4d6fa2feaee8711beb283fe0f38dd3afde987f4d7a130c16d7cebc8b17f9928f -
$ curl https://gitlab.com/bztsrc/tirnanog-editor/raw/binaries/tnge-i686-win-static.zip 2>/dev/null | sha256sum
4d6fa2feaee8711beb283fe0f38dd3afde987f4d7a130c16d7cebc8b17f9928f -
$
If your download ended up in an 3 weeks old binary, then the only possible explanation is a bug in cloudflare. Or if you're using some kind of download manager software, then a bug in that software.
Cheers,
bzt
Concerning the unpacking issue, it is working on my non-English Windows VM, however I've installed a new VM with English Windows and I was able the reproduce the same issue with that! This is good news, because if I can reproduce the error then I can fix it!
Hang on, an update is on the way.
(It's very likely I made a mistake when I added support for full UNICODE filenames on the Windows, or something like that. The Linux version (which is using UTF-8 in paths) not affected by this problem.)
Cheers,
bzt
on my browser the page https://bztsrc.gitlab.io/tirnanog-editor/
links to https://gitlab.com/bztsrc/tirnanog-editor/raw/binaries/tnge-i686-win-sta... from the download button
the 1.0rc binary i downloaded from https://gitlab.com/bztsrc/tirnanog-editor/-/blob/binaries/tnge-i686-win-...
only difference in the two urls is "/raw/" vs "/-/blob/"
raw gives me 1.0beta, blob gives me 1.0rc. still. just now. 2 minutes ago.
@Ragnar Random: "only difference in the two urls is "/raw/" vs "/-/blob/""
The "blob" version is just a frontpage html with a big huge "Download" link that points to the URL with "raw" (same as the website). Anyway, doesn't matter, all point to the same file (at the end of the day, there's only one Windows binary in the repo, so it cannot be otherwise).
"raw gives me 1.0beta, blob gives me 1.0rc. still. just now. 2 minutes ago."
If you're not using any download manager, then this is certainly a cloudflare bug. That's why I hate CDNs, and there's nothing I could do about this. Maybe try to add "?123" at the end of the "raw" URL. With a query string, all URLs should be revalidated.
Good news, I did a through test, and I've fixed this zip unpack issue on Win bug! It wasn't UNICODE related after all. However there was another UNICODE-related bug in mingw32 which we haven't noticed and that I've workarounded (directories weren't removed, only the files when the project already existed before the unpack. Empty directories didn't caused any trouble, that's why we haven't noticed at all).
BTW, when I was already there, I've added a "build" number to the output, so that we can always see if the correct binary is used. Hopefully this will help solving future support cases too.
Please download the latest (build 2022047), and if you find anything else wrong with it, do not hesitate to report! A simple screenshot is more than enough, no need to bother yourself with yt videos, or even better, just copy'n'paste the output as text. And again, thanks for your feedback!
Cheers,
bzt
gitlab_blob_raw.png 22.6 Kb [1 download(s)]
awesome.
and i don't use a download manager.
i will give it a test run in the morning.
@Ragnar Random: I forgot to ask, did the fix solved your zip issue? It's working fine on all of my test systems, so I hope so.
(Sorry, there's nothing I could do about the cached cloudflare tarballs, gitlab is forcing cdn, and there's no option to turn it off)
Cheers,
bzt
i actually haven't fiddled with it again since then. it is hard to get into the engine when i can't testrun the game. i will see if the new project process extracts the full zip package tho.
@Ragnar Random: "when i can't testrun the game"
Actually you can testrun almost everything, this functionality is built in the editor. But I hope pretty soon you'll be able the play the entire game as intended. I'm keeping my own deadlines so far, the player is on the way.
Cheers,
bzt
when i hit the play button it says tirnanog player not found
Obviously.
You should press the Preview button for the built-in testrun feature. The play button wants to start the player I'm still working on.
Cheers,
bzt
d'oh