Add confirmation to the SHIFT-Q shortcut before closing the game - #22
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I haven't looked at the changes yet, but I could make it build on github actions and then we can both try it out |
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The failing builds seems to just be warnings from the external libraries that can be ignored |
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It might be an error with docker based off of the workflow file? |
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If it's too difficult then don't worry about it, I'll ask tellowkrinkle it...also, I think I can't run it on your branch, because there's some stuff which is private to this repo which is necessary for the build |
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The ubuntu builds succeeded just now, see https://github.com/07th-mod/ponscripter-fork/actions/runs/15790116056 (I guess maybe they always succeeded, it's just Github Actions was setup to cancel all jobs if one job failed). I guess if you have a linux machine you can test it. For the Windows-2022 (no steam) build, it fails because .configure thinks gcc doesn't work (when testing/configuring jpeg-6bI think) I'm not sure how you normally get the .configure log file or make .configure print the error message (for the Also, the windows-2022-steam fails with a different error, but if at least the non-steam version worked, we could test it on windows. Edit: I think some of the windows builds are multitheraded, so the output log may be out-of-order. |
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it seems that strategy.fail-fast defaults to true so that causes the others to be cancelled... |
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ah sorry, I already applied some fixes to my branch, but forgot to apply it to yours |
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@TellowKrinkle I'm not really sure why the builds are failing... You can see what we tried on https://github.com/07th-mod/ponscripter-fork/tree/noidea_trial_build The errors don't appear to have anything to do with the changes made to the engine code, but to be safe I would start from the |
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The steam builds are probably failing because the steam SDK we built them against was downloaded from our server, which doesn't exist anymore. The Mac non-steam build is probably failing because one of the dependencies doesn't build properly on the updated compiler. Not sure about the windows non-steam build. |
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Oh...that explains the steam builds I don't think I have the expertise to fix any makefile issues, so I'll leave it for you, if you want to look at it later |
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Yes, that fixed the (non steam) macOS build. Note: Added your patch in this commit: 50627c4 |
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It says it needs to workflow awaiting approval on my end |
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@I-Have-No-Idea-What-IAmDoing uh sorry, I forgot to check in on what I was doing So on the weekend I tried using ChatGPT/ai assistance for the first time, since I thought it would help in this case where I don't have much expertise in this field, which did actually help, and it turned out some of the issues were just the upgrade to GCC 15, which is more strict with what is considered an error. So I went in and either fixed the error or made it ignore the error. But I didn't have time to go through all the errors yet.
I'll try applying the changes to the PR and see if the build turns out the same as when I apply the changes to the main repo. |
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I did a test just now and I get the same error on Windows (no steam) build, so I assume the build result is more or less the same as building on the main repo. So I'll push my changes to this PR branch so you can see what is going on. |
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I am pretty sure sdl_image lib can't find 'png.h' which is in 'libpng-1.6.2' folder of it's own external lib. Not sure why only windows is having that problem... Looking at the ubuntu one it seems that it missing these includes? But I think we don't need one of them (also need to translate it into window paths of course) |
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The build works now, and your change works as expected. I also briefly tested whether the build had any issues by skipping through umineko opening, and it seems OK, even the video playback. Here is the built executable for windows: ponscr-windows.zip To make things neat, I'll put all my changes related to the build system on another PR. Once I've done that I'll accept your PR since it seems to work as expected. Later I'll tidy up the other build-system fixes PR, check I haven't done anything insane etc. |
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Thanks for all the help on getting this to actually build! I tested it myself and it seems to work on my machine on Umineko: Questions Arc, so I think it didn't break anything :) You should also put somewhere in the build instruction about the 'space in path' thing to let other who try building from source know |
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BTW I got the windows build working in https://github.com/07th-mod/ponscripter-fork/tree/refs/heads/noidea_trial_build by updating libpng and libjpeg to their latest versions plus a modification to sdlmixer. |
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oh ok, in that case I should delete my PR here, since it doesn't fix the builds properly: #23 I had figured upgrading the libs might be the correct way to fix it, the things you fixed seemed to be exactly the same things I had to tell the build system to not check/forcibly make them build.... I was worried that upgrading libraries might break something with the engine, but I didn't really know. I'm assuming if you made this change in your experience it wouldn't break anything? I'm also assuming the updated libs will now apply to all operating system builds, is that correct? (EDIT: uh I guess the linux + non-steam may or may not use internal jpeg/png so may or may not be affected? Looking at |
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For the steam SDKs which used to be on our server, I thought I had a backup, but it looks like I only backed up the public files on the server, so I don't have it. If it can't be re-downloaded from the Steam Developer website, and you don't have a backup, you could ask Italo if he still has a backup of the server. I'm not really fussed if it doesn't work as the Umineko .exes aren't used very often / it's up to you if you want to fix it. I guess it's useful for the Steam version of Ciconia. |
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I've accepted the original PR. I made a new PR to organize the commits related to the build system (I noticed the noidea_trial_build may need some tidying up). Please continue the discussion in #24 |
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Let's go thanks for all the help, can't wait to finish the answer arc now lol |
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You can download the SDK from Steam's website after signing up for their partner program, that's how I got it originally. |
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so...probably not a long term solution, but there's a way to access OneDrive files programmatically, so I've hosted the files there for now (the link to it is in a github secret). I also updated the build script to not use SSH anymore. The archive has the 141, 134, and 129a sdk .zip files inside, but I can update it at any time if there is some other file we need. The MacOS and Windows steam builds now work, but the linux one fails with I would double check that I have included the files correctly for the linux build, in case I messed something up. |
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The issue with linux is it runs the script under docker, which doesn't have csharp or python installed |
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Anymore changes? Otherwise I'll tidy up the branch with the build fixes and merge |
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No that's it |

Fixes #19
I decided to add the confirmation instead of outright disabling it since this seems to be the easier option and seems to be more consistent
This was a simple copy and paste job so I am not sure if this should be merged honestly...
I am not entirely sure if this works cause I can't build it on my machine in WSL as my filesystem has a space in it which is not escaped by the makefile and it took a bit more effort than I was willing to put in to fix that.