love-release - in Lua ! - makes LÖVE game release easier

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4aiman
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by 4aiman » Sun Feb 12, 2017 8:27 pm

Tanner wrote:
Sun Feb 12, 2017 1:19 pm
without actually seeing what errors you're getting
...
Renaming the `src` folder to `love-release` may fix your problem.
I'm pretty stupid.

How do I run love-release at all?
Running main.lua or project.lua makes no sense:

Code: Select all

Error

main.lua:4: module 'love-release.pipes.args' not found:
no field package.preload['love-release.pipes.args']
no 'love-release/pipes/args' in LOVE game directories.
no file 'love-release/pipes/args.dll' in LOVE paths.
no file '.\love-release\pipes\args.lua'
no file 'C:\Program Files\LOVE\lua\love-release\pipes\args.lua'
no file 'C:\Program Files\LOVE\lua\love-release\pipes\args\init.lua'
no file '.\love-release\pipes\args.dll'
no file 'C:\Program Files\LOVE\love-release\pipes\args.dll'
no file 'C:\Program Files\LOVE\loadall.dll'
no file '.\love-release.dll'
no file 'C:\Program Files\LOVE\love-release.dll'
no file 'C:\Program Files\LOVE\loadall.dll'


Traceback

[C]: in function 'require'
main.lua:4: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'


Error

.\love-release\pipes\args.lua:5: module 'argparse' not found:
no field package.preload['argparse']
no 'argparse' in LOVE game directories.
no file 'argparse.dll' in LOVE paths.
no file '.\argparse.lua'
no file 'C:\Program Files\LOVE\lua\argparse.lua'
no file 'C:\Program Files\LOVE\lua\argparse\init.lua'
no file '.\argparse.dll'
no file 'C:\Program Files\LOVE\argparse.dll'
no file 'C:\Program Files\LOVE\loadall.dll'


Traceback

[C]: in function 'require'
.\love-release\pipes\args.lua:5: in main chunk
[C]: in function 'require'
main.lua:4: in main chunk
[C]: in function 'require'
[C]: in function 'xpcall'
Note that I came across love-release just the other day and have no experience with the bash version (or with any version for that matter).
And it's not clear even a little bit how to run this w/o luarocks after looking through the readme.

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Rucikir
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by Rucikir » Thu Feb 16, 2017 7:31 pm

Hi 4aiman,
There is currently no way of installing love-release without LuaRocks, because I have used functions from the LuaRocks internal API (which I have been advised not to multiple times), but the API provides a great layer of abstraction over Lua libraries (luafilesystem, luaposix, luasec, ...) and over OSes.
When I started prototyping love-release, I had troubles integrating theses, and I was relieved to find the LuaRocks API.
However, the files used by love-release are (I think) very platform independent and could be extracted (vendor-ed ?) from the LuaRocks source and integrated into love-release.

Why wouldn't you use LuaRocks ? Do you compile and move to the right directories all the dependencies by hand? I believe that's the first use of a package manager...

I don't have much time/energy to work and improve love-release, and there's so much room for improvements :)
The zip backend could be improved.
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
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4aiman
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by 4aiman » Thu Feb 16, 2017 8:40 pm

Thanks for the reply! :)

Well, I don't want to use luarocks because I have found it impossible to have it installed and to not hinder my path with unnecessary or outdated libraries. For example, Luarocks just *loves* Lua5.1. Moreover it depends on anylua package which, once installed, forces me to perform extra configuration to use LuaJIT 2.1 (beta).

Long story short, I found it much easier to compile love2d on Windows (thanks goodness, laptops are being sold with it pre-installed) from the sources than to get to the bottom of luarocks. :)
I don't say it went smoothly, but it "went".

I'm clearly too stupid to make luarocks obey. :oops:

Anyway, now I can build standalone binaries for both x86 and x64 (Win and Lin, sorry MacOS) as well as apks for ARM Android.
I still have to have Android SDK and NDK, but I have to have those anyway.
Like my first boss wrote:Programmers don't make no room for improvement. They know how important updates and patches are.

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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by neilmakesgames » Tue Mar 21, 2017 1:00 am

Just installed love-release and its dependencies, but I'm getting the same error nyx was getting:
nyx wrote:
Thu Apr 21, 2016 5:06 pm
okay, so i figured out how to fix the previous problem, but this is the new issue:

Code: Select all

me@computer:~/gamei$ lua /usr/local/bin/love-release
{
  title = 'Game',
  --[[ etc ]]--
}
lua: error loading module 'brimworks.zip' from file '/usr/local/lib/lua/5.1/brimworks/zip.so':
	/usr/local/lib/lua/5.1/brimworks/zip.so: undefined symbol: zip_get_error
stack traceback:
	[C]: ?
	[C]: in function 'require'
	/usr/local/share/lua/5.1/love-release/script.lua:7: in main chunk
	[C]: in function 'require'
	...sr/local/share/lua/5.1/love-release/scripts/love.lua:5: in main chunk
	[C]: in function 'require'
	/usr/local/share/lua/5.1/love-release/pipes/args.lua:100: in function 'args'
	/usr/local/bin/love-release:11: in main chunk
	[C]: ?
I didn't see a followup posted in this thread. Does anyone have a solution or any ideas what might cause these errors?

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Rucikir
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by Rucikir » Tue Mar 21, 2017 7:23 pm

Have you installed libzip ? It looks like the lua binding brimworks/lua-zip can't find a function. Do you use luarocks-5.1 ? Lua 5.1 ?

I need to write a test suite for love-release and work on the zip binding and there's so much to do and I have so little time.
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
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kikito
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by kikito » Tue Mar 21, 2017 11:21 pm

I have not done a lot of zipping/unzipping with Lua, but it seems to me that there should be a better option (or at least lua-zip should test for the existence of libzip itself).

Have you tried https://github.com/mpeterv/luazip ?
Rucikir wrote:
Tue Mar 21, 2017 7:23 pm
there's so much to do and I have so little time.
You must try having a child, man. It increases your available free time. Exponentially :nyu:
When I write def I mean function.

neilmakesgames
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by neilmakesgames » Tue Mar 21, 2017 11:50 pm

Rucikir wrote:
Tue Mar 21, 2017 7:23 pm
Have you installed libzip ? It looks like the lua binding brimworks/lua-zip can't find a function. Do you use luarocks-5.1 ? Lua 5.1 ?

I need to write a test suite for love-release and work on the zip binding and there's so much to do and I have so little time.
I hear you about the free time for an unpaid project. :( I also really appreciate you taking the time to help me troubleshoot :)

Let me start by saying I'm attempting this all on Rasbpian Jessie running on a Raspberry Pi 3, in case that makes any difference.

I've installed libzip from my repository and it appears the installed version is libzip2-0.11.2-1.2.

Lua version is 5.1.5.

Luarocks is 2.4.1 (which is the version the luarocks page prompted me to install).

Any of this look out of the ordinary?

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Rucikir
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by Rucikir » Wed Mar 22, 2017 5:43 pm

kikito wrote:at least lua-zip should test for the existence of libzip itself
Well CMake should check for it before building. The script might be outdated.
kikito wrote:Have you tried https://github.com/mpeterv/luazip ?
This library only allows reading files inside zip archives. I would like to create and read zip archives, and to add/rename/replace/delete files inside them. I also have to access the timestamp of the last modification if I want to emulate the --filesync option.
kikito wrote:
Rucikir wrote:there's so much to do and I have so little time.
You must try having a child, man. It increases your available free time. Exponentially :nyu:
I can't argue with that, but I must say that it's not in my plans right now, neither for the next decade. My maths/CS courses and finals are no match! :D
neilmakesgames wrote:Any of this look out of the ordinary?
I can't really help you with the zip_get_error. My guess from looking at https://tracker.debian.org/pkg/libzip is that Debian does not provide the latest version of the library, where zip_get_error is defined. Sorry !
I have troubles building lua-zip not because of libzip, but because of Lua incompatibilities... The flags need to be enabled! Urgh. I'll redo everything in July.

Meanwhile, if someone would like to rewrite a binding for a zip archive C library (I'm not interested in a pure deflate/inflate lib, I need to handle zip archives!), I think the best ones are http://www.info-zip.org/Zip.html which is the cli zip tool, and https://nih.at/libzip/ (which lua-zip binds to).

I'll be writing some Go during the summer, maybe I'll consider rewriting love-release in Go, which has a real zip library (in the standard library !). Would I need a Lua VM in Go ? Aaargh.

and a test suite !
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
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Rucikir
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by Rucikir » Fri May 19, 2017 5:43 pm

Hello everyone,

Development on love-release has dramatically slowed down during this year, but I'm glad that many people still have an interest in it.
I would like to thank the main contributors, especially Positive07 and TannerRogalsky who are the authors of the three commits of this year :p
Many thanks to the LÖVE devs for their great work. LÖVE and Lua have opened me many doors and allowed to me to meet wonderful people.

Here is a bugfix (I hope), hopefully (or not) not the only one of this year.
http://luarocks.org/modules/rucikir/lov ... se/2.0.4-1

Good hacking!
Lua script to distribute your LÖVE games. love-release.lua : Forum | Github
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Tanner
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Re: love-release - in Lua ! - makes LÖVE game release easier

Post by Tanner » Tue May 23, 2017 9:51 pm

It's really great at what it does, Rucikir. I used it to package every game jam game I make and it saves a lot of tedious and error-prone work.

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