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March 13, 2012

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IanSnyder

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Re: Uncaught exception - load.c(393) : Invalid module : run.n

Okay. So many different kind of ridiculous errors that I can't keep pace with them. Even uninstalling everything and installing the latest release no longer works.

Thanks so much for you help, I really do appreciate it, but I think I'm a lost cause at this point.

EDIT: damn if this isn't infuriating though. i've uninstalled. installed from the official release. having done nothing else yet, i run "nme setup windows" from the command prompt and it returns "Library nme version dev does not have a run script" so it seems I am well and truly beyond any hope.

Posted on May 10, 2013 at 11:38 AM

Re: Uncaught exception - load.c(393) : Invalid module : run.n

It returns:
"format: [3.0.0]
hxcpp: [3.0.1]
nme: [dev:c:/users/ian/documents/github/nme]"

On trying to build a project now, FlashDevelop returns: "Uncaught exception - load.c(181) : Module not found : Library nmedev is not installed : run "haxelib install nmedev"/command-line.n"

on running "haxelib install nmedev" command prompt returns "No such project : nmedev"

On disabling the development directly and revert haxe and neko to the old versions, FlashDevelop still does not build a project and returns "Library nme version dev does not have a run script"

Posted on May 10, 2013 at 8:59 AM

Re: Uncaught exception - load.c(393) : Invalid module : run.n

Ugh.

I've uninstalled and reinstalled everything again, including FlashDevelop this time. (using haxe 3 and neko 2) Now I can't so much as build a project. I get "Error: : unknown option `-swf9'."

At this point, I realize these errors are probably completely unrelated to my original problem and I've likely just screwed myself beyond redemption.

EDIT: nope. my bad, I'd just not installed properly.

Posted on May 10, 2013 at 7:55 AM

Re: Uncaught exception - load.c(393) : Invalid module : run.n

Doing so seems to have no effect. The prompter hangs for a little bit, but nothing else happens.

On running "haxe" and "neko" I found I was using old versions. Somehow the install of the newer versions didn't take? I downloaded the new versions, installed, and they seem to be up to date now. However, when I try to build a program, FlashDevelop returns "Library nme is not installed" (I've tried several times uninstalling and reinstalling nme 3.5.5 to no effect) and on entering a command such as "haxelib dev nme" into the prompter it returns "The directory defined by HAXEPATH does not exist, please run haxesetup.exe again." Reinstalling seems to have no effect.

Posted on May 09, 2013 at 8:06 PM

Re: Uncaught exception - load.c(393) : Invalid module : run.n

As far as I know I was use haxe 3 and neko 2. Is there a way I could check this? Or force my system to use these in case it's not?

I ran the "haxe CommandLinemhxml" from the proper place. It returned "Class not found : CommandLinemhxml"

Posted on May 09, 2013 at 6:37 PM

Uncaught exception - load.c(393) : Invalid module : run.n

I've been trying over the past several days, to no success, to build NME from the Source on GitHub. I've been following the readme instructions on github to the letter, but every time when I try to compile at step 4, FlashDevelop throws this error: "Uncaught exception - load.c(393) : Invalid module : run.n"

This has been driving me insane, I'd greatly appreciate any help.

In my recent, although mostly futile, googling, I ran across someone with a a similar problem which they seemed to solve by overwriting neko with the most recent version. I tried this, but it began throwing out errors that indicated a great deal of .hx files were incorrectly formatted. While it seems technically possible to fix this by hand, I'm certain that it's not the right way to do it. There must be something I'm missing here.

The current version of haxe/neko I have installed is the one linked to in the github readme.

(Apologies if none of this information is relevant, I'm way out of my depth here.)

HALP!

Posted on May 09, 2013 at 5:26 PM

Re: Generative Audio

Cool! Just wanted to say that I'd love to see this implemented as well, and I'm glad to hear you're at least thinking about it smiling

Posted on March 14, 2012 at 10:07 PM

Re: Windows Build Crashes on addChild()

Good catch on n=0; can't believe I forgot that. It fixed the keypress crash within neko.

However, neko and windows still crash on addChild for me.

Posted on March 13, 2012 at 8:39 PM

Re: Windows Build Crashes on addChild()

Hm. Still crashes for me after these changes. (EDIT: and yes, I'm using FlashDevelop)

It crashed after one keypress in neko, actually, giving this text:

Called from nme.display.BitmapData::$statics line 1
Called from ApplicationMain::main line 37
Called from nme.Lib::create line 65
Called from nme.display.Stage::nmeProcessStageEvent line 350
Called from nme.display.Stage::nmeDoProcessStageEvent line 243
Called from nme.display.Stage::nmeOnKey line 501
Called from nme.display.DisplayObject::nmeFireEvent line 287
Called from nme.events.EventDispatcher::dispatchEvent line 82
Called from nme.events.Listener::dispatchEvent line 181
Called from Main::kd line 30
Uncaught exception - +


I should mention that addChild only occurs after about 10 keypresses in my program, just in case you didn't catch that the first time through. So it will compile fine and run fine until it hits the addChild.

Posted on March 13, 2012 at 7:58 PM

Re: Windows Build Crashes on addChild()

No problem:http://ian.janasnyder.com/HaxeTestSimple.zip...

I have the version linked to on the download page here, 3.2.0, I think.

Thanks.

Posted on March 13, 2012 at 7:20 PM