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Messages - sonneveld

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1
Editor Development / Re: AGS.Native source code uploaded
« on: 14 Jun 2012, 09:23 »
Well I started splitting ags.native so there was a native dll linked with a managed dll via swig.  I got far enough that you could open a project and view most resources but I stopped halfway through trying to get the project saving working. I haven't had time to work on it lately.  When I get back home I'll try and remember to push the changes I made to my github repository if someone else would like to continue working on it.

2
Engine Development / Re: The future of AGS III - The plan
« on: 14 Jun 2012, 09:13 »
It all looks good.  I won't be able to contribute in the short term as I'm a bit busy with other things at the moment.  You're welcome to use/borrow/ignore my code if you like!  I do think that eventually there needs to be a product manager/benevolent dictator to make some decisions about the direction of AGS.  Possibly someone like CJ but with more time I suppose!

4
I didn't know it was possible to submit a patch, it's CJ himself who suggested this procedure.
Is it common practice to make a patch out of source files rather than compiled files? That sounds awkward.

Oh yes, if anything, it's much better to produce a patch for text files since you can easily see what's changed.  A single patch file can be emailed without needing svn commit access.  See http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-patch.html (I'm assuming you're using tortoisesvn and on windows)

5
Editor Development / Re: AGS.Native source code uploaded
« on: 10 May 2012, 09:40 »
So the compiler is in C++? Does it uses assembler? I have no idea of C# nor want to, I'm not a fan of programming languages owned by corporations like Microsoft or Oracle.
PS: I always forget the username and password of the svn repo,

The Studio is mostly written in C# with a library written in C++ compiled to a mixedmode .net library.  C# is a very nice language/platform, you're missing out.

username: guest password: blank

6
How about you produce a patch first?  Let us see what you're changing.  I don't have any sort of vote in these things but I don't think yelling is going to help.

7
Editor Development / Re: AGS.Native source code uploaded
« on: 10 May 2012, 09:35 »
I think the best idea is to entirely strip out the compiler from the editor *or* integrate it as pure C#.

Thing to consider is that ags.native isn't just for compiling scripts.  There's also native code in there to read/write sprite bitmaps for editing, rendering fonts, converting sci fonts, packing data files, rendering guis, reading old formats, etc.. You could reengineer all that so the ide saves to intermediate formats but feels like a lot of work when initially I'm only interested in porting the studio to run on osx.

You're stuck with p/invoke (ags.native is mixed mode so its doing a form of p/invoke anyway) until you rewrite it all in c# or you break everything out as c++ projects.

8
Editor Development / Re: AGS.Native source code uploaded
« on: 10 May 2012, 05:56 »
So who's going to work on what?  I'd like to work on porting the editor to the mac but I don't really want to duplicate effort.

As far as I know, AGS.Native's mixed mode assembly means that you won't be able to compile or run under mono. I was looking at creating a pure native lib that could be called via c#'s pinvoke but it would have been a lot of work without the source.  Another alternative would be to slowly port ags to be a pure c# application with an allegro wrapper? :) Any ideas?

9
Editor Development / Re: AGS.Native source code uploaded
« on: 10 May 2012, 05:48 »
Awesome.  Thanks for this!  Certainly a lot easier than what I was planning.  It seems to build fine on my machine.

A few notes/questions:
- Make sure NativeLibs and Common\libinclude are in visual studio's global lib and include paths respectively
- AGS.Native project has fixed paths for additional libs/includes in the Release build. Copying the same settings from the Debug build seems to work.
- Do you have the source for alfont?  It looks like you changed the font rendering to only change blenders when the alpha level changes (as an optimisation) and possibly you used an older/simpler version of the set_height function?
- Why was scintilla included in the static lib? Specific version or has something changed?
- Native solution still has sourcesafe references.  Seems to be safe to ignore. Any chance of using http://code.google.com/p/vss2git/ to port the whole repository to git?
- Updatecppversion crashes in debug build if Release build doesn't exist. (so build Release first :) )
- any special build instructions for the other native .libs?

edit: added extra question.

10
Quote
Oh I meant for the draconian edition.
Of course. How silly of me. Sorry mate.
Heh, it's all good. No worries.

11
Oh I meant for the draconian edition.
edit: found it! https://github.com/AlanDrake/Adventure-Game-Studio

12
Where can I find the source?

13
Another update.. fixes some more graphical glitches.. should actually load gfx filters now.

Please let me know if it works for you or not! :)

dl: http://www.agidev.com/tmp/EngineMac_2012_04_26.dmg
github branch: https://github.com/sonneveld/ags/tree/sdlwrap

14
Having trouble with the update, Sonneveld.
I double click EngineMac and it flashes in the dock but then disappears when I click on the bobbing icon.

Okay, that's weird.  First thing it should do is open a dialog box to let you choose an exe file.  If you run console.app do you see anything in the logs?  What version of osx are you running?

Try this: http://www.agidev.com/tmp/EngineMac_2012_04_25_options.zip
There's the dialog version (edit: slightly modified) + non dialog version with the demo game bundled with it.

If that doesn't help, you could try deleting the old caches/preferences in ~/Library:
~/Library/Caches/BlueCup.EngineMac
~/Library/Preferences/BlueCup.EngineMac.plist*
~/Library/Saved Application State/BlueCup.EngineMac.savedState

is there any recent crash log data?
~/Library/Logs/DiagnosticReports/EngineMac*
~/Library/Logs/CrashReporter/EngineMac*


15
Okay, another update:

- open file dialog , you don't need to copy files now
- save games work
- ttf font rendering
- wave file support
- hopefully fixed more graphical glitches

See README for instructions.

dl: http://www.agidev.com/tmp/EngineMac_2012_04_25.zip
or try this one: http://www.agidev.com/tmp/EngineMac_2012_04_25_options.zip
github branch: github branch: https://github.com/sonneveld/ags/tree/sdlwrap

16
Engine Development / Re: Plugin API
« on: 19 Apr 2012, 12:07 »
I would be nice if other platforms were included in this discussion.

17
Engine Development / Re: AGS engine Mac OS X/SDL Port
« on: 16 Apr 2012, 10:51 »
To pick some random games from my test set which claim to be 3.2: ...

great list! thank you.

18
Engine Development / Re: AGS engine Mac OS X/SDL Port
« on: 16 Apr 2012, 07:32 »
New version out!

- keyboard support
- initial sound support.  Only ogg for now so you can test against Gemini Rue.  I will add wav and midi support.
- alert boxes for errors :)

See README for running instructions.  You still have to copy the game files for now, to create a standalone game app.

I have yet to test on any games other than Gemini Rue and Demo Quest.   Does anyone have a handy list of v3.2 games?

dl: http://www.agidev.com/tmp/EngineMac_2012_04_16.zip
github branch: https://github.com/sonneveld/ags/tree/sdlwrap

19
Engine Development / Re: AGS engine sdl/mac port
« on: 16 Apr 2012, 07:24 »
.. which is why I originally suggested starting with that repository..

I think "shiny new refactored repository for further development of AGS" and "supporting the old audio system and interactions and leaving all the non-native coordinate code cluttering the codebase" are not much fun to combine.

I know... but unfortunately I had started with a clone of the subversion repository. Shiny new repository does sound appealing but depends on if/when other people want to get involved on the next version too.

20
Engine Development / Re: AGS engine Android port
« on: 13 Apr 2012, 13:09 »
So they just remove libraries from the system and shrug it off that it breaks old applications? How nice. And Indeed I get a message in the console about the deprecated NSQuickDraw API when I run the engine.

Well I think there's a bit more to it.  I believe it was deprecated from the first release of osx and was only available to aid in porting to the new platform.  Also, they never ported the api to 64bit.  Different philosophies vs Microsoft I guess.

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