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Engine Development / Re: AGS engine iOS port
« on: 17 May 2013, 22:03 »
Considering the main coder for the port has had a baby, not really.
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Found an issue with characters that the forum has trouble with making the post not show up in the forums (although if you click "Modify" the post is still there). http://www.adventuregamestudio.co.uk/forums/index.php?topic=44664.msg619650#msg619650 has more details (and take a look at WHAM's response directly underneath, and try quoting it).Bump. Still getting this issue. Is anybody else?
Tried under Firefox 18.0.1, Windows XP, UK settings. This affects all browsers, though.
But the AGS source code is licensed under version 2 of the Artistic License, which is. http://www.gnu.org/licenses/license-list.html#ArtisticLicense2I don't know if we are allowed to use the code under GNU GPL though (having engine under Artistic License). I apologise, but I am really not very well versed in understanding license restrictions and compatibilities.
Yeah, GPL and Artistic License 1.0 is incompatible that means either AGS or xBR should relicensing its software under compatible license. I contacted the author of xBR and fortunately he willing to re-license xBR source code under LGPL that means AGS can adopt it as external library/module without the needed to relicensing AGS itself.
Make sure you're using the MP3 free version if you want to be not sued.I'm aware it might torque some people off, but (if it isn't already) shouldn't the no-MP3 version be default?
build-essential is installed right?Yup. It compiled just fine until last night. Raring is still in development, so it could easily be an error of omission on Ubuntu's part in their package changes. Of course, it could also be part of other package changes, which could mean having to find out what dependency/ies have to be installed to fix it. So long as it isn't something being removed, I guess.
And it's all over! Finished up with a grand total of $127,765 including PayPal pledges. And we still have the PayPal option open for "slacker backers".How long is PayPal going to stay an option for? I'd like to contribute, but the money situation hasn't exactly been in my favour lately... hopefully I'll be able to contribute in about a week or so.
Thanks again to all you pledgers out there.![]()
You saying framebuffer support under Linux should officially be removed (if it was ever really there or "official" in the first place) then? Makes sense.Any comments from other linux users on this patch?It's pretty awesome I'd say. Mode switching for fullscreen now works on my Linux Mint and unsupported graphic modes properly return failure.
The only downside I could see is that running AGS without X will now always fail I guess. But since a) nobody does that and b) the Allegro 4.4 Debian package does not contain the framebuffer driver anyway, it doesn't really matter.
I thought Pete Gresser did Legacy?Yes, he did.
More in line with an adventure game, it kind of combines old school text adventure elements into it.At least one of those pics gave off a strong Zork vibe.
What happens if you try submitting again? Perhaps after emptying your cache if necessary?Removed site cookies and all came up OK.
This error has come up for random people on random pages on the site, but it's never been obvious where it's coming from.
At this stage it might be worthwhile to re-write the whole thing. If the (eventual) plan is to switch to Allegro 5 (or something else), it'll likely become necessary anyway.Using this build, which has the snowrain stub functions corrected, any reason to not use this for a Gemini Rue build? Anything else outstanding?Well, I did not have any plans on that. I've switched working in a separate branch (develop) already, further cleaning/factoring the code.
Unless there are bugs or any issues preventing people from playing the game, I think it is ok to use current version.On a side note... is it at all possible to add something like ctrl + enter to toggle between fullscreen and windowed?No idea. But, frankly, I'd won't do that as a last-time update. As you may have already noticed, resolution stuff is pretty fragile in AGS.
In my vision, whole thing should be carefully investigated and documented first.
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JJS, I have a bug report from a Linux tester on the Quest for Infamy demo. It seems, at first blush, that odd/unusual screen resolutions make the new auto-scaling code bug out:Do you know what scaling was used?Code: Adventure Game Studio
AGS: Widescreen side borders: game resolution: 320 x 240; desktop resolution: 1680 x 1050 AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 384 x 240 anyway AGS: Attempt to switch gfx mode to 384 x 240 (32-bit) X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 150 (XFree86-VidModeExtension) Minor opcode of failed request: 10 (XF86VidModeSwitchToMode) Value in failed request: 0x4e00003 Serial number of failed request: 87 Current serial number in output stream: 92
I haven't dug into it much further. I cannot actually reproduce it myself, as none of my hardware is compatible with that resolution. Perhaps it's just arithmetic.