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Author Topic: "DIGMID patch set not found"  (Read 7104 times)

Radiant

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"DIGMID patch set not found"
« on: 11 May 2014, 10:56 »
Somebody playing on a Mac reports that the audio doesn't work, and he gets the warning: "DIGMID patch set not found". Does anyone know what that means?

This is AGS 3.3 by the way.

monkey0506

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Re: "DIGMID patch set not found"
« Reply #1 on: 12 May 2014, 02:30 »
I don't see anything about it in the OSX docs (checked JanetGilbert and humblebundle's forks), but the Linux README states:

Quote
For midi music playback, you have to download GUS patches. We recommend "Richard Sanders's GUS patches" from this address:

http://alleg.sourceforge.net/digmid.html

A direct link is here:

http://www.eglebbk.dds.nl/program/download/digmid.dat

Rename that file to patches.dat. You can now place it:

  • in the directory pointed to by the ALLEGRO environment variable; or
  • if $ALLEGRO is not defined, in $HOME; or
  • in the same folder of the AGS executable.
I'm sure the process is something similar for OSX, but I don't own a Mac so I can't be certain.

Radiant

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Re: "DIGMID patch set not found"
« Reply #2 on: 12 May 2014, 10:00 »
Thanks. So that's basically this ticket again; the engine expects MIDI to work even if the game uses MP3/OGG instead, and if MIDI either isn't functional on a computer or disabled via winsetup, then the engine will disable all music.

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #3 on: 12 May 2015, 16:26 »
Hi,

I am new to this forum and hope I get it right. I followed all suggestions in the prior posts above, but it did not do the trick. I am trying to run AGS games via wine in the Arch based Antergos Linux. No chance, I get that message "unable to initialize your audio hardware, DIGMID patchset not found".

I placed the patches.dat file in the game dir and also tried the home dir. Did not work. I noticed when I open the dat file as an archive, there is a patches file in it. But extracting that fails. I tried to download again, same issue. I do not believe the file is really broken.

thanks in advance
zabox
« Last Edit: 12 May 2015, 21:58 by zabox »

Crimson Wizard

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Re: "DIGMID patch set not found"
« Reply #4 on: 12 May 2015, 21:43 »
I want to clarify this: this error disables the sound and music in game, but does not make the game shutdown, correct?

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #5 on: 12 May 2015, 21:55 »
Yes, that is correct.

Crimson Wizard

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Re: "DIGMID patch set not found"
« Reply #6 on: 12 May 2015, 22:18 »
Here's a patched version for the test. What this patch should do is keep digital sound on if MIDI driver fails (and vice versa).

If you are using precompiled Windows game, put the acwin.exe into game folder, and start it:
http://www.mediafire.com/download/cq08u06m5odx4pf/acwin.exe

If you are building Linux version from our repository, here's the patch that should be applied on top of 'master' branch:
http://www.mediafire.com/download/0ls3595flhtpf7b/0001-Engine-do-not-disable-all-audio-drivers-if-only-one-.patch

Please tell if this works for you. In case of success I will add this change to next release.
« Last Edit: 12 May 2015, 22:19 by Crimson Wizard »

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #7 on: 12 May 2015, 22:46 »
The game I used to test is the "A Golden Wake Demo" windows version via wine. Putting the acwin.exe into the game dir and starting it results in the same issue as before. Message appears, the game runs but w/o sound/music. This happens in Antergos Linux. I tried with Ubuntu 14.04 a week ago an there it worked.

Also the native Linux version of the game runs well in Antergos with all sound/music.
« Last Edit: 12 May 2015, 23:10 by zabox »

Crimson Wizard

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Re: "DIGMID patch set not found"
« Reply #8 on: 12 May 2015, 23:14 »
Hmm, try running "acwin.exe --log". There will be a log written to "C:/Users/<Username>/Saved Games/.ags/". Can you post its contents here?

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #9 on: 12 May 2015, 23:43 »
Here you go. :D

Code: Adventure Game Studio
  1. Adventure Game Studio v3.3 Interpreter
  2. Copyright (c) 1999-2011 Chris Jones and 2011-2014 others
  3. ACI version 3.3.3.0
  4.  
  5. *** ENGINE STARTUP ***
  6. Installing exception handler
  7. Reading config file
  8. Initializing allegro
  9. Setting up window
  10. Initializing game data
  11. Game data file: c:/Program Files (x86)/Golden Wake Demo/a-golden-wake.exe
  12.  
  13. Initializing TTF renderer
  14. Initializing mouse
  15. Checking memory
  16. Initializing speech vox
  17. Initializing audio vox
  18. Initializing keyboard
  19. Install timer
  20. Initialize sound drivers
  21.         Digital sound: disabled, MIDI sound: disabled
  22. Install exit handler
  23. Initialize path finder library
  24. Load game data
  25. Game data version: 42
  26. Requested engine version: 3.2.0.0
  27. Game GUI version: 115
  28. Built library path: ags_shell.dll
  29. Plugin loading succeeded, resolving imports...
  30. A Golden Wake Demo
  31. Checking for disk space
  32. Initializing screen settings
  33. Device display resolution: 1920 x 1200
  34. Game native resolution: 320 x 200 (32 bit)
  35. Game settings: letterbox acceptable, side borders acceptable
  36. Init gfx driver
  37. Built library path: d3d9.dll
  38. Created graphics driver: Direct3D 9
  39. Supported gfx modes (32-bit):
  40.         1920x1200;1920x1080;1920x1080;1920x1080;1600x1200;1680x1050;1400x1050;1280x1024;
  41.         1280x1024;1440x900;1366x768;1152x864;1280x720;1280x720;1280x720;1024x768;
  42.         1024x768;1024x768;832x624;800x600;800x600;800x600;800x600;720x576;
  43.         720x480;640x480;640x480;640x480;640x480;640x480;720x400;
  44. Supported gfx modes (24-bit): none
  45. Initializing gfx filters
  46. Requested gfx filter: StdScale3
  47. Chosen gfx resolution: 960 x 600 (32 bit), game frame: 320 x 200
  48. Applying scaling filter: StdScale3
  49. Switching to graphics mode
  50. Attempt to switch gfx mode to 960 x 600 (32-bit) windowed, game frame 320 x 200, gfx filter: StdScale3
  51. Succeeded. Using gfx mode 960 x 600 (32-bit) windowed, game frame 320 x 200, gfx filter: StdScale3
  52. Preparing graphics mode screen
  53. Initializing colour conversion
  54. Check for preload image
  55. Initialize sprites
  56. Set up screen
  57. Initialize game settings
  58. Prepare to start game
  59. Audio is processed on the main thread
  60. Checking replay status
  61. Engine initialization complete
  62. Starting game
  63. Loading room 83
  64. Room change requested to room 82
  65. Unloading room 83
  66. Loading room 82
  67. Room change requested to room 0
  68. Unloading room 82
  69. Loading room 0
  70. ***** ENGINE HAS SHUTDOWN

And here is the wine output into the shell:

Code: [Select]
$ wine acwin.exe --log
Wine cannot find the ncurses library (libncursesw.so.5).
fixme:ole:RemUnknown_QueryInterface No interface for iid {00000019-0000-0000-c000-000000000046}
err:module:load_builtin_dll failed to load .so lib for builtin L"winemp3.acm": libmpg123.so.0: Kann die Shared-Object-Datei nicht öffnen: Datei oder Verzeichnis nicht gefunden
fixme:win:EnumDisplayDevicesW ((null),0,0x33f414,0x00000000), stub!
fixme:d3d:wined3d_device_decref Device released with resources still bound, acceptable but unexpected.
fixme:d3d:wined3d_device_decref Leftover resource 0x9d0398 with type WINED3D_RTYPE_SURFACE (0x1).
fixme:d3d:wined3d_device_decref Leftover resource 0x9d01f8 with type WINED3D_RTYPE_TEXTURE (0x3).
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:module:load_builtin_dll failed to load .so lib for builtin L"winealsa.drv": libasound.so.2: Kann die Shared-Object-Datei nicht öffnen: Datei oder Verzeichnis nicht gefunden
err:mmdevapi:DllGetClassObject Driver initialization failed
err:ole:apartment_getclassobject DllGetClassObject returned error 0x80004005
err:ole:CoGetClassObject no class object {bcde0395-e52f-467c-8e3d-c4579291692e} could be created for context 0x1
err:dsound:get_mmdevenum CoCreateInstance failed: 80004005
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:module:load_builtin_dll failed to load .so lib for builtin L"winealsa.drv": libasound.so.2: Kann die Shared-Object-Datei nicht öffnen: Datei oder Verzeichnis nicht gefunden
err:mmdevapi:DllGetClassObject Driver initialization failed
err:ole:apartment_getclassobject DllGetClassObject returned error 0x80004005
err:ole:CoGetClassObject no class object {bcde0395-e52f-467c-8e3d-c4579291692e} could be created for context 0x1
err:winmm:MMDRV_Init CoCreateInstance failed: 80004005
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:module:load_builtin_dll failed to load .so lib for builtin L"winealsa.drv": libasound.so.2: Kann die Shared-Object-Datei nicht öffnen: Datei oder Verzeichnis nicht gefunden
err:mmdevapi:DllGetClassObject Driver initialization failed
err:ole:apartment_getclassobject DllGetClassObject returned error 0x80004005
err:ole:CoGetClassObject no class object {bcde0395-e52f-467c-8e3d-c4579291692e} could be created for context 0x1
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
err:module:load_builtin_dll failed to load .so lib for builtin L"winealsa.drv": libasound.so.2: Kann die Shared-Object-Datei nicht öffnen: Datei oder Verzeichnis nicht gefunden
err:mmdevapi:DllGetClassObject Driver initialization failed
err:ole:apartment_getclassobject DllGetClassObject returned error 0x80004005
err:ole:CoGetClassObject no class object {bcde0395-e52f-467c-8e3d-c4579291692e} could be created for context 0x1
fixme:win:EnumDisplayDevicesW ((null),0,0x33f834,0x00000000), stub!

« Last Edit: 12 May 2015, 23:49 by zabox »

Crimson Wizard

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Re: "DIGMID patch set not found"
« Reply #10 on: 13 May 2015, 11:29 »
Here's another version with slightly more detailed log:
http://www.mediafire.com/download/ah1ktkhyf8596i0/acwin_sound_init.zip
Sorry for asking you to test this out, but I hope to at least diagnose which step does it stumbles on.

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #11 on: 13 May 2015, 15:06 »
This is the new log output:
Code: Adventure Game Studio
  1. Adventure Game Studio v3.3 Interpreter
  2. Copyright (c) 1999-2011 Chris Jones and 2011-2014 others
  3. ACI version 3.3.3.0
  4.  
  5. *** ENGINE STARTUP ***
  6. Installing exception handler
  7. Reading config file
  8. Initializing allegro
  9. Setting up window
  10. Initializing game data
  11. Game data file: c:/Program Files (x86)/Golden Wake Demo/a-golden-wake.exe
  12.  
  13. Initializing TTF renderer
  14. Initializing mouse
  15. Checking memory
  16. Initializing speech vox
  17. Initializing audio vox
  18. Initializing keyboard
  19. Install timer
  20. Initialize sound drivers
  21. Trying digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'Auto' (0xffffffff)
  22. Failed to init sound drivers. Error: DIGMID patch set not found
  23. Resetting to default parameters and trying again.
  24. Failed to init sound drivers. Error: DIGMID patch set not found
  25. Digital sound: disabled, MIDI sound: disabled
  26. Install exit handler
  27. Initialize path finder library
  28. Load game data
  29. Game data version: 42
  30. Requested engine version: 3.2.0.0
  31. Game GUI version: 115
  32. Built library path: ags_shell.dll
  33. Plugin loading succeeded, resolving imports...
  34. A Golden Wake Demo
  35. Checking for disk space
  36. Initializing screen settings
  37. Device display resolution: 1280 x 960
  38. Game native resolution: 320 x 200 (32 bit)
  39. Game settings: letterbox acceptable, side borders acceptable
  40. Init gfx driver
  41. Built library path: d3d9.dll
  42. Created graphics driver: Direct3D 9
  43. Supported gfx modes (32-bit):
  44.         1024x768;1600x1200;1440x1050;1280x960;1024x768;800x600;640x480;
  45. Supported gfx modes (24-bit): none
  46. Initializing gfx filters
  47. Requested gfx filter: StdScale3
  48. Chosen gfx resolution: 960 x 600 (32 bit), game frame: 320 x 200
  49. Applying scaling filter: StdScale3
  50. Switching to graphics mode
  51. Attempt to switch gfx mode to 960 x 600 (32-bit) windowed, game frame 320 x 200, gfx filter: StdScale3
  52. Succeeded. Using gfx mode 960 x 600 (32-bit) windowed, game frame 320 x 200, gfx filter: StdScale3
  53. Preparing graphics mode screen
  54. Initializing colour conversion
  55. Check for preload image
  56. Initialize sprites
  57. Set up screen
  58. Initialize game settings
  59. Prepare to start game
  60. Audio is processed on the main thread
  61. Checking replay status
  62. Engine initialization complete
  63. Starting game
  64. Loading room 83
  65. Room change requested to room 82
  66. Unloading room 83
  67. Loading room 82
  68. Room change requested to room 0
  69. Unloading room 82
  70. Loading room 0
  71. ***** ENGINE HAS SHUTDOWN

Crimson Wizard

  • Posts: 8,731
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    • Lifetime Achievement Award Winner
    • Crimson Wizard worked on a game that was nominated for an AGS Award!
      Crimson Wizard worked on a game that won an AGS Award!
Re: "DIGMID patch set not found"
« Reply #12 on: 13 May 2015, 21:41 »

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #13 on: 14 May 2015, 08:17 »
Now the game starts but without sound/music.

This is interesting: "Insufficient digital voices available"

Code: Adventure Game Studio
  1. Adventure Game Studio v3.3 Interpreter
  2. Copyright (c) 1999-2011 Chris Jones and 2011-2014 others
  3. ACI version 3.3.3.0
  4.  
  5. *** ENGINE STARTUP ***
  6. Installing exception handler
  7. Reading config file
  8. Initializing allegro
  9. Setting up window
  10. Initializing game data
  11. Game data file: c:/Program Files (x86)/Golden Wake Demo/a-golden-wake.exe
  12.  
  13. Initializing TTF renderer
  14. Initializing mouse
  15. Checking memory
  16. Initializing speech vox
  17. Initializing audio vox
  18. Initializing keyboard
  19. Install timer
  20. Initialize sound drivers
  21. Trying digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'Auto' (0xffffffff)
  22. Failed to init one of the drivers; Error: DIGMID patch set not found
  23. Trying to start without MIDI
  24. Failed to init one of the drivers; Error: Failed to init digital sound driver
  25. Trying to start without DIGI
  26. Failed to init sound drivers. Error: Insufficient digital voices available
  27. Resetting to default parameters and trying again.
  28. Failed to init one of the drivers; Error: DIGMID patch set not found
  29. Trying to start without MIDI
  30. Failed to init one of the drivers; Error: Failed to init digital sound driver
  31. Trying to start without DIGI
  32. Digital sound: disabled, MIDI sound: enabled
  33. Install exit handler
  34. Initialize path finder library
  35. Load game data
  36. Game data version: 42
  37. Requested engine version: 3.2.0.0
  38. Game GUI version: 115
  39. Built library path: ags_shell.dll
  40. Plugin loading succeeded, resolving imports...
  41. A Golden Wake Demo
  42. Checking for disk space
  43. Initializing screen settings
  44. Device display resolution: 1280 x 960
  45. Game native resolution: 320 x 200 (32 bit)
  46. Game settings: letterbox acceptable, side borders acceptable
  47. Init gfx driver
  48. Built library path: d3d9.dll
  49. Created graphics driver: Direct3D 9
  50. Supported gfx modes (32-bit):
  51.         1024x768;1600x1200;1440x1050;1280x960;1024x768;800x600;640x480;
  52. Supported gfx modes (24-bit): none
  53. Initializing gfx filters
  54. Requested gfx filter: StdScale3
  55. Chosen gfx resolution: 960 x 600 (32 bit), game frame: 320 x 200
  56. Applying scaling filter: StdScale3
  57. Switching to graphics mode
  58. Attempt to switch gfx mode to 960 x 600 (32-bit) windowed, game frame 320 x 200, gfx filter: StdScale3
  59. Succeeded. Using gfx mode 960 x 600 (32-bit) windowed, game frame 320 x 200, gfx filter: StdScale3
  60. Preparing graphics mode screen
  61. Initializing colour conversion
  62. Check for preload image
  63. Initialize sprites
  64. Set up screen
  65. Initialize game settings
  66. Prepare to start game
  67. Audio is processed on the main thread
  68. Checking replay status
  69. Engine initialization complete
  70. Starting game
  71. Loading room 83
  72. Room change requested to room 82
  73. Unloading room 83
  74. Loading room 82
  75. Room change requested to room 0
  76. Unloading room 82
  77. Loading room 0
  78. ***** ENGINE HAS SHUTDOWN
« Last Edit: 14 May 2015, 08:19 by zabox »

Crimson Wizard

  • Posts: 8,731
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    • Lifetime Achievement Award Winner
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Re: "DIGMID patch set not found"
« Reply #14 on: 14 May 2015, 10:41 »
There is something beyond my current knowledge: if it tries to init both digital and midi sounds, there is one error message, but when it tries to init one of them separately, there are other error messages.

Anyways, from the looks of the log it appears the problem is not just in MIDI, but also in digital driver. I do not know how this works under WINE. Have you tried choosing other drivers in setup?

I wish I could set up similar situation on my computer to test various things faster, but unfortunately I do not have much free time now, and I am leaving city for some time. Maybe I will when I am back.


PS. I tried to find out how Allegro 4 does sound initialization, and TBH Allegro library code looks even worse than AGS in some places... for example, it checks number of digital voices even if digital sound is off.
« Last Edit: 14 May 2015, 10:44 by Crimson Wizard »

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #15 on: 14 May 2015, 10:44 »
I tried all combinations. I will help you with the setup when you are back. Then just leave a note here.

Crimson Wizard

  • Posts: 8,731
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    • Lifetime Achievement Award Winner
    • Crimson Wizard worked on a game that was nominated for an AGS Award!
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Re: "DIGMID patch set not found"
« Reply #16 on: 13 Jul 2015, 01:14 »
Well, I added the patch to recent engine release (3.3.4).

However, I am still not sure how this problem rises up.

It was believed that this is caused by MIDI that cannot initialize. However, according to the logs provided by zabox above, the "No DIGMID patch" error appears when engine tries to init both MIDI and digital sounds, but it does not occur when it inits MIDI without digital sounds. Also, initializing digital sound without MIDI failed too.
Latter makes me think that this might be a result of more than one problem combined.

I wished I knew how I could reproduce this situation on my computer.
« Last Edit: 13 Jul 2015, 01:17 by Crimson Wizard »

Culzean

  • Posts: 4
Re: "DIGMID patch set not found"
« Reply #17 on: 13 Jul 2015, 22:56 »
07-13 22:53:07.992: D/audio_hw_primary(1014): 1select_output_device: mode[0], devices[2]
07-13 22:53:07.993: I/ActivityManager(1233): START u0 {cmp=com.bigbluecup.android.launcher/com.bigbluecup.android.AgsEngine (has extras)} from pid 7988
07-13 22:53:08.124: D/dalvikvm(7988): Trying to load lib /data/app-lib/com.bigbluecup.android.launcher-1/libagsengine.so 0x40ed2148
07-13 22:53:08.135: D/dalvikvm(7988): Added shared lib /data/app-lib/com.bigbluecup.android.launcher-1/libagsengine.so 0x40ed2148
07-13 22:53:08.180: V/TabletStatusBar(1315): setLightsOn(true)
07-13 22:53:08.183: D/AGSNative(7988): Checking sound inits.
07-13 22:53:08.200: D/AGSNative(7988): Unable to initialize your audio hardware.
07-13 22:53:08.200: D/AGSNative(7988): [Problem: DIGMID patch set not found]
07-13 22:53:08.331: D/dalvikvm(7988): GC_CONCURRENT freed 152K, 4% free 4389K/4564K, paused 4ms+4ms, total 70ms
07-13 22:53:08.417: D/TabletStatusBar(1315):  newState = 0 mBarViewState = 1
07-13 22:53:08.417: I/TabletStatusBar(1315): ------------->showStatusBar :0
07-13 22:53:08.532: I/ActivityManager(1233): Displayed com.bigbluecup.android.launcher/com.bigbluecup.android.AgsEngine: +464ms
07-13 22:53:49.841: D/audio_hw_primary(1014): 1select_output_device: mode[0], devices[2]
07-13 22:53:49.986: W/InputMethodManagerService(1233): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodC lient$Stub$Proxy@41729850 attribute=null, token = android.os.BinderProxy@416cb088
07-13 22:53:50.341: D/libEGL(7988): loaded /system/lib/egl/libEGL_mali.so
07-13 22:53:50.345: D/libEGL(7988): loaded /system/lib/egl/libGLESv1_CM_mali.so
07-13 22:53:50.356: D/libEGL(7988): loaded /system/lib/egl/libGLESv2_mali.so
07-13 22:53:50.395: W/BufferQueue(79): freeAllBuffersLocked called but mQueue is not empty

On Android here's my error log, I'm not sure if this sheds much light on the problem however.

zabox

  • Posts: 9
Re: "DIGMID patch set not found"
« Reply #18 on: 24 Jul 2015, 07:12 »
My environment is wine in an antergos linux inside a VM under ubuntu 14.04.

Crimson Wizard

  • Posts: 8,731
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    • Lifetime Achievement Award Winner
    • Crimson Wizard worked on a game that was nominated for an AGS Award!
      Crimson Wizard worked on a game that won an AGS Award!
Re: "DIGMID patch set not found"
« Reply #19 on: 24 Jul 2015, 09:30 »
My environment is wine in an antergos linux inside a VM under ubuntu 14.04.
Okay, when I get time I will try to install a Wine VM inside my ubuntu which is inside VM on my Windows :D
Spoiler: ShowHide
Reminds me when I was making encrypted disk partition inside VM on an ecrypted disk partition, for a test