AGS Linux 2.61 Final Binaries Released

Started by EvilTypeGuy, Sun 05/09/2004 21:17:00

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EvilTypeGuy

Moderators, please sticky this topic, do not unsticky the existing 'AGS Linux / BSD Future' topic if possible.

AGS 2.61 Final runtime has been posted the Linux AGS website here:

http://drevil.warpcore.org/ags/

I've done some basic testing with Apprentice 2 and it seems to work great, so all of you who have emailed me begging to be able to play Apprentice 2 can now go play your favourite game.

As far as progress on AGS Launch? I'm about halfway done writing it, but there's still a lot of testing to be done. I've been swamped with school and work combined, but you will continue to get updates from me in the future. Please continue to email me your feedback and comments, I read everything I receive and respond to it fairly quickly.

A reminder that the Linux version does NOT support plugins or movie playback (except FLC), and that you must have Allegro installed on your system to use it: http://alleg.sf.net/

A final note is that the ags-setup program has been statically linked to libglade based on user feedback so those of you who were having problems running the setup program shouldn't anymore. AGS Launch will fulfill the role of game browser, installer, and setup program in the future.

Have fun!

Scorpiorus

Great work! Thanks for making AGS games be possible to run on Linux. :)

Dusk

Quote from: EvilTypeGuy on Sun 05/09/2004 21:17:00
AGS 2.61 Final runtime has been posted the Linux AGS website here:

Great! With the previous version I had a segfault (signal 11 by allegro,  if I remember) probably due to misconfiguration of my system, but this seems to work smoothly. :)

Quote
As far as progress on AGS Launch? I'm about halfway done writing it, but there's still a lot of testing to be done. I've been swamped with school and work combined, but you will continue to get updates from me in the future.

If/when you need "external" testing, here's my Debian box...
thanks again, bye :)
D.

edmundito

Hey, what happens when you run that has plugins in linux? does it ignore them? does it even play them...?

EvilTypeGuy

If a game has plugins, it will most likely abort with a plugin error. When I have some time (hopefully soon) I'm going to look into what's required to simply just ignore plugin errors for the Linux version (which would also help the DOS version). I'll talk to CJ about it too...

Pumaman

Yes, currently it will abort with an error if any plugins are used. This is because the scripts are compiled to reference functions in the plugin, and if they're not provided then AGS doesn't know where to hook up the script to.

I believe there's an outstanding feature request for function 'stubs' to be provided in this situation which would allow the game to load, but issue an error if a plugin funciton was called.

edmundito

But, does the game run?

What if you have something like,

Code: ags

if ( system.os == 2 ) // If it's the windows runtime.
    {
     // Plugin code
    }


.. does that work?

strazer

#7
Not currently, I think. But it's on the to-do list: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=91

0x000001

#8
Hello, I noticed two issues with the Linux version 2.61.747:

1) Some games abort with an error messsage saying that the function execute_always is missing in room x. See: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17231.0
2) At least the games "Perils of Poom" and "Mourir en Mer" display images with the colours red and blue swapped - all humans look like aliens and vice versa :) I tried to run the interpreter with the "--15bit" option, to no avail. Any Idea?

Will there be a fixed or newer version of the interpreter, soon?

BlackMan890

Jonatan Nilsson
860 Iceland

Please go to www.simnet.is/elinnils52 and download my non ags/adventure game :)

Gilbert

This thread is now locked and unsticken, since a new version is released.
You're encouraged to post in the new thread instead. :=

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