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AGS Support => Advanced Technical Forum => Topic started by: maDDam on 13 Dec 2020, 18:52

Title: ags editor on play on linux
Post by: maDDam on 13 Dec 2020, 18:52
hello, as title i'm trying install the editor with playon linux:
what i did since now:
installed play on linux
configured a machine with win 10 with wine 3.0,
i downloaded dot net2.0 dotnet 3.5, dotnet4.5
i downloaded gdiplus and vcruun2008

the editor seems to work but cannot test my game... i'm using the 3.5.0 p5 editor
do i have forgotten something? thank you for your help
Title: Re: ags editor on play on linux
Post by: Crimson Wizard on 13 Dec 2020, 19:18
the editor seems to work but cannot test my game... i'm using the 3.5.0 p5 editor

Please elaborate, what are you doing, what does not work, are there any error messages, and so on.

i downloaded gdiplus and vcruun2008

Note you need vc runtime 2015 for the latest editor.
Title: Re: ags editor on play on linux
Post by: maDDam on 13 Dec 2020, 19:24

The only error says that the game file is corrupted

ok runtime 2015 is missing! Ill try
Title: Re: ags editor on play on linux
Post by: maDDam on 13 Dec 2020, 20:21
hello, i've successfully installed runtime 2015 (is it vcrun2015, right?) with no result, i share the img to show the errror message

https://ibb.co/KzcDYBn
Title: Re: ags editor on play on linux
Post by: eri0o on 13 Dec 2020, 20:25
When you say test are you trying to run the game with f5?

I could never figure out that (I think it's a problem with the named pipes used). What I do is I just build for Linux (using f7 after marking Linux as a target in settings on Project explorer) and keep a terminal window open to run the game as needed.

The first run will fail asking you to fix a permission on both the shell script named like your game and ags64/ags32 executables. After chmod +x for execution permission it will work. Rebuilding the with f7 will keep the permissions.
Title: Re: ags editor on play on linux
Post by: maDDam on 14 Dec 2020, 07:16
It seems that dotnet35 itnot installing correctly... Can it be the cause of F5 issue?
Title: Re: ags editor on play on linux
Post by: Crimson Wizard on 14 Dec 2020, 13:29
Can you run the compiled game yourself if you start it from Compiled/Windows folder, or use it on linux along with the linux engine?
Title: Re: ags editor on play on linux
Post by: maDDam on 16 Dec 2020, 07:29
yes it seems i can compile and run games!
Title: Re: ags editor on play on linux
Post by: DeadSuperHero on 15 Jan 2021, 03:45
When you say test are you trying to run the game with f5?

I could never figure out that (I think it's a problem with the named pipes used). What I do is I just build for Linux (using f7 after marking Linux as a target in settings on Project explorer) and keep a terminal window open to run the game as needed.

The first run will fail asking you to fix a permission on both the shell script named like your game and ags64/ags32 executables. After chmod +x for execution permission it will work. Rebuilding the with f7 will keep the permissions.

Both the terminal thing and the chmod +x of the compiled Linux binaries are things I have to do.  :tongue:
That being said, I've found that the AGS editor works really well with Wine these days, for the most part. The biggest pain is just getting the DotNet files installed (I recommend using Winetricks and possibly setting up a custom prefix for Wine (https://linuxconfig.org/using-wine-prefixes).
Title: Re: ags editor on play on linux
Post by: eri0o on 16 Jan 2021, 16:14
Wine 6 changes with latest AGS:

- f5 won't run but won't give an error;

- mask export on room Editor is fixed (it used to export a bmp with 32 bit colors instead of the 8 bit for masks);

Overall I feel everything seems to run faster on it. So for others on playonlinux, I wine 6.0 can now be downloaded from it's menu. For some weird reason the menu orders the release candidates on top (rc versions), don't get those, get wine 6.0. Remember to use Wine x86 since AGS is 32 bit software.