AGS mac 2.71 beta 3 binaries available [26th July]

Started by Kweepa, Mon 27/06/2005 05:04:57

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Kweepa

http://www.adventuregamestudio.co.uk/mac/AGS271beta3b.dmg

Changes since beta3a:
- now detects cursor keys and PgUp/Dn etc keys (but not keypad cursors)
- can play Boogie Boogie in AitGoFW
Changes since beta2f:
- beta3 functionality and bug fixes
- reduced cpu usage and fan noise
- fix to some save game crashes
- now runs Adventures in the Galaxy of Fantabulous Wonderment
Changes since beta2e:
- can choose to ignore missing plugins (eg the creditz plugin)
- another fix to conversation bug introduced last time
- now runs, eg, Apprentice Deluxe and Da New Guys (until the credits anyway)
- simplified running of games (see below)
Changes since beta2d:
- embedded FLI/FLCs work (tested with Barn Runner)
Changes since beta2c:
- changed global "os" variable to 4
- fixed conversation bug which crashed Aazor
- temporary fix for KQ2VGA intro corruption
Changes since beta2b:
- fixed lockups when playing mpg/avi movies (thanks to simulacra for the test case!)
Changes since beta2:
- added required Allegro framework to the bundle
- fixed script access to global script variables

This is a mac OS X port of the AGS run time engine.

To download and install:
1) click on the link above
2) open the downloaded AGS271beta3.dmg
3) open the AGS271beta3 disk image
4) drag the AGS271beta3 folder inside to your Applications directory
5) drag AGSRunTime.app from the AGS271beta3 folder in Applications to the dock

To run AGS games:
1) download and unzip a game
2) drag the game executable to the app in the dock
3) enjoy!

To change game options you have to edit the .cfg file.
If the game crashes, a dialog box appears and errors are written to agserror.txt.
If the game locks up in full screen, press Cmd-Option-Esc to return to OS X.

Supported:
The fire plugin (more plugins coming)
AVI, MPG and FLC movies
OS X 10.4 (and above?)

Not supported:
320x200 natively - it runs 640x480 instead.
Games made with AGS versions before 2.50.
OS X 10.3 or below

Please report any problems in this thread. I compiled this with Tiger and it apparently doesn't work with anything else. I will investigate a compile for 10.2 and above.

Enjoy!
Steve
Still waiting for Purity of the Surf II

Gilbert

Quote from: SteveMcCrea on Mon 27/06/2005 05:04:57
Not supported:
320x200 natively - it runs 640x480 instead.

Just out of curiosity, if you set up the game to run "320x200 fullscreen", will it be like the original 640x400 option (that scaling, etc. are done in higher res.) or just simple pixel doubling? In my opinion simple pixel doubling seems to be more reasonable, as it captures the original display better.

Kweepa

Quote from: Gilbot V7000a on Mon 27/06/2005 05:17:27
Just out of curiosity, if you set up the game to run "320x200 fullscreen", will it be like the original 640x400 option (that scaling, etc. are done in higher res.) or just simple pixel doubling? In my opinion simple pixel doubling seems to be more reasonable, as it captures the original display better.

The first one, unfortunately.
I would love to do the pixel doubling stuff but I don't know the display code well enough.

Cheers,
Steve
Still waiting for Purity of the Surf II

Gilbert

Heh nevermind, at least I'm not unfortunate since I don't use macs. :=

Privateer Puddin'



downloaded it twice

i'm a noob with macs, so yeah.. :)

Joseph DiPerla

Holy crap! A mac version????? I  swear, if this is not good enough reason to develop games on AGS, I dont know what is.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Kweepa

Quote from: Privateer Puddin' on Mon 27/06/2005 07:20:57
downloaded it twice

i'm a noob with macs, so yeah.. :)

Ummm... is there still a problem? If so, what version of OS X are you on?
Still waiting for Purity of the Surf II

Privateer Puddin'

Not working..

About this mac shows: Mac OS X Version 10.1.5

I don't know if this is the latest version or anything (my mums computer, but i think she updates when it tells her about an available one.. this was my login, rather than hers but i assume any update is system rather than different users)

Doesn't really bother me a lot if it doesn't work as I personally have no reason to use it, but if we can max. compatability, the better.

edmundito

W00t! Is this some kind of lie?! Thanks, Steve! Now we can all stfu. :P

Custard, you are indeed using an old version of Mac OS X. The latest one is 10.4, but you have to purchase it, unfortunately.

Steve, is one able to also run the game by including the runtime with the ac2game.dat file on a disk image?

Also, I knew that the whole resolution thing had to be "rethought" because Macs handle resolutions differently. I wonder how a game would look on widescreen.... I'm going to have to find out!
The Tween Module now supports AGS 3.6.0!

Pumaman

I'd just like to thank Steve for all his hard work in getting this port completed. Great job :)

Now that we have the main three operating systems (Windows, Linux and Mac) covered, I think we can honestly say that AGS is cross-platform. :)

edmundito

Quote from: Pumaman on Mon 27/06/2005 19:07:31
Now that we have the main three operating systems (Windows, Linux and Mac) covered, I think we can honestly say that AGS is cross-platform. :)

What about the editor? ¬¬

PS- We need a shifty-eye ¬¬ smiley.
The Tween Module now supports AGS 3.6.0!

Ubel


Joseph DiPerla

This was one of the biggest things AGS was missing was a Mac version. It truly is now the greatest, most powerful, most feature-full and easiest Adventure game engine in the world. All these other engines should just stop development. I mean, other than 3d and plugin support throughout all OS's, what is AGS missing?
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Rui 'Trovatore' Pires

Script modules to replace the other plugins. Arr@.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Joseph DiPerla

Ok, but the way it looks, Chris might somehow implement everything we ever desire in this engine.

I am still waiting for 5 features that would be usefull for adventure games to go commercial:

3d
support for plugins on all os's
Pocket PC and Palm porting
Language Translations for voices with in-game language switching
Unlimited Resolutions

After that, for me anyways, AGS would be complete.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Rui 'Trovatore' Pires

I do have to say that, at the mo, AGS seems to be considered as a "retro game" maker - which is not true at all. And I think this is in comparison with Wintermute, which, as far as I have been able to determine, has only two noticeable advantages - higher res and 3D actors.

I don't want to start the 3D discussion again, nor the AGS vs WME (that one is just plain silly), but I do feel somewhat hurt when I see AGS labelled as a "retro game maker". Especially when that oppinion seems to be as broad as it is, and as influenced as it is by silly resolution matters. So I do wonder how well an AGS game would perform at 1024x768 res, and how big a file it would be... especially with Sprite Compression already in...
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Privateer Puddin'

Perhaps someone could make a list of compatible games for users that wouldn't have been here before.. perhaps could be a section in the games database too

Stickieee

Well, I tried this. Nothing happened.

I downloaded the mac port thing and with great success managed to put it in the applications folder. Then I downloaded "The Great Stroke-off" and changed the GSO.exe to GSO.agsgame. Then I ctrl-clicked it, chose open with, chose the ags run-time thing and pushed OPEN.

And then nothing.

I tried it five times more and it didn't even say "Sorry, no dice". Is it something that I'm doing wrong or what?

I'm running 10.3.9 with the latest updates.
EXPLOSION

Kweepa

Was there an "agserror.txt" file left in the App directory or the game directory?
If so, what does it say?
(I really wanted to pop up a dialog box but I couldn't get it to play nice with allegro.)

I don't have a mac handy so I can't test it, but I did download GSO to check it doesn't use any dlls. Imagine my disappointment when I saw it didn't.

I shall have to check it out further tonight.

Cheers,
Steve
Still waiting for Purity of the Surf II

Kweepa

#19
My apologies...
This is my first ever mac application, and it seems I forgot a step or two when distributing the app.
Good way to test it, eh?

Does someone (preferably in the US that is going to be at home tonight) want to work with me on testing the uploaded versions? PM me if you can help.

Cheers,
Steve

[EDIT: It seems that Allegro will only work with Mac OS X 10.2 and above, and programs compiled with 10.4 will currently only work with 10.4. So at the moment AGS is limited to 10.4. Sheesh.
I also didn't realise I hadn't included Allegro in the application I posted earlier. I'm trying to find out how to bundle it now.]
Still waiting for Purity of the Surf II

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