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Messages - scottchiefbaker

#1
Engine Development / Re: AGS engine Linux port
Fri 17/01/2014 19:17:04
Our other option is to have detailed build instructions for lots of different platforms, and WadjetEye can just provide the game data files. BYOE style.
#2
Engine Development / Re: AGS engine Linux port
Thu 16/01/2014 17:15:51
Getting those old libraries should be easy (if we can find an old version of the GR beta). If compiled ags on Fedora 32/64 bit, the resulting binary would work? Or would it need to match the distro the libraries come from?
#3
Engine Development / Re: AGS engine Linux port
Wed 15/01/2014 19:40:10
BigMc can you make us a current build of the engine/libraries that Janet can use to bundle Gemini Rue?
#4
Engine Development / Re: AGS engine Linux port
Tue 14/01/2014 17:45:33
Janet from Wadjeteye contacted me about releasing their games commercially on Linux. One question she asked me was about an installer. I don't have any experience with creating an installer, so I wasn't much help.

1) Do you think they need an installer? Or would a .tar.gz be enough?
2) If they do decide to do an installer, what should they use?

Maybe I'm old school, but I'd prefer a simple .tar.gz with the binaries/assets in it.
#5
Engine Development / Re: AGS engine Linux port
Tue 14/01/2014 17:07:52
Where do we stand on a Mac build? I know the Humble Bundle guy sent us a lot of Mac code. Are we anywhere close to merging that? If we did merge it, do we have a Mac guy who could compile/test it?
#6
Engine Development / Re: AGS engine Linux port
Tue 17/12/2013 23:11:15
Great... glad it was "simple". If you notice any other issues please let us know.
#7
Engine Development / Re: AGS engine Linux port
Tue 17/12/2013 19:43:15
Have you tried it with the Noveau drivers? I've definitely had the issue you describe in other programs (not specifically ags), that was related to a bad video driver.

There are no known pointer lag issues, especially on an updated distro like you have.
#8
Engine Development / Re: AGS engine Linux port
Wed 27/11/2013 06:08:06
What does -hicolor do exactly? And while we're at it, what does -letterbox do? I've never used either of them. Are they still relevant?

I'm looking at changing the --help to be more helpful.
#9
Engine Development / Re: AGS engine Linux port
Fri 15/11/2013 18:16:34
I'm just getting back in to github and AGS, what branch are we working on currently?
#10
Engine Development / Re: AGS engine Linux port
Tue 12/11/2013 19:11:20
I build AGS from the master branch and tried to run Wadjeteye's new Shivah demo and I get this error:

AGS: Built library path: ./libagstouch.so
AGS: dlopen returned: ./libagstouch.so: cannot open shared object file: No such file or directory
AGS: Built library path: /tmp/The Shivah - Kosher Edition (DEMO)/libagstouch.so
AGS: dlopen returned: /tmp/The Shivah - Kosher Edition (DEMO)/libagstouch.so: cannot open shared object file: No such file or directory
AGS: Plugin loading failed, trying built-in plugins...
AGS: No built-in plugin found. Plugin loading failed!
AGS: No placeholder functions for the plugin found. The game might fail to load.
AGS: Built library path: ./libagswadjetutil.so
AGS: dlopen returned: ./libagswadjetutil.so: cannot open shared object file: No such file or directory
AGS: Built library path: /tmp/The Shivah - Kosher Edition (DEMO)/libagswadjetutil.so
AGS: dlopen returned: /tmp/The Shivah - Kosher Edition (DEMO)/libagswadjetutil.so: cannot open shared object file: No such file or directory
AGS: Plugin loading failed, trying built-in plugins...
AGS: No built-in plugin found. Plugin loading failed!
AGS: No placeholder functions for the plugin found. The game might fail to load.
AGS: Built library path: ./libags_shell.so
AGS: dlopen returned: ./libags_shell.so: cannot open shared object file: No such file or directory
AGS: Built library path: /tmp/The Shivah - Kosher Edition (DEMO)/libags_shell.so
AGS: dlopen returned: /tmp/The Shivah - Kosher Edition (DEMO)/libags_shell.so: cannot open shared object file: No such file or directory
AGS: Plugin loading failed, trying built-in plugins...
AGS: No built-in plugin found. Plugin loading failed!
AGS: Placeholder functions for the plugin found.
Script link failed: Runtime error: unresolved import 'IsOnPhone'

Is this an AGS error, or a Wadjeteye error?
#11
Engine Development / Re: AGS engine Linux port
Thu 09/05/2013 00:07:42
For what it's worth I run AGS on Fedora 17 and Fedora 18 both 64 bit, three different machines, and haven't had any audio crackling. Some users HAVE reported it though, I suspect a driver issue incompatibility with AGS/Allegro, but I'm not 100% sure. I haven't seen it enough to test.

What type of audio do you have? Any other audio issues on your system?
#13
Engine Development / Re: AGS engine Linux port
Wed 06/03/2013 16:44:03
Everyone still alive? Been awfully quiet around here lately.
#14
Engine Development / Re: AGS engine Linux port
Fri 22/02/2013 18:12:37
Quote from: BigMc on Fri 22/02/2013 18:09:48
These things are more relevant for an AGS release. Or do you think about doing a beta AGS release?

Do we want to clean up the build process a bit before we look at an "official" release? There are still quite a few warnings on compile.
#15
Engine Development / Re: AGS engine Linux port
Tue 19/02/2013 13:48:18
Quote from: s_d on Tue 19/02/2013 06:47:39
1) ALSA not set up properly in acsetup.cfg

Can you elaborate?
#16
Engine Development / Re: AGS engine Linux port
Tue 19/02/2013 02:02:47
Quote from: s_d on Tue 19/02/2013 01:41:31
Produced on the console, even from a stripped release build.

Oh duh... I wasn't seeing the switch messages because I was running -windowed.
#17
Engine Development / Re: AGS engine Linux port
Tue 19/02/2013 00:48:39
Quote from: s_d on Sat 16/02/2013 08:21:55
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)

How/where are you getting this information? When I run ags on GeminiRue I don't see the output you're mentioning. Is there some debug mode I'm not using?
#18
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 23:21:45
Quote from: BigMc on Mon 18/02/2013 23:20:13
If someone with more patience than me wants to give the resolution issue a go: There is also another way to deal with it, namely to make the OpenGL backend JJS wrote for the mobile platforms ready for Linux. In that case AGS draws in whatever resolution it wants to a virtual screen which is stretched to the screen by OpenGL. I'm sure this will also increase speed.

That seems like the ideal solution. Probably something we should shoot at for the next version?
#19
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 23:02:47
Quote from: BigMc on Mon 18/02/2013 22:58:17
All I did was making sure an appropriate filter is selected. I didn't change the code that sets the video mode and that code still selects a resolution in questionable ways.

For the reasons you mentioned, we probably do NOT want it to switch resolutions when using auto scale? We should probably ONLY change the resolution when the user picks both fullscreen and a specific scale value?
#20
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 22:52:44
Quote from: BigMc on Mon 18/02/2013 21:59:16
Autoscale is fine, but changing to unsupported resoltions and crashing is still there. It depends on the combination of screen resolution and filter used.

Are we still switching resolutions, or does it leave the resolution alone, and just pick the appropriate scale factor? I'm confused.
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