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Messages - BigMc

#101
Engine Development / Re: AGS engine Linux port
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.

Quote from: scottchiefbaker on Mon 18/02/2013 21:54:52
On a side note... is it at all possible to add something like ctrl + enter to toggle between fullscreen and windowed?

Don't know.
#102
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 21:42:31
http://people.debian.org/~thansen/ags+libraries_20130218.tar.xz

It's no problem for me to update this if someone asks, but I don't have a good way to provide daily builds.
#103
Engine Development / Re: AGS engine Linux port
Sun 17/02/2013 19:26:20
For the task of switching resolutions, yes I think a resolution should be selected from a list of supported resolutions, rather than being guessed. To be clear, this list must come from the OS, not from within AGS. But even if Allegro can provide such a list, there is still the problem that on Linux Allegro won't reliably switch the resolution back to what is was before upon quitting. And since we can avoid switching resolutions with filters, we should do it.
#104
Quote from: Calin Leafshade on Sun 17/02/2013 15:48:44
Winforms works under mono in OSX. The GUI toolkit is not the issue really.

I didn't say that Winforms + Mono is a problem on Linux/OSX. I said that Scintilla for Winforms does not work on Linux and Scintilla for Linux does not work with Winforms.
#105
Engine Development / Re: AGS engine Linux port
Sun 17/02/2013 10:25:16
Quote from: s_d on Sun 17/02/2013 05:50:17
Quote from: BigMc on Sat 16/02/2013 11:49:51
The engine should not change the resolution, at least on Linux and Windows when auto scaling is enabled. I had a look at it, but it is harder than it sounds to do it without breaking anything.

When you say "should not change the resolution" do you mean that would like it not to, or that it is an error for that to occur?  I'm assuming the former, not the latter.  Also, I'm not really sure why I addressed that to JJS (brain fart on my part).

The problem is that if you just make up some bogus resolution and try to change the screen resolution to that (that is basically what AGS does), then on Windows Allegro just says it won't work and AGS tries something different, while on Linux Allegro tries to do it and crashes.

The bug has nothing to do with auto-scaling, which is just selecting a filter automatically.
#106
Engine Development / Re: AGS engine Linux port
Sat 16/02/2013 11:49:51
Should be 4x, but it does not matter.

The engine should not change the resolution, at least on Linux and Windows when auto scaling is enabled. I had a look at it, but it is harder than it sounds to do it without breaking anything.
#107
There will be a new AGS release eventually.. Not enough to motivate you to get your changes in?

BTW, refactory is now master.
#108
I like it, obviously.
#109
Quote from: Joseph DiPerla on Mon 11/02/2013 17:43:30
on Mac OS, but it will only work with MacOSX 10.6 and up
MacOSX 10.6 and down ;)
#110
Engine Development / Re: Engine versioning
Sun 10/02/2013 20:16:03
Ok, let me sum up what I think would be a sane approach.

Use only version numbers a.b.c or a.b for ACI_VERSION_TEXT, where a,b,c are integers. The same for engine and editor. For comparisons, first compare the, a's then the b's and then the c's, where a missing c means it's 0. No more string comparisons, and let's get rid of SPECIAL_VERSION. Such information can be stored in the engine in a different way. SPECIAL_VERSION should be ignored for comparisons in the future.

Odd b's are for development versions and they are used over the time period between two releases. Even b's for releases. If the next release is 3.30, we could use 3.29 right now.
#111
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:57:42
And you used the Windows engine from the link I just posted?
#112
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:40:06
Quote from: Crimson Wizard on Fri 08/02/2013 22:36:01
I can provide you with Windows build of our engine if you need one.

Didn't you know that JJS already does this?
http://jjs.at/daily/
#113
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:31:24
Modules are written in AGS code and included in games, not in the engine.
#114
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:28:05
Janet already said here that they are using a rain module.
#115
Engine Development / Re: Engine versioning
Thu 07/02/2013 21:13:21
Did that really come from 1115 bugfix releases or is it just a made up number?
#116
Engine Development / Re: Engine versioning
Thu 07/02/2013 21:02:05
Quote from: Crimson Wizard on Thu 07/02/2013 20:47:00
One more question though: should the last 4-digit (or "micro" version, if you like) be reset when larger numbers change, or incremented by 1?

Reset. If it needs 4 digits or should just start with 1 for the first bugfix release is another question. Apart from the fact that no major release will ever get 1000 bugfix releases, that would still be possible without always having 4 digits.
#117
Engine Development / Re: AGS engine Linux port
Thu 07/02/2013 08:55:31
Quote from: s_d on Thu 07/02/2013 02:04:30
BigMC, just noticed something in widescreen mode, with auto-scaling.  It seems to not be adding widescreen borders (i.e., it's off-center) even though it claims to have checked it and found it unnecessary:

That is probably because AGS expects Allegros graphics initialization to fail if the given resolution can not be set as display resolution, as explained earlier by JJS. This is not the case on Linux, so a different path through the spaghetti code in graphics_mode.cpp is taken.
#118
Engine Development / Re: Engine versioning
Thu 07/02/2013 00:03:14
Btw, I consider the version 3.21 to be higher than 3.3.
#119
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 23:58:38
The dependency names for Ubuntu are in the readme.
#120
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 23:27:01
if windowed
  display_resolution_y = display_resolution_y - 100

scale_factor_x = display_resolution_x / game_resolution_x;
scale_factor_y = display_resolution_y / game_resolution_y;
scale_factor = min(scale_factor_x, scale_factor_y)

since these are integers, "floor" is implied. Next time look at the commits. ;)
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