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Messages - BigMc

#161
Engine Development / Re: AGS engine Linux port
Sat 26/01/2013 23:47:31
Quote from: scottchiefbaker on Sat 26/01/2013 23:09:22
If we were to do Linux release we probably don't want to include a .exe file. Could we use something like ./ags agsdata.bin to launch? Where agsdata.bin is just the .exe file renamed?

You can also strip off the Windows engine.

Quote from: Crimson Wizard on Sat 26/01/2013 23:33:42
I think we should put this in a readme.

Ok, do it. :)

Quote
I was thinking about writing a class for storing cmd args. That could also come handy to fullfil this user request: http://www.adventuregamestudio.co.uk/forums/index.php?issue=322.0

Ok go ahead. One common way to separate different sets of command line options is to use "--", e.g.

ags --engine --options -- --script --options

That doesn't mean that getopt wouldn't help with the actual parsing though.
#162
Engine Development / Re: AGS engine Linux port
Sat 26/01/2013 23:14:12
Quote from: Crimson Wizard on Sat 26/01/2013 23:01:01
Regarding this, I think we could eventually bring the cmdline params to standards? Like making a short alias preceded by '-' and long alias preceded by '--'.

I could do this using getopt.h, but that's not available on Windows. Should we keep the current code with only long options for Windows and use getopt for everything else? Or can we live without commandline options on Windows? Everything should also be accessible via the config file right?
#163
Engine Development / Re: AGS engine Linux port
Sat 26/01/2013 22:58:50
They are already there, but called "-windowed" and a "-fullscreen". I also added "--help" and "-gfxfilter" earlier today. The latter can be used to scale games up more to use more of the screen.
#164
Site & Forum Reports / Re: Bug reports
Fri 25/01/2013 14:32:45
Is it possible to fix the old links to AGS games? There are quite many of them all over the internet.
#165
UTF-8 is becoming the standard pretty much everywhere. Also it's not like you have to reinvent the code to handle this.
#166
Engine Development / Re: AGS engine Linux port
Mon 14/01/2013 15:05:10
Definition of more stable: At least one more bug is fixed.
#167
Engine Development / Re: AGS engine Linux port
Mon 14/01/2013 14:33:31
The only branch that may be stable enough right now on 32 and 64 bit is the master branch. If you want to do a release, test and report bugs and it should be fine. Or wait a bit, it will surely be more stable in a few months.
#168
Engine Development / Re: AGS engine Linux port
Sun 13/01/2013 20:30:24
libcda is included with the AGS source. And even if they were removed that would not cause sound problems, because this is never used.
#169
Engine Development / Re: AGS engine Linux port
Sat 12/01/2013 16:55:12
Use the master branch, not main. Don't know if that fixes it, but just saying.
#170
Site & Forum Reports / Re: SVN or Git
Thu 03/01/2013 23:48:51
You should definitely switch to git. I think people switched to git because of 3 reasons. First, because it is better to work with, second because the svn web interface that was used did hardy show anything and third because there is no information on the website how to get commit access to the svn. Now if you set up a git server, you should also set up a web interface like gitweb. This is a good web interface, but it is still way behind github.

Github makes it really easy for people to collaborate and for new people to get involved. So my suggestion is let people only push to the github repo and synchronize the repo on the server automatically as a backup. I already mentioned elsewhere that a proper branching model like [1] should be employed and then, when a new version is released, the master branch will be treated more carefully.

[1] http://nvie.com/posts/a-successful-git-branching-model/
#171
The git book suggests the same branching model as the article I posted earlier (see "Branching Workflows"), the article describes it just in more detail.
#172
Quote from: Monsieur OUXX on Sun 30/12/2012 15:11:33
Quote from: Milhouse on Sun 30/12/2012 11:18:53
is this intended to be some kind of adventure everyone has to complete before contributing?

For the record: that's because the community brutally took over Chris Jones' code and 2 years later you can still feel the aftermath of this. While there is a lot of very good contribution, the whole process is not fully centralized yet (at least in appearance). But if you ask questions on the forum, as you can see people are glad to help, and overall the result is very good!



In my perception he was fine with the community taking over, the thing just never happened in an organized way. One problem that persists is that the homepage still does not reflect the new situation (github repo, available ports, news regarding development, etc) properly.

Quote from: Crimson Wizard on Sun 30/12/2012 15:16:29
Quote from: BigMc on Sun 30/12/2012 14:51:00
EDIT: Here is a good example how to use branches: http://nvie.com/posts/a-successful-git-branching-model/
Ah, so it's opposite: use master as a stable branch, and make development in a separate.

You could replace master and develop in that text with stable and master. Depends on whether you expect develpers or users to clone more often.

EDIT: But I would make master the stable branch too once there is a stable version.
#173
Also: Delete 64bit and refactory and rename main to legacy to avoid confusion.

EDIT: Here is a good example how to use branches: http://nvie.com/posts/a-successful-git-branching-model/
#174
I guess you mean the different branches. The master branch is what you want.

EDIT: And that everybodies personal ags repository is visible is just because github is awesome.
#175
Quote from: Milhouse on Sun 30/12/2012 02:47:01
Btw. is there somewhere information about how to submit a patch
How to submit a patch.
#176
Engine Development / Re: AGS engine Linux port
Sat 29/12/2012 01:20:25
Quote from: Tartalo on Fri 28/12/2012 22:10:28
Quote from: BigMc on Thu 27/12/2012 15:15:16Allegro should use OSS if liballegro4.4-plugin-alsa is not installed.
Apparently OSS support was removed from Ubuntu's Kernel: https://bugs.launchpad.net/ubuntu/+source/linux/+bug/579300

Ok, that means that PulseAudio is now required for OSS support.

Quote
Quote from: BigMc on Thu 27/12/2012 15:15:16That's what you get for removing Pulseaudio.
A friend of mine removed the brakes from his bike as a kid to make it lighter. That's the spirit!

Yeah, that's quite to the point.
#177
Engine Development / Re: AGS engine Linux port
Thu 27/12/2012 15:15:16
It is recommended to install the meta-package build-essential (depends on compilers etc) to compile things on Ubuntu. Allegro should use OSS if liballegro4.4-plugin-alsa is not installed. Maybe your soundcard was blocked by another ALSA application. That's what you get for removing Pulseaudio. ;)
#178
The problem is that the Winforms version of Scintilla does not work with Mono. FlashDevelop was never ported to Linux/Mac because of the same issue. It is easy to miss, because Scintilla works with Mono, but only using GTK+ instead of Winforms as GUI toolkit. Since the AGS Editor uses Winforms, Scintilla also has to use Winforms.
#179
It works up to Mac OS X 10.6 and Allegro 4.4 was released before Mac OS X 10.7, so that information is probably outdated.
#180
The graphics code including data structures has probably changed quite a lot. Allegro 5 was written for OpenGL, Allegro 4 for DOS. But then it's probably a good thing if AGS uses it's own data structures and the game file format is disentangled from the library dependencies of the engine.
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