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Messages - BigMc

#261
It might be a good idea to base an experimental branch on the JJS branch and try to keep the engine somewhat working on different platforms. If both branches are in the same repository, it's easier to make sure that bugs that are in both branches get fixed in both.
#262
One could still decide on one repository to use. Most projects have a stable branch and a development branch where the refactoring and large changes take place. That doesn't contradict the suggestion.
#263
Yeah, "official" meaning community approved or whatever.

It's a chicken-egg-situation. JJS doesn't take changes, because he is afraid of another branch invaluating his work and other branches (threatening his status as the official branch) appear, because he doesn't take changes.

Maybe if the other developers aggree here to merge their stuff into JJSs repository and JJS agrees to let them do it, the circle could be broken. I suggest the merging should take place in separate git branches of the ags-for-psp repository and slowly and carefully be merged into the main branch when everybody approves.
#264
As I understand it, JJS is hesistant to merge new features or refactoring, because he doesn't want to deviate in compatibility from a possible official AGS 3.2.2 or 3.3 or whatever. If there was consensus that the next "official" release will be based on his work, he would maybe consider to merge more stuff and join forces.
#265
Splendid! I updated the Wiki. I gave up on the midi patches front for now. The only patchset in Debian that has similar quality to the one you're suggesting is in the wrong format and converting it results in brokenness. And outputting raw ALSA midi and using that with Timidity doesn't seem to work. Maybe that's broken in Allegro. At least I found out that the patches.dat is found by Allegro when residing in the home folder and doesn't need to be in /usr/bin.
#266
Hi,

I think we should let visitors of the AGS homepage know that the games work also on other platforms. I created a Wiki page listing the ports. Would you put a link to that into the "Download AGS" box on http://www.adventuregamestudio.co.uk/AGS.aspx ? Feel free to also improve the page if I missed something. It could also be additionally linked to from the Wiki main page.

I also think a Wiki page that gives an overview over AGS development would be sensible. How to contribute, report bugs etc. I don't really know the answer to these questions myself, so anyone else willing to start this?
#267
Engine Development / Re: jAGS (The project)
Mon 04/06/2012 22:08:51
I would always first look at the sources, then decide whether or not to base a new project on them.
#268
Nice. I will see if I can make the midi playback of allegro work out of the box by using some patches that are already in Debian.

EDIT: I just realized that the 64 bit stuff doesn't work like this on Debian unstable until libaldmb was rebuilt against liballegro4.4. That will take another couple of days I think.
#269
Engine Development / Re: jAGS (The project)
Mon 04/06/2012 20:09:31
I'm not sure, maybe it's a good idea, maybe not. Did you already have a close look at the AGS sources?
#270
Engine Development / Re: jAGS (The project)
Mon 04/06/2012 19:18:55
I don't see how AGS code could help with this. It's basically a completely new and different engine. You can look at AGS for ideas, but then you can as well look at all other open source engines.
#271
Engine Development / Re: jAGS (The project)
Mon 04/06/2012 19:02:43
So, you want to create a new Adventure engine (or one that is based on AGS) where the game logic is programmed in Java?
#272
Engine Development / Re: jAGS (The project)
Mon 04/06/2012 15:14:19
I don't understand most of your post. Do you want to create an AGS engine in Java? I also don't understand the CON.
#273
Engine Development / Re: GNU/Linux Ports
Sun 03/06/2012 19:06:13
I opened a new thread for discussion about using JJSs engine on Linux.
#274
AGS works nicely on Linux (32 and 64 bit) now. It supports games created with AGS 2.50 and higher.

There are instructions how to build AGS at

https://github.com/adventuregamestudio/ags/blob/master/debian/README.md

Please report bugs in the AGS issue tracker.

EDIT: Removed most of the old text about multiarch etc., because AGS got native 64 bit support. :)
#275
That's great news! Maybe someone should write a news entry for the AGS blog.

Quote from: sonneveld on Thu 10/05/2012 05:56:16
So who's going to work on what?  I'd like to work on porting the editor to the mac but I don't really want to duplicate effort.

As long as there's no official community git repository where more people can get commit access, you should start on github or something, keep it working on Windows and announce it here (the creation of the repository). Then hopefully others will align their work with yours.

In the moment I'm mainly interested in a command line compiler for Linux to make it possible to add open source AGS games to Linux distributions (when the ScummVM engine or another proper Linux engine is ready).
#276
If you have decided on some people who are trusted, why don't you tell them to set up a website and other infrastructure? Has CJ ever announced that he wants to hand over his website to AGS, the free software project? If not, what are you waitig for?  You really need these things to get started.
#277
Engine Development / Re: GNU/Linux Ports
Thu 25/08/2011 23:20:12
Hi,

are there plans to get the changes that were made for the Linux port into the SVN? That would be great! Also are the Linux sources available?

Best regards,
BigMc
#278
Hi Mati256,

the error message is from SLUDGE 1.x. Make sure you really start the SLUDGE 2.0 engine.

@all: Better ask about bugs in the SLUDGE forum, we will notice new posts there much faster.
#279
The Spritebank Editor supports importing multiple files at once, so if the files have their filenames in the right order and all the same size, it's the same as importing a gif file.
#280
So it was just running ldconfig right? (Because it's not required on Ubuntu 8.10 9.10 and I have to add it to the documentation.)

There's the VerbCoin example that is included in the tarball (doc/ExampleProjects) and the resources section of the homepage.

As documentation I recommend the documentation (link on the homepage or doc/SLUDGE_Help.html in the tarball). ;)

Regards, BigMc
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