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Messages - ernesti

#1
Ok.Ã,  I didn't mean that mplayer should be compiled in ags somehow. I'm sure it's not a license problem if the user has mplayer installed in the system and the appropriate codecs to play the video file.Ã,  I don't think it's allegro problem either, can't the engine just pause the game while the video is playing in mplayer, and then resume to the game?Ã,  It is possible to run some external program through a shell command, or is it?Ã, 

Is there some sort of compatibility layer, which could use any type of linux binaries? (same architecture)

Maybe you should provide information about the libraries and the versions and possible settings to use with them and the compiler.

It's up to the game developers to do that part if they desire to use plugins in their games.Ã,  It's totally fine with me if some game does not work with linux engine if there's Windows plugins used and no linux ports available.

The priority is that there'd be some support for the external linux plugins in the editor andÃ,  in the engine.Ã,  Ã, 
#2
 ::) I think AGS'd be the best game studio ever if the linux plugin support
was added.  It'd sure open plenty of possibilities. We'd not need to request
Chris over and over again to add some function this and that, because we could
make plugin of our own to do it.  It'd make ags more module- like , as its windows version
is today.

::) Too bad the ags games run badly in wine, so the native linux engine which supports
some sort of plugins is really more than needed at this time. And of course the editor support
for the other system's plugins. Well i'm not sure if the functions in linux library files can be
read automatically to the editor.. as it is Windows software. If so, could it be possible to define the functions
to the script headers?  :o
#3
Hello!

Is there plugin support for linux coming up anytime soon? I run ags editor in wine windows emulator, and as it works 100% fine, there could be some sort of support for linux *.so or *.dll files, so the features could be extended, linux version still needs a video support.  I could code a video plugin, which uses mplayer to play the movie files. Plenty of games in Windows use Windows Media Player to play the movies, so it'd not be WEIRD to use mplayer as a player as it supports all the common formats.

Making it possible to use the linux plugins,  gives programmers endless possibilities and i assume that it doesn't require much work from the ags author and the linux runtime engine programmer to change the editor so that it could detect the functions in the linux library binary.   ::)  If it's not possible to read a linux library files in the editor, the user could define the functions to the script header for example.

i'm not asking to port the windows plugins to linux, as it is close to impossible.  :o I just want to make plugins of my own.  ;D

This is just the thing i want to use in the linux version.  I could make use of ags in multimedia presentations for example as it could have plugins for "flash", "mplayer", "sockets",  hoho in my mind i can see a "netplay" plugin... wheehehehh..   :o

I want i want  :o  :o
#4
I solved the problem!

I found libjgmod

http://games.linux.sk/files/jgmod-0.99.tar.gz

go to the libs dir in it, choose unix

then copy libjgmod.so  to /usr/local/lib/,
then link it in the same directory to libjgmod.so with a name libjgmod.a.


Then it works!!!!!
#5
sorry. Allegro 4.1.16 was the version
#6
Good work , but it does NOT work.  ::)

Since you started dynamically linking to the allegro library, i've had problems that aren't easy to overcome. 

1. All sorts of segfaults, undefined symbols rgb_colorconv, accel_driver problem

2. Harder to distribute games to linux, and get them to work on some other distro without compiling the right version of allegro.

2.62 binaries don't work with Allegro v. 4.1.6  rpm from your website , nor does compiling it from source rpm.  The problem is libjgmod,  it is not provided with allegro, not provided with the rpms..   I can't find that library anywhere, its site is down. KAPUT!

./ags: error while loading shared libraries: /usr/local/lib/libjgmod.a: cannot open shared object file: No such file or directory

Distribution is Mandrake 9.2

There's nothing wrong with its configuration...  And it doesn't help if i tell you what game i'm
trying to run, because it gives the same error on every game, even with my game.

Please please please! Link to it statically, that's what they're doing with the Windows engine! Thank you.
#7
That'd be cool Chris!

I'd code plugins for both linux and windows once it's supported by AGS.
You can compile Windows compatible application on linux however, as long as you use some cross-platform library , such as Allegro, libsdl, openal, clanlib and a right interpreter, compiler.

It's really not a problem, people do get that if you use plugins that are only for windows.., then it cannot run on linux. (might work on Winex though)

The linux engine works fine already..  it just needs some support for plugins. (not for windows plugins)

The editor seems to work fine on Wine emulator..  

::)
#8
 Hey!

Linux engine doesn't support any plugins, i think it should at least have plugin API, just like the Windows engine has. It'd make the writing of linux plugins possible.

Hmmm..   And the editor should be made compatible with those plugin types. I mean if i make a plugin of my own, which is linux compatible, and it'd be accepted by the editor -> more fun and customized games.

Would it get too complicated?  ::)
#9
AGS Games in Production / Re:The Gunilla Sim
Fri 20/02/2004 08:51:10
 ::)  Oh sorry! Well It'd be impossible to have a game like this with a few rooms right now, because this game is very wide ranged and demanding in scripting, but also in some areas of the animations.  If there was a raw version, it'd not have anything to do with the final game.

Your help'd be greatly appreciated. If you can do character(s) in the same style as in the picture, you're in! But this game sure needs voices too, so you're in anyway.   :o



Soooo..  Email me.

And if anyone else is interested  Email me !  :o
#10
AGS Games in Production / The Gunilla Sim
Thu 19/02/2004 14:41:27
 :o

Hi!

I have an unusual AGS game project in very early stage of
development and now i'm just posting this message to get people
interested in it. ;D

So this is the basic idea:

You play an overweight girl, named Gunilla.

You have few grannies as your neighbour and one jerk.

You can disturb your neighbours daily routines by switching the stereo or tv
to highest volume or by making noise in many other ways, such as using a shower in midnight.. and so on.

Once the neighbours get so pissed off, they will start to do the same things you do to them, or they come and sabotage and steal something from your apartment when you're not at home.

You can apply for different types of job that require different abilities,
which can be learned by reading books from your bookshelf and by working
in different professions. (From a gui)

Each day, you get paid.  You use yer money to buy food, new cds and films for greater disturbance, and other misc items which can be used in various places. Each item you purchase occupies a room (slot) from your shelf and closet. (both operated from a gui)

...blah blah blah blah...

This game probably never ends, unless you:

- get sabotaged by the neighbours
- get busted
- get killed
- get a heart-attack
- starve to death
- blab blah and so on

 

Game'll feature
*big scrolling rooms
*swearing
*british grannie humour
*"obscene" violence
*funny voices
*crank calls
*blah blah blah and so on

We need people to do

* item sprites
* other NPCs and their animation
* voices
* new ideas
* GUIS
* something else


So if you're interested in this project, please email me at ernesti@mbnet.fi

Thanks!

#11
HEYY!! Now it works if i run it as root!

How can i get it to run in normal mode? :D
#12
I got nvidia drivers installed! It's still the same.. seg fault..  There shouldn't be any problems with the hardware..
#13
I updated the game (in development) to 2.6 engine on the newest editor, and no change it gives me seg fault.  

As i said earlier.. the statically linked engine binaries worked well.. the dynamically linked have never worked for me. This is pretty weird!  

Nvidia didn't have nvidia pre-compiled driver.. so i had to use default VGA to get X running..  It might be the problem.. i  can try installing the appropriate driver when it comes available..
#14
my own game which is in development.. and few other games : Journey Home, Kings Quest 2..

It's pretty weird..  I have Nvidia graphics card.. with XFree86 driver.

Well.. :|  You did so much..  I hope you like mandrake.. :D  
#15
I run AGS editor succesfully on Mandrake 9.2 .. on wine of course!
You should get the latest binaries to run it..  and of course the
ags linux engine.  You need to create different directory for the tests while you're coding it, because you can't run AGS games on Wine.

So you have a folder "Compiled", just symlink (dont copy or move) the game exe,setup, config file, to the another directory.

rename game exe file to  ac2game.dat (the link), and  symlink ags , ags-setup linux binaries to that directory, go to shell and type ./ags-setup , and then ./ags !!  Should run just fine!!

And of course you need to symlink possible VOX files, and put it in uppercase.. and that midipatch thing too..  (if you want music)

Not only the linkings are dynamic, it's so easy to test the game.. just like on Windows! No errors.. no hassle.  

The editor runs pretty well on linux, i haven't really encountered many errors, only that , choosing Documentation or help.. whatever crashes wine.. and "Test game". (Avoid those)  Other things work... and that's why i'm able to develop the game in LINUX!! And there will be linux version too..  :)  

Don't go on and hassle with MAD.. try ags first..  I'm sure you'll love it!  

The best setting is that you have Wine configured the right way and you got /mnt/windows  partition, where it can load possible DLL files from.. fetch fonts.. etc..      
#16
Mandrake 9.2

I'm not quite sure what might have caused it to crash.
#17
Redhat RPM of Allegro gives the same error!  The engine binaries might be corrupted..   Could you please check them?
#18
I upgraded to newer version v2.6,
i also downloaded Allegro RPM for Mandrake 9.2

I get this error:

[juha@b-245-148 credits]$ ./ags
./ags: Symbol `key' has different size in shared object, consider re-linking
Adventure Creator v2.60 Interpreter
Copyright (c) 1999-2001 Chris Jones
ACI version 2.60.693
CD-ROM Audio support enabled.
Pentium Pro CPU detected.
Music file found and initialized.
Checking sound inits.
Shutting down Allegro due to signal #11
Segmentation fault


either the AGS engine is corrupted or Allegro RPM is! I don't know which one! I downloaded both twice and they still give me this error message. (Must be Allegro..  at least that mandrake 9.2 one, im downloading the redhat rpm.. probably it'll work.)

Statically linked binaries always worked for me.. this dynamically linked don't work! :P
#19
I tried to get AGS to play FLC and FLI files (FLICs),
first the screen gets messed up and shows random
lines..  after that there're black boxes and pixels covering
the running FLIC video.

So it's true that AGS doesn't fully support FLICS? Animation Shop is the only program that can produce valid flc and fli files, but not even those work!   I've tried different palettes,  median cut, octree.. but nothing changes. :)  

What type of fli,flc files does AGS support? On what program can i produce these files?

Those files were in 320x200 resolution..
#20
Modules, Plugins & Tools / great!
Wed 17/12/2003 10:32:29
Hey! When you get this plugin developed further, you should contribute to ags by giving the source code to Chris. It'd be great to have this networking ability integrated into AGS.. that's what we all want..    ::)  
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