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Messages - scottchiefbaker

#21
Engine Development / Re: AGS engine Linux port
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?
#22
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 21:54:25
Quote from: BigMc on Mon 18/02/2013 21:42:31
It's no problem for me to update this if someone asks, but I don't have a good way to provide daily builds.

Ok... as long as it's not a big hassle for you to build every so often, as features land. Using this build, which has the snowrain stub functions corrected, any reason to not use this for a Gemini Rue build? Anything else outstanding? I think the autoscale is in a pretty good place now right?
#23
Engine Development / Re: AGS engine Linux port
Mon 18/02/2013 18:35:31
Now that we have a 3.30, can I get a build of ags+binaries using that? Has anyone be able to setup a simple build system that could give us nightlies? I'm not an expert with Debian buildroots or I'd attempt it myself.
#24
Engine Development / Re: AGS engine Linux port
Sat 16/02/2013 00:09:06
Can someone review/check-in this patch to alfont.c to clean up the build process a little. It's just some char** to const char** clean up.

http://www.perturb.org/tmp/alfont.patch
#25
Engine Development / Re: AGS engine Linux port
Fri 15/02/2013 19:12:26
Looking at cleaning up the build process, what are these errors?

Code: AGS
script/runtimescriptvalue.cpp: In member function ‘bool RuntimeScriptValue::WriteValue(const RuntimeScriptValue&)':
script/runtimescriptvalue.cpp:314:101: warning: cast from ‘char*' to ‘int32_t {aka int}' loses precision [-fpermissive]
script/runtimescriptvalue.cpp:338:58: warning: cast from ‘char*' to ‘int32_t {aka int}' loses precision [-fpermissive]
script/runtimescriptvalue.cpp:357:90: warning: cast from ‘char*' to ‘int32_t {aka int}' loses precision [-fpermissive]
script/runtimescriptvalue.cpp:361:90: warning: cast from ‘char*' to ‘int32_t {aka int}' loses precision [-fpermissive]
script/runtimescriptvalue.cpp:366:80: warning: cast from ‘char*' to ‘int32_t {aka int}' loses precision [-fpermissive]

#26
Engine Development / Re: AGS engine Linux port
Fri 15/02/2013 18:19:09
Scratch that, there was an update on the 11th, my git was screwed up. I can't build today though:

Code: AGS
main/version.cpp: In member function ‘void AGS::Engine::Version::MakeString()':
main/version.cpp:66:72: error: cannot pass objects of non-trivially-copyable type ‘class AGS::Common::String' through ‘...'
compilation terminated due to -Wfatal-errors.
make: *** [main/version.o] Error 1
#27
Engine Development / Re: AGS engine Linux port
Fri 15/02/2013 18:04:23
No git updates since the 8th? Other than perhaps some build clean up, anything else outstanding before we do an official commercial release?
#28
Engine Development / Re: AGS engine Linux port
Sat 09/02/2013 19:39:42
Wow that is a MUCH cleaner build... I love it. Still more work to go, but that's a great start. Good work!
#29
Engine Development / Re: AGS engine Linux port
Sat 09/02/2013 03:12:22
I think the next thing I'd like to tackle is cleaning up all the warnings on the build process. My OCD doesn't like a non-clean build process :) What are all these errors?

Code: AGS
In file included from ac/drawingsurface.cpp:507:0:
../Engine/script/script_runtime.h:58:13: warning:   initializing argument 2 of ‘bool ccAddExternalFunctionForPlugin(const char*, void*)' [-fpermissive]
ac/drawingsurface.cpp:676:89: warning: invalid conversion from ‘void (*)(ScriptDrawingSurface*, int, int, int, int, int)' to ‘void*' [-fpermissive]

#30
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 23:45:22
I commented out lines 420 through 441 in plugin/global_plugin.cpp (all the SnowRain stubs) and recompiled. Now I get rain on the main menu, I think that did the trick!
#31
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 23:34:35
Wadjet asked me not to post it publicly, so I PMd you the address of where the beta and the SnowRain code is. If anyone else would like to take a look at it PM me.

I didn't check the rain any where other than the main menu.
#32
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 23:14:34
I reran the test... When I use the .exe provided from Wadjet I see rain on the main menu. If I use the acwin.exe nightly (2013-02-07) build you posted I do NOT see rain. Looks like something is wrong with the engine?
#33
Here are the packages you need to install in Debian Wheezy to build ags:

Code: AGS
apt-get install git build-essential liballeggl4-dev libfreetype6-dev pkg-config libogg-dev libdumb1-dev libtheora-dev libvorbis-dev libaldmb1-dev


Build instructions are the same.
#34
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:53:01
I just loaded the GeminiRue build in Windows and I do see rain. It's not displaying via our Linux engine though. If need be I can post the updated package I have.
#35
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:30:16
She said to me:

QuoteThe plugin to create rain (the SnowRain plugin) was indeed removed. BUT it was replaced by the SnowRain module which does EXACTLY the same thing. We absolutely would not remove the rain from Gemini Rue as it would irreparably damage the atmosphere of the game. So if you see rain missing, it is a very, very bad bug!

I wasn't sure if that module was in the Linux version of the engine.
#36
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 22:03:49
I'm working with Wadjet to figure out the rain on the GeminiRue menu. They were able to fix the rain sound effect, but I still don't see actual rain falling from the sky:

http://www.perturb.org/tmp/20130207_153430.mp4
http://www.perturb.org/tmp/no-rain.png

Was this a rain plugin that was used? Is that something that's going to be available on their Linux build.
#37
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 01:00:15
Quote from: s_d on Fri 08/02/2013 00:43:28
So it's disobeying umask?  Probably we could use umask() to set the process permissions mask for file and directory creation somewhere in the Linux port's initialization code (in an "#ifdef linux" section).

I don't think it's disobeying, it's specifically being told use 0.

http://www.gnu.org/software/libc/manual/html_node/Creating-Directories.html
#38
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 00:30:50
I just did an ack scan of all the mkdir commands in the source and didn't find any other permissions errors.

All the checks in platform/linux/acpllnx.cpp are correct
All the checks in platform/windows/acplwin.cpp are Windows only calls, and don't matter
ac/file.cpp while technically correct, it's some fugly code. Not that way I would do it :)
ac/game.cpp is the only one the needs to be corrected.
#39
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 00:05:40
Not to spam the thread but I got this from Wadjet

I used the command

Game.SetSaveGameDirectory("Saves");

to do this.

http://www.adventuregamestudio.co.uk/manual/Game.SetSaveGameDirectory.htm


The documentation doesn't say anything about permissions. I believe the relevant piece of code is in ac/game.cpp at line #368:

#if defined (WINDOWS_VERSION)
    mkdir(newSaveGameDir);
#else
    mkdir(newSaveGameDir, 0);
#endif


Should that 0 be 0755 instead?
#40
Engine Development / Re: AGS engine Linux port
Fri 08/02/2013 00:00:30
Looking in to it further, it appears the new GeminiRue creates a separate directory for the save games, and the achievements to go in. The problem is, that it defaults to creating the directory chmod 000. Does the AGS engine allow a game to create a directory? Does the game specify permissions for that directory, or does the engine?

If I manually chmod 755 the directory it works as it should. I'm thinking maybe it's a bug if we allow a directory to be created with 0 permissions?
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