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Messages - scottchiefbaker

#41
Engine Development / Re: AGS engine Linux port
Thu 07/02/2013 23:40:14
Using the newest binary, when I run a test version of GeminiRue that Wadjet got me I get a "prog.res" and a "Saves" directory in the data/ directory. The Saves directory is chmoded 000, so it's hard to work with, and empty. Is this something the engine is creating, or is it a script in the game that's doing that?
#42
Engine Development / Re: AGS engine Linux port
Thu 07/02/2013 18:53:47
If there is NO acsetup.cfg file at all, we're going to default to BigMcs autoscale right? Do we default to -windowed or -fullscreen at that point?
#43
Engine Development / Re: Engine versioning
Wed 06/02/2013 23:46:09
I think a BUILD_STR feature would be a handy thing to have :)
#44
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 23:42:52
Those of you building ags on other platforms, can you please respond to this forum post I just made:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=47590

I want to get a collection of super simple instructions for various distros that will allow anyone (even a novice) to build ags. Specifically what the dependancy names are. On Fedora it's dumb-devel, but I think Ubuntu is libdumb-devel?
#45
Here are the commands I use to build the engine on Fedora 17/18:

# Install the pre-requisites
yum -y install git allegro-devel dumb-devel freetype-devel libogg-devel libtheora-devel libvorbis-devel

# Build the engine
cd /tmp/
git clone git://github.com/adventuregamestudio/ags.git
cd ags/Engine
make all


This should generate an ags binary that you use to launch (almost) any Adventure Game Studio game under Linux.
#46
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 23:22:16
How exactly does your auto scaling code work? Is it something like this?

scale_factor = floor(display_resolution / game_resolution);

Quote from: BigMc on Wed 06/02/2013 22:58:33
Here you go: http://people.debian.org/~thansen/ags+libraries_20130206.tar.xz

You are awesome... thanks!
#47
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 22:59:38
Quote from: s_d on Wed 06/02/2013 22:52:06
Ah, yes the glibc versioning.  I forgot.  I have that set up partially (I set up my 32-bit build environment on Debian because of that issue, but have continued building 64-bit on Ubuntu).  I might as well set up the 64-bit version as well.  Thanks!

If you could setup Debian 32/64bit installs, that would be awesome. That way BigMc isn't the only one who can do official builds.
#48
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 22:34:45
Oh I've rebuilt it locally on my box. But I'm running Fedora with Glibc 2.15, and we're building on Debian which includes 2.13, and is thus more universally compatible. Our build environment for this project has been a Debian Wheezy install. Plus we'd need a 32bit and a 64bit version of Wheezy to build both versions. BigMc already has this all setup, so it's easier for him to put it all together.

If need be I can build two Debian boxes that can be used JUST for building. It'd just take time I don't really have right now.
#49
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 22:12:16
Quote from: BigMc on Wed 06/02/2013 19:44:45
I pushed a change enabling StdScale up to 8x. Seems to work just fine. Don't know about performance, my PC handles it.

Can I request a build of ags+libraries that has this check? I'll build a new GeminiRue package with it. Please and thank you.
#50
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 19:35:50
I can't believe I released the Gemini Rue beta without BigMcs autoscale! That really sucks. I did an overzealous cp -a when moving from one release to the other and included the ags32 and ags64 binaries when I shouldn't have.

Doh!

If you haven't seen it yet Wadjeteye posted the public beta on their forums. There is lots of good feedback there, mostly about the scaling and windowed vs fullscreen mode. Some reports of a "slugish" mouse also.
#51
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 19:03:49
Quote from: s_d on Wed 06/02/2013 19:01:21
Crimson Wizard answered this last week;  there are Hqx2 and Hqx3 filters.  Higher multipliers would need to be implemented (I'm at work right now, so I can't look at that to see if there are any inherent limitations, sorry).  It may be easy it may be hard, someone will have to look.

Ya I'm only concerned with the StdScaleX scaling. The Hqx2 is a complicated algorithm, but StdScale6 should be simple to implement. BigMc will your autoscale go beyond StdScale4? With GeminiRue being 320x200 that could still be considered small on a 1080p monitor.
#52
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 19:00:05
Quote from: BigMc on Wed 06/02/2013 18:58:49
It is in my upload from February 4, but you used the older one (at least concerning ags64).

I did? That was an oversight on my part. I should rebuild.

Just to clarify the autoscale works in both windowed and fullscreen mode?
#53
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 18:56:58
Here is a simple perl script I wrote up that we can use to detect resolution and pick StdScaleX appropriately:

http://www.perturb.org/tmp/ags_config

Comments?
#54
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 18:53:24
As part of the Gemini Rue beta we had several reports of people running at 1920x1080. Currently the engine only supports up to StdScale4, are we able to do 5 or 6?
#55
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 18:42:48
Quote from: s_d on Wed 06/02/2013 18:40:27
Since Janet is spinning a new version without the OS check, it would be a good time to repackage it with BigMC's autoscale feature.  Introducing a config editor, simple or otherwise, seems like unnecessary work.  Has anyone pinged Electroshokker?  Might as well check out the old GUI code and see how portable it is.  Why reinvent the wheel?

I thought the autoscale feature did make it in the release that we used?

As for a config editor, it's SO simple I think we should do it. I have half a perl script written already. I'm thinking we should check for acsetup.cfg on launch, if it's not there launch the configuration editor.
#56
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 18:25:54
If I remove the Windows exe I save about 2MB on GeminiRue.
#57
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 18:02:08
Is it feasible to remove the Windows binary of AGS, and just leave the data files for Linux AGS to run? We had a user report that they double clicked GeminiRue.ags (which is the renamed .exe) because Gnome reported that it was a Windows executable and launched it with wine. Not sure if it's a big deal or not. Might not be worth the effort.
#58
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 17:02:17
I want to write a small configuration generator script for the releases. Is there a way to get the current display resolution from ags/allegro? Would it be possible to add a --display_geometry or something that would spit out: color depth, resolution, etc? Then my script could parse that and "suggest" intelligent defaults for the config?

For the Gemini Rue beta, a LOT of people complained about the game launching in fullscreen and only seeing a tiny postage stamp sized window in the middle.
#59
Engine Development / Re: AGS engine Linux port
Wed 06/02/2013 16:31:42
Quote from: BigMc on Mon 04/02/2013 22:04:52
EDIT: By the way, missing menu sound and rain in Gemini Rue are expected, because they were disabled by the creators unless you use Windows.

Can you shed some more light on this. It came up a LOT during the beta test we ran yesterday.
#60
Engine Development / Re: AGS engine Linux port
Tue 05/02/2013 22:55:30
Ok I removed that Windows DLL, and simplified the acsetup.cfg like I mentioned in the previous post. I'm pretty happy with this release:

[link to full commercial game removed by moderator]

I'll send this on Wadjet as their initial beta test.
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