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Messages - sonneveld

#41
Quote from: timofonic on Thu 10/05/2012 07:54:22
So the compiler is in C++? Does it uses assembler? I have no idea of C# nor want to, I'm not a fan of programming languages owned by corporations like Microsoft or Oracle.
PS: I always forget the username and password of the svn repo,

The Studio is mostly written in C# with a library written in C++ compiled to a mixedmode .net library.  C# is a very nice language/platform, you're missing out.

username: guest password: blank
#42
How about you produce a patch first?  Let us see what you're changing.  I don't have any sort of vote in these things but I don't think yelling is going to help.
#43
Quote from: Calin Leafshade on Thu 10/05/2012 07:58:27I think the best idea is to entirely strip out the compiler from the editor *or* integrate it as pure C#.

Thing to consider is that ags.native isn't just for compiling scripts.  There's also native code in there to read/write sprite bitmaps for editing, rendering fonts, converting sci fonts, packing data files, rendering guis, reading old formats, etc.. You could reengineer all that so the ide saves to intermediate formats but feels like a lot of work when initially I'm only interested in porting the studio to run on osx.

You're stuck with p/invoke (ags.native is mixed mode so its doing a form of p/invoke anyway) until you rewrite it all in c# or you break everything out as c++ projects.
#44
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 far as I know, AGS.Native's mixed mode assembly means that you won't be able to compile or run under mono. I was looking at creating a pure native lib that could be called via c#'s pinvoke but it would have been a lot of work without the source.  Another alternative would be to slowly port ags to be a pure c# application with an allegro wrapper? :) Any ideas?
#45
Awesome.  Thanks for this!  Certainly a lot easier than what I was planning.  It seems to build fine on my machine.

A few notes/questions:
- Make sure NativeLibs and Common\libinclude are in visual studio's global lib and include paths respectively
- AGS.Native project has fixed paths for additional libs/includes in the Release build. Copying the same settings from the Debug build seems to work.
- Do you have the source for alfont?  It looks like you changed the font rendering to only change blenders when the alpha level changes (as an optimisation) and possibly you used an older/simpler version of the set_height function?
- Why was scintilla included in the static lib? Specific version or has something changed?
- Native solution still has sourcesafe references.  Seems to be safe to ignore. Any chance of using http://code.google.com/p/vss2git/ to port the whole repository to git?
- Updatecppversion crashes in debug build if Release build doesn't exist. (so build Release first :) )
- any special build instructions for the other native .libs?

edit: added extra question.
#46
Quote from: subspark on Sun 29/04/2012 09:54:54
QuoteOh I meant for the draconian edition.
Of course. How silly of me. Sorry mate.
Heh, it's all good. No worries.
#47
Oh I meant for the draconian edition.
edit: found it! https://github.com/AlanDrake/Adventure-Game-Studio
#48
Where can I find the source?
#49
Another update.. fixes some more graphical glitches.. should actually load gfx filters now.

Please let me know if it works for you or not! :)

dl: http://www.agidev.com/tmp/EngineMac_2012_04_26.dmg
github branch: https://github.com/sonneveld/ags/tree/sdlwrap
#50
Quote from: subspark on Wed 25/04/2012 09:35:35
Having trouble with the update, Sonneveld.
I double click EngineMac and it flashes in the dock but then disappears when I click on the bobbing icon.

Okay, that's weird.  First thing it should do is open a dialog box to let you choose an exe file.  If you run console.app do you see anything in the logs?  What version of osx are you running?

Try this: http://www.agidev.com/tmp/EngineMac_2012_04_25_options.zip
There's the dialog version (edit: slightly modified) + non dialog version with the demo game bundled with it.

If that doesn't help, you could try deleting the old caches/preferences in ~/Library:
~/Library/Caches/BlueCup.EngineMac
~/Library/Preferences/BlueCup.EngineMac.plist*
~/Library/Saved Application State/BlueCup.EngineMac.savedState

is there any recent crash log data?
~/Library/Logs/DiagnosticReports/EngineMac*
~/Library/Logs/CrashReporter/EngineMac*

#51
Okay, another update:

- open file dialog , you don't need to copy files now
- save games work
- ttf font rendering
- wave file support
- hopefully fixed more graphical glitches

See README for instructions.

dl: http://www.agidev.com/tmp/EngineMac_2012_04_25.zip
or try this one: http://www.agidev.com/tmp/EngineMac_2012_04_25_options.zip
github branch: github branch: https://github.com/sonneveld/ags/tree/sdlwrap
#52
Engine Development / Re: Plugin API
Thu 19/04/2012 12:07:12
I would be nice if other platforms were included in this discussion.
#53
Quote from: fuzzie on Mon 16/04/2012 08:34:48
To pick some random games from my test set which claim to be 3.2: ...

great list! thank you.
#54
New version out!

- keyboard support
- initial sound support.  Only ogg for now so you can test against Gemini Rue.  I will add wav and midi support.
- alert boxes for errors :)

See README for running instructions.  You still have to copy the game files for now, to create a standalone game app.

I have yet to test on any games other than Gemini Rue and Demo Quest.   Does anyone have a handy list of v3.2 games?

dl: http://www.agidev.com/tmp/EngineMac_2012_04_16.zip
github branch: https://github.com/sonneveld/ags/tree/sdlwrap
#55
Quote from: fuzzie on Tue 10/04/2012 07:00:58
.. which is why I originally suggested starting with that repository..

I think "shiny new refactored repository for further development of AGS" and "supporting the old audio system and interactions and leaving all the non-native coordinate code cluttering the codebase" are not much fun to combine.

I know... but unfortunately I had started with a clone of the subversion repository. Shiny new repository does sound appealing but depends on if/when other people want to get involved on the next version too.
#56
Quote from: JJS on Fri 13/04/2012 13:02:32
So they just remove libraries from the system and shrug it off that it breaks old applications? How nice. And Indeed I get a message in the console about the deprecated NSQuickDraw API when I run the engine.

Well I think there's a bit more to it.  I believe it was deprecated from the first release of osx and was only available to aid in porting to the new platform.  Also, they never ported the api to 64bit.  Different philosophies vs Microsoft I guess.
#57
Quote from: JJS on Fri 13/04/2012 12:27:38
Also I only have Snow Leopard and xcode 3.2.6 with iOS SDK 4.3 (or something) because that is the latest one available for that without paying teh big bux. I don't really think that matters though.

One of the reasons why my mac port is using SDL is because allegro 4 does not compile for osx Lion. It relied on deprecated apis for the graphics layer which Apple actually removed instead of leaving for all eternity.

I couldn't believe how old the latest libdumb is!  There doesn't seem to be a decent alternative though!
#58
Quote from: JJS on Thu 12/04/2012 09:38:20
Furthermore the engine now builds on Mac OS X too and I started looking into iOS.

Nice, is this building against latest xcode?
#59
The Rumpus Room / Re: *Guess the Movie Title*
Wed 11/04/2012 01:26:06
Quote from: Kweepa on Wed 11/04/2012 00:55:33
Retroactive.

you are correct.
#60
The Rumpus Room / Re: *Guess the Movie Title*
Wed 11/04/2012 00:50:02
Will it help if I tell you it's scifi? Besides, I assumed mainstream was easier to guess.


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