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Re: BSzili port requests
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It uses boost templates, but none of the libraries. Moreover libboostygfx is closed source, without any development headers, so it's not very useful for developers.

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Re: BSzili port requests
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@BSzili

Mmm you right about libboostygfx :-/

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Re: BSzili port requests
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It looks like that the port's original maintainer wrote a library to extract various installers of the game/patch/etc. Heck, it can even unpack the pre-patched GOG version. I could write an Amiga installer using this library, so people wouldn't have to use a windows/linux machine to do that. Of course I'd have to fix the endianness issues in library and whatnot. Is there any interest for this, or I shouldn't bother?

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Re: BSzili port requests
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@BSzili

Well consider that not all amigans have a PC at home and (even if they had one) it might be annoying to do so on other machines, imho an Amiga specific one could be better in any case but of course it will mean more work, in short: just valuate the pro and con of both choice

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Re: BSzili port requests
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I would prefer to do everything on the Amiga. It is rare that I have a Windows box set up.

AmigaOne X1000.
Radeon RX550

http://www.tinylife.org.uk/
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Re: BSzili port requests
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All right then, I'll try to cook up an installer. The innoextract library has even more Boost dependencies than the game, so it might take a while to get it to work. In the meantime I fixed the saving/loading, so the game reached a playable state. I'm still fixing bugs (mostly graphical glitches), but if anyone wants to betatest, feel free to drop me an email.

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Re: BSzili port requests
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@BSzili

While you are juggling with boost...could you maybe take a look at the latest version of Battle for Wesnoth?

Last version we have was 1.8.6 because they started using Boost afterwards

It needs this

pangocairo could be a problem though

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Re: BSzili port requests
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I already compiled boost_regex, boost_program_options, boost_system. Boost_asio is nearly impossible to fix without multicast sockets, which means that all of the networking has to be taken out. The rest of the boost libraries look harmless enough, although you can never know when you use C++ with old compilers...

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Re: BSzili port requests
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@BSzili

Quote:
Boost_asio is nearly impossible to fix without multicast sockets, which means that all of the networking has to be taken out.
Is there something missing or not working in RoadShow regarding multicast sockets?

Best regards,

Niels

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Re: BSzili port requests
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@Raziel

Just comes in my mind that about Wesnoth recently they post this:

Quote:
Since the conversion to SDL 2.0 will need a lot of testing, support for these platforms will be dropped. Of course, if somebody steps up to start maintaining one of these platforms again, we will not drop support for that platform. The affected platforms are: OS/2, AmigaOS, and BeOS.


http://www.wesnoth.org/

In short that means that starting from the next major release (1.13.x) SDL 2.0 will be mandatory :-/

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Re: BSzili port requests
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Oops, sorry. For some reason I thought Roadshow didn't support multicast sockets.

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Re: BSzili port requests
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@samo79

Crap

I don't see SDL2 coming to AmigaOS4 in the (near) future

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Re: BSzili port requests
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Well, that settles the question then :\ Back to Arx Libertatis, I have innoextract up and running. It successfully extracted both the patch and the GOG installer. I'm not sure what do do with the frontend though. A few requesters will probably do the trick for the time being.

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Re: BSzili port requests
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Looks nice, I belive it to be playable with sam and radeon 9250?

It offers something new to OS4.

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Re: BSzili port requests
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@BSzili

Quote:
Oops, sorry. For some reason I thought Roadshow didn't support multicast sockets.
No problem.

I haven't ever used multicast sockets myself and don't actually know whether they work - all I did was take a look at the RoadShow docs ("README") and a page I found in Google (http://www.cs.unc.edu/~jeffay/dirt/FA ... 001-F99/mcast-socket.html), which gave me the impression that it isn't exactly rocket science, and that RoadShow docs/includes seemed to mention the few definitions etc. necessary. (But if you try it out and find anything not living up to expectations, let's hear about it, maybe I can help filing a Bugzilla report.)

Best regards,

Niels

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Re: BSzili port requests
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@thread

dont know if this is possible : cocos2d-x

http://code.zynga.com/2013/05/zynga-ports-cocos2d-x-to-emscripten/

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Re: BSzili port requests
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@utri007
It should be playable at least. I think the lowest FPS I got was around a waterfall, which was around 10-15. Unfortunately the game has no adjustments for the geometry details, so everybody is stuck with the same settings.

@nbache
It was an bad assumption from my part. I've gotten so used to AmiTCP limitations, that I forgot to check the headers :) It's probably working just fine, I just didn't know it was there.

@angelheart
It has some pretty hard hitting dependencies, like the spidermonkey JS engine. You would probably have better luck with the HTML5/JS version.

@all
I have some questions regarding the installer. Would you folks prefer a GUI program, or a couple of install scripts (CD, demo, GOG) are enough? The former would obviously take much more time, given I'm not really familiar with MUI (I want to be portable). With the scripts one would have to manually download the patch or the installer, but other than that the process would be automatic.

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Re: BSzili port requests
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@BSzili

Quote:
@angelheart
It has some pretty hard hitting dependencies, like the spidermonkey JS engine. You would probably have better luck with the HTML5/JS version.

While Angelheart linked to an article about the Javascript version, Cocos2D-x is actually written in C++ (link).

Hans

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Re: BSzili port requests
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You are right, although the SpiderMonkey dependency still doesn't sound very good to me:
https://github.com/cocos2d/cocos2d-x-3 ... libs-src/tree/master/deps

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Re: BSzili port requests
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@BSzili

I could be wrong, but I don't think that SpiderMonkey is needed for the C++ version. It's scripting language of choice is Lua, not Javascript.

Sure, if you want to use Javascript as scripting language for your cocos2D project, then you'll need SpiderMonkey. I don't think that it's a requirement, though.

It's possible that the Lua binding is optional too, as those who wish to write their game/simulation code purely in C/C++ won't need that either.

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