Beelzebufo release candidate testing

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BMR
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Post by BMR »

Bob the Hamster wrote:I am pleased to say that TMC snuck in a delightful last-minute feature for Beelzebufo

<img src="http://james.hamsterrepublic.com/galler ... alNumber=1"> <img src="http://james.hamsterrepublic.com/galler ... alNumber=1">

Re-download, and give it a try!

Boo-yah, yes please, and cowabunga all in one.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
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Master K
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Post by Master K »

Oh...
My...
God...

Want Want Want Want Want Want Want Want Gimmegimmegimme
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FyreWulff
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Post by FyreWulff »

I don't know if this is a result of using Distribute Game on a version that isn't the newest public version, but my roommate downloaded SoJ to his mac and ran it. It gives the future engine version warning when he loads it up.

It also soft-crashes when he attempts to fullscreen the game. You'll hear the music continue to play correctly, but once he fullscreens the video disappears and he can't get it to come back. Has to end task via the dock.
Last edited by FyreWulff on Tue Mar 26, 2013 12:10 pm, edited 1 time in total.
TMC
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Post by TMC »

Ah, yes, I was going to warn you about your SoJ Mac package. When you create a Mac distribution of a game from a Windows machine (Mac or Linux are OK) using a nightly build it creates a package using an out of date copy of Game. This isn't actually an engine bug, it's due to an out of date file hosted on hamsterrepublic.com.

As for the fullscreen problem, I'll like to know if that occurs if he uses the up-to-date Mac build: http://hamsterrepublic.com/ohrrpgce/nig ... mal.tar.gz. Fullscreen doesn't work for me over VNC, so I can't debug that.

-----

Anyone who play with the mark+clone tools likely noticed that the keybindings in the map editor were quite annoying. I've changed them, as well as changing the way that the tools in wallmap mode work, and many small tweaks. So the map editor could do some testing before release.
Last edited by TMC on Wed Mar 27, 2013 10:29 am, edited 2 times in total.
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FyreWulff
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Post by FyreWulff »

I'll have him test with the latest build the next time he has free time to do so
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Post by TMC »

If anyone here has a Mac I request that they try out the nighty build, in particular full screening, using it normally, and the usual things likely to break: Test Game, importing scripts or music/sound effects, and the Distribute Game menu. The Mac version can do with lots of testing as it has very few users.

I realised that the problem with out-of-date Mac package isn't due just to an out of date file uploaded to hamsterrepublic.com. We definitely should fix that before release.
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BMR
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Post by BMR »

I am absolutely in love with the cloning feature.

Mapping is sooo much better now.


I am officially declaring my undying love for the developers.
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Using Editor version wip 20170527 gfx_sdl+fb music_sdl
roboman
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Post by roboman »

sorry my beelzebufo version doesn't play music at all what alectormancy did
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Bob the Hamster
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Post by Bob the Hamster »

roboman wrote:sorry my beelzebufo version doesn't play music at all what alectormancy did
Were you using a different music backend with alectormancy?

Are you using Windows or Mac or Linux?
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Post by roboman »

I use windows. The editor doesn't play music/sounds in beelzebufo, but when i distribute the game, it works properly. I will cope with it I think. I'm writing my whole game in Hungarian finally, because my English is poor, maybe I do an English translation later, but I am not sure. Anyway Beelzebufo is cool!

My games final title: Ravenloft: The End of Knight's Age, maybe I will do the English translation later, in order to make it playable for you, guys.

Although it uses a lot of scripts I consider it a newbie game, so don't count too much. Nevermind the sound.
Last edited by roboman on Wed Sep 04, 2013 4:39 pm, edited 2 times in total.
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Bob the Hamster
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Post by Bob the Hamster »

It is strange that the music would work in game.exe but not in custom.exe

Could you look in the same folder where your copy of custom.exe is located, and see if you can find files named c_debug.txt or c_debug_archive.txt

They might contain error messages helpful for discovering why the sound is not working.
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Post by roboman »

Yes they contain error messages. The following:

Playing game d:\OHRRPGCE\Ravenloft.rpg ( ) 09-04-2013 18:41:08
Spawned from Custom (OHRRPGCE beelzebufo 20130410 r5768)
Could not load song C:\Documents and Settings\Papp Róbert\Application Data\OHRRPGCE\working.tmp\\song0.mid (SDL_RWFromFile failed)

The program looks for the music in totally wrong folder, if I understand it well...
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Bob the Hamster
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Post by Bob the Hamster »

That is the correct folder, but I bet it is getting confused by the ó in "C:\Documents and Settings\Papp Róbert\Application Data\OHRRPGCE\working.tmp\\song0.mid"

I can probably fix this.
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Post by roboman »

OK, thank you, you are great!
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