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 File comments for:  Game » Misc » scummvm.lha

scummvm

Description: Run supported classic adventure/rpg games
Download: scummvm.lha
Version: 2.8.0
Date: 31 Dec 2023
Category: game/misc
FileID: 12787
RSS Feed url: https://os4depot.net/modules/comments/rssfeed.php?file=game/misc/scummvm.lha

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Comment by: HKvalhe (89.10.145.67)At: 01 Apr 2024, 17:28File version: 2.8.0
New 2.8.1 version of ScummVM seemed to have been released March 31th of 2024, containing some fixes. I picked up the new version from the ScummVM site itself. The Installer works, but installed only 85% of the archive over previous installment, that was 2.8.0 on my X5000/20. While the 2.8.1 seems faster and generally works better, Broken Sword 1 and 2 still have cracked audio since version 2.8.0, due to the change of game engine, but these games had perfect audio from ScummVM 2.7.2. Perhaps a wise idea to compare the game engine of BS1 and BS2 from 2.7.2 with 2.8.1, to see what went wrong with the audio. I think the author of ScummVM might find that revelation interesting. Apart from that, the color of the graphic running the old adventure games like Larry, make the face looks a bit too "red". Not sure if it should be like that. But overall, the new 2.8.1 works much better since 2.8.1. I will look into installing the 2.8.1 again when the update is again available here on OS4Depot.
 
 
Comment by: HKvalhe (89.10.145.67)At: 15 Jan 2024, 16:54File version: 2.8.0
@Breaking
I belive rafa1138 is using a Classic Amiga with PiStorm accelerator. It would probably mean that the RTG classic version of ScummVM is the one he should use, which of course is not found here but on Aminet.
 
 
Comment by: Breaking (193.207.131.53)At: 14 Jan 2024, 06:10File version: 2.8.0
@rafa1138
What version of the OS are you using?
This is the native version for AmigaOS 4.1 (PowerPC)
 
 
Comment by: HKvalhe (89.10.145.67)At: 13 Jan 2024, 17:52File version: 2.8.0
@Rafa1138
There are some few bugs in the new 2.8.0 version that need to be fixed. Hopefully a 2.8.1 update will be a minor one with bug fixes and should come soon. Raziel has been informed about the problems. MorphOS version also have the same problems. Hopefully will be fixed for the next update not far away. Just hold on a little bit more.
 
 
Comment by: rafa1138 (47.197.11.160)At: 13 Jan 2024, 16:56File version: 2.8.0
Hi. I have used the installer and when try to run it it says can't find the tool. Running this in amiga 500+ with pistorm emu68. Any way to fix it? Thanks
 
 
Comment by: rafa1138 (47.197.11.160)At: 13 Jan 2024, 16:45File version: 2.8.0
Hi. I have used the installer and when try to run it it says can't find the tool. Running this in amiga 500+ with pistorm emu68. Any way to fix it? Thanks
 
 
Comment by: HKvalhe (89.10.145.67)At: 07 Jan 2024, 00:04File version: 2.8.0
@Pavlor
Hopefully, we can get to play Syberia soon. Keep an eye on the those updates. First, ScummVM 2.8.0 needs to be bug fixed for a possible 2.8.1 update. Should not be too long, hopefully.
 
 
Comment by: pavlor (89.103.59.203)At: 06 Jan 2024, 18:01File version: 2.8.0
Then I must wait until these are supported (and read the readme up to the end next time...).
 
 
Comment by: HKvalhe (89.10.145.67)At: 06 Jan 2024, 16:03File version: 2.8.0
@pavlor
It's mentioned that in order to run those Syberia games, Shaders have to be written for these games in order to run ScummVM 2.8.0. Also be aware that there are some minor problems present with the ScummVM 2.8.0. The ones I mentioned in previous post. Hopefully, Raziel will have them fixed for a small 2.8.1 update in a not too distance future. Fingers crossed.
 
 
Comment by: pavlor (89.103.59.203)At: 06 Jan 2024, 13:28File version: 2.8.0
I'm trying to run Syberia. Game data are recognized (GoG version for Macintosh), but when I start the game, I get ISI.
 
 
Comment by: HKvalhe (89.10.145.67)At: 03 Jan 2024, 15:57File version: 2.8.0
@Raziel

Forgot to mention there are actually some few problems with the new ScummVM 2.8.0, which others seem to have noticed as well. A MorphOS friend of mine also reported identical problems with the new ScummVM 2.8.0. I'll try to list them here.

*Causing a GR when other windows are active, after closing down ScummVM 2.8.0
(can also cause a black screen due to this)
*Complaining about Timestamps loading problems (but loads fine anyway)
*Fullscreen button for games don't work right away (must toggle more than once)
*Crackled audio in Broken Sword 1 due to changed support (worked in 2.7.1)

These are the problems with ScummVM 2.8.0. Otherwise, all other games work as supposed to. Sorry to mention those problems, but it's important to report about them so that these can hopefully be solved fast and easily without too much struggle. Hopefully, a 2.8.1 update of ScummVM can address these issues. Keep on improving, Raziel. You're doing a great job with ScummvM. Can only get better.
 
 
Comment by: HKvalhe (89.10.145.67)At: 02 Jan 2024, 21:54File version: 2.8.0
@Raziel
I'm very happy with the new ScummVM 2.8.0 on my X5000/20. The install went without any problems and all games run as supposed to. However, I noticed problem with speech and music in Broken Sword under ScummVM 2.8.0. It was not the case in previous version 2.7.1. I should mention that I have the ESI@Juli XTe PCIe audio card. Speech and music in Broken Sword 1 used to work. In ScummVM 2.8.0, the audio crackles instead. Can't hear any speech. Music files are OGG. Could that be the problem? Thought about replacing them with MP3 version, if there's any, or is this a minor issue with ScummVM 2.8.0 itself? Otherwise, all other games run just fine.
 
 
Comment by: HKvalhe (89.10.145.67)At: 31 Dec 2023, 16:36File version: 2.8.0
A great thank to Raziel for an outstanding update of ScummVM 2.8.0! After adding the missing file to the ScummVM Installer, I did a fresh install of the latest version on my X5000 and it completed the install without any issues! ScummVM 2.8.0 runs perfectly on my X5000/20, and looks even better, too! Now all OS4 users can install ScummVM 2.8.0 without problems! Thanks again for the update, Raziel, and HAPPY NEW YEAR 2024! Keep up the excellent work.
 
 
Comment by: HKvalhe (89.10.145.67)At: 31 Dec 2023, 13:55File version: 2.8.0
@No
I understand more than you know. Raziel has confirmed himself that my notice in this missing problem was a fact. This should now already have been addressed. It was important to mention the problem so that hopefully for future updates, this can be avoided. People want stuffs to work, not to fail. You know this, and I'm sure everyone agrees. Keep that in mind before you complains about feedback.
 
 
Comment by: No (188.193.60.153)At: 31 Dec 2023, 13:44File version: 2.8.0
No, it won't always work.
There was a typo in the installer script, all files are and were there.

Stop lecturing people about things you don't understand
 
 
Comment by: HKvalhe (89.10.145.67)At: 31 Dec 2023, 04:24File version: 2.8.0
The error mentioned in line 103 (see previous post) happens during 13% of a fresh installation of ScummVM 2.8.0 on my X5000/20. Seems to be missing the "drawer.info" file that the error in line 103 complains about. Waiting for the Installer of ScummVM 2.8.0 to be fixed, before doing a fresh install of the new version again. PLEASE, ALWAYS ensure that EVERY files are included in ScummVM Installer. This is extremely important and that way, its Installer will therefore ALWAYS work.
 
 
Comment by: HKvalhe (89.10.145.67)At: 31 Dec 2023, 03:46File version: 2.8.0
Tried to install the ScummvM 2.8.0 update on my X5000/20 using its Installer by installing to harddisk rather than RAM, as mentioned earlier. Unfortunately, I get this error message: Sorry...an Error Has Occurred! COPYFILES: Problem with source file/drawer "drawer.info" in line 103. DOS Error Type: Unable to locate a file or drawer. Please fix the Installer again and ensure it finds ALL the info files as well.
 
 
Comment by: HKvalhe (84.49.190.204)At: 16 Aug 2023, 15:42File version: 2.7.1
Any chance of seeing support for Dreamfall - The Longest Journey? I have the sequel as well on PC for the first game. By using the OpenGL ES wrapper, it should work very well. Looking forward to see more games supported. Perhaps more of those Broken Sword games as well. 3 and 4 are more 3D-based, but Broken Sword 5 - The Serpent's Curse, returned back to classic 2D stylish adventure. Whatever is possible for future versions of ScummVM, I always look forward to a new update.
 
 
Comment by: HKvalhe (84.49.190.204)At: 02 Aug 2023, 01:24File version: 2.7.1
@Raziel
Happy to confirm that the ScummVM Installer installed the update 100% without any issue! Works perfect now! Thanks for the update and explanation. Keep it up.
 
 
Comment by: HKvalhe (84.49.190.204)At: 02 Aug 2023, 00:33File version: 2.7.1
@Raziel
Will test again. Thank you so much!
 
 
Comment by: Raziel (188.192.124.216)At: 01 Aug 2023, 22:16File version: 2.7.0
Missed a file, os4depot.net upload should be fine
 
 
Comment by: HKvalhe (84.49.190.204)At: 01 Aug 2023, 16:45File version: 2.7.0
As I recall, the ScummVM Installer for version 2.7.1 gives this error at 30% of the installment, regardless from RAM or on one of the harddisk partitions. It should be mentioned that I'm currently using NGFS/00 as boot partition on the X5000 (to be changed to SFS/02 as soon as I receive the A-EON USB Emergency Boot.

ScummVM Installer points to this error message saying "Sorry...an Error Has Occurred! COPYFILES: Problem with source file/drawer "Install.info" in line 85.
DOS Error Type: Unable to locate a file or drawer. The solution rather became to install it over the previous 2.7.0 version manually. As long as one knows what should be where, this shouldn't be a problem. Especially not for a small update that mostly fixes some bugs. Everything runs as supposed to, despite the manual installment.
 
 
Comment by: HKvalhe (84.49.190.204)At: 01 Aug 2023, 15:31File version: 2.7.0
I have managed to update ScummVM from version 2.7.0 to 2.7.1 on my new X5000. Unfortunately, the ScummVM Installer failed at 30% of the installment, regardless of running the Installer either from RAM or on harddisk. I was forced to install it manually, but I don't see a problem of doing that as long as you know what should be where they should be, and since this is a small update with a fix, this shouldn't be a problem. But I hope for future versions of ScummVM that the Installer can be fixed to work properly, and that it will run the installment 100%, not failing halfway. Nevertheless, the new versions works like a charm. Thanks for the update.
 
 
Comment by: Pavlor (89.103.59.203)At: 26 Mar 2023, 10:33File version: 2.7.0
Attendum: I think I know where the save game issue is. When I try to save the game (The Curse of Monkey Island) for the first time, ScummVM opens the "comi.c01" file, but doesn˙t close it then, so if I try to save the next time, ScummVM reports it is not possible. Now, if I rename the "comi.c01" file to anything else (eg. "comi.c01p"), ScummVM creates a new "comi.c01" file and I can save yet again.
 
 
Comment by: Pavlor (89.103.59.203)At: 26 Mar 2023, 09:40File version: 2.7.0
I have some weird problem with saving games on 2.7.0 (tested with The Curse of Monkey Island). Default save path doesn't work (ScummVM reports it can't save), local save path works at first (for eg. 1 or 2 saves), later it gives the same error as with the default path. I installed 2.7.0 over the previous release.
 
 
Comment by: HKvalhe (84.49.190.204)At: 04 Mar 2023, 01:32File version: 2.7.0
The new ScummVM 2.7.0 is fantastic! I unarchived it to hard drive and ran the Installer without any problem. Working fantastic on my SAM460ex under AmigaOS4! I'm confused about the choice of Shaders under the Graphic settings for ScummVM and the games. I chose Anti-Aliasing FXAA. Is this the best Shader to choose? Thanks for the new version anyway. Keep up the excellent work.
 
 
Comment by: HKvalhe (84.49.190.204)At: 28 Feb 2023, 15:52File version: 2.6.1
ScummVM 2.7.0 official released to all platforms but AmigaOS4 and MorphOS version remain. Hope to see the new version soon. I'm excited!
 
 
Comment by: HKvalhe (84.49.190.204)At: 20 Jan 2023, 19:01File version: 2.6.1
@K-L
I could confirm the same experience with the Installer of ScummVM fails to complete the installment of the application and its belongins. Hopefully, as Raziel says, this should now already have been fixed for version 2.7.0. Looking forward to that.
 
 
Comment by: Raziel (188.193.107.50)At: 17 Jan 2023, 15:36File version: 2.6.1
(it has alwas be like that)
Funny that no one really reported it until recently.

I may have missed the "drawer.info" file in the last upload.
This is already fixed in the 2.7.0 install...soon
 
 
Comment by: K-L (87.231.126.250)At: 17 Jan 2023, 08:27File version: 2.6.1
True indeed, the installer hangs just after starting to copy files (it has always be like that). I tried to copy an .info file and the stops with an error message.
 
 
Comment by: HKvalhe (84.49.190.204)At: 19 Nov 2022, 00:58File version: 2.6.1
TLJ works very well, but often during the game, a lot of GR messages show up. It's possible to ignore them 1 or 2 times, or to click Continue. Otherwise, after trying to ignore the GR message at least 2 times, the GR forces the user to do a Reboot. Fortunately, it's possible to continue the game from where it was saved last time. Hope this bug can be fixed. I saw the compatibility list for the game to work in latest ScummVM and it only says the support is GOOD, but NOT EXCELLENT. Hope the support will be even better. But the game is fun to play otherwise, no doubt.
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 23:02File version: 2.6.1
@Raziel
I found the solution! You simply have to create a Shaders drawer for those games that actually use the Shaders from the Extra drawer of ScummVM! For TLJ, I just created a Shaders drawer and only copied the STARK Shaders to the Shaders drawer for TLJ, THEN you could run TLJ in OpenGL/OpenGL with Shaders!

With RadeonHD v3.7 currently, speed is not at its best, compared to the RadeonRX. A little bit stuttering in audio in some heavy video sequences, but the game itself is quite playable, really. It's getting better as more updates we get! Phew, that took long enough to figure! All happy now! Have fun everyone! Thanks for all the help, Raziel! You can relax now! Keep up the excellent work!
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 21:18File version: 2.6.1
@Raziel
It's not always easy to explain but I'm trying my best. Earlier, I tried to run the Installer for ScummVM, but often halfway, it fails to complete and shows an error. The safest way has always been to unarchive it directly to the chosen destination, then set up ScummvM to work. I pointed TLJ to use the Shaders found in ScummVM's Extra drawer, but that didn't help. Probably because I'm running RadeonHD v3.7 driver (5.14 being extremely buggy. Hans fixing that these days). Thank you for trying your best to help. It means a lot.
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 21:14File version: 2.6.1
@Raziel
The ScummVM Installer fails to install it and opens with an error message. Have to drag and copy it manually, or unarchive it to a chosen destination.

But TLJ doesn't work, regardless of setting the extra path to the Shaders. Same for Grim Fandango (even the demo). If choosing SDL Surface and Software Render, then those games work. So my theory here is that since I am using RadeonHD v3.7 driver (the 5.14 said to be very buggy), I suppose there are limit support for shaders or it's that the RadeonRX driver has FULL benefit of the Shaders. Hard to tell, but everything up to date here on my SAM460ex, according to the Updater tool, if looking at the exception of the RadeonHD v5 driver, since I'm stuck to the stable 3.7 driver.

I'm afraid I have done just about everything that was suggested. You would have to talk with Kas1e, as he has run several tests from his YouTube videos of ScummVM with Shaders. He might provide some answers we're both not quite aware of.
 
 
Comment by: Raziel (188.193.107.50)At: 11 Nov 2022, 16:28File version: 2.6.1
What is "not fully working" in the installer?

You know, throwing around unbased comments like this is making it hard to help
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 16:22File version: 2.6.1
@Raziel
I will install ScummVM over again from scratch. I tried using its' Installer, but the Installer is somehow not fully working. Have to install it manually, then set it up correctly. That's the only way I see it. Shouldn't be so difficult. Thanks. Will do.
 
 
Comment by: Raziel (188.193.107.50)At: 11 Nov 2022, 16:17File version: 2.6.1
If it can't find the shaders, your install is broken or your path settings is incorrect.

Please post your .ini here, only the part under [scummvm]

and go into your extras drawer/, look for a shaders/ subdirectory and check if the named shaders are in there.

see below

list extras/shaders/
Directory "extras/shaders" on Friday 11-Nov-22
emi_actor.fragment 350 ----rw-d 22-Oct-22 00:15:41
emi_actor.vertex 1318 ----rw-d 22-Oct-22 00:15:41
emi_actorlights.fragment 350 ----rw-d 22-Oct-22 00:15:41
emi_actorlights.vertex 3148 ----rw-d 22-Oct-22 00:15:41
emi_background.fragment 107 ----rw-d 22-Oct-22 00:15:41
emi_background.vertex 136 ----rw-d 22-Oct-22 00:15:41
emi_dimplane.fragment 82 ----rw-d 22-Oct-22 00:15:41
emi_dimplane.vertex 206 ----rw-d 22-Oct-22 00:15:41
emi_sprite.fragment 350 ----rw-d 22-Oct-22 00:15:41
emi_sprite.vertex 1161 ----rw-d 22-Oct-22 00:15:41
grim_actor.fragment 985 ----rw-d 22-Oct-22 00:15:41
grim_actor.vertex 1244 ----rw-d 22-Oct-22 00:15:41
grim_actorlights.fragment 985 ----rw-d 22-Oct-22 00:15:41
grim_actorlights.vertex 2780 ----rw-d 22-Oct-22 00:15:41
grim_background.fragment 103 ----rw-d 22-Oct-22 00:15:41
grim_background.vertex 380 ----rw-d 22-Oct-22 00:15:41
grim_dim.fragment 178 ----rw-d 22-Oct-22 00:15:41
grim_dim.vertex 299 ----rw-d 22-Oct-22 00:15:41
grim_emerg.fragment 142 ----rw-d 22-Oct-22 00:15:41
grim_emerg.vertex 404 ----rw-d 22-Oct-22 00:15:41
grim_primitive.fragment 75 ----rw-d 22-Oct-22 00:15:41
grim_primitive.vertex 248 ----rw-d 22-Oct-22 00:15:41
grim_shadowplane.fragment 62 ----rw-d 22-Oct-22 00:15:41
grim_shadowplane.vertex 177 ----rw-d 22-Oct-22 00:15:41
grim_smush.fragment 281 ----rw-d 22-Oct-22 00:15:41
grim_smush.vertex 377 ----rw-d 22-Oct-22 00:15:41
grim_text.fragment 142 ----rw-d 22-Oct-22 00:15:41
grim_text.vertex 276 ----rw-d 22-Oct-22 00:15:41
myst3_box.fragment 205 ----rw-d 22-Oct-22 00:15:41
myst3_box.vertex 497 ----rw-d 22-Oct-22 00:15:41
myst3_cube.fragment 103 ----rw-d 22-Oct-22 00:15:41
myst3_cube.vertex 204 ----rw-d 22-Oct-22 00:15:41
myst3_text.fragment 103 ----rw-d 22-Oct-22 00:15:41
myst3_text.vertex 276 ----rw-d 22-Oct-22 00:15:41
stark_actor.fragment 207 ----rw-d 22-Oct-22 00:15:41
stark_actor.vertex 3608 ----rw-d 22-Oct-22 00:15:41
stark_fade.fragment 97 ----rw-d 22-Oct-22 00:15:41
stark_fade.vertex 76 ----rw-d 22-Oct-22 00:15:41
stark_prop.fragment 269 ----rw-d 22-Oct-22 00:15:41
stark_prop.vertex 2766 ----rw-d 22-Oct-22 00:15:41
stark_shadow.fragment 62 ----rw-d 22-Oct-22 00:15:41
stark_shadow.vertex 806 ----rw-d 22-Oct-22 00:15:41
stark_surface.fragment 211 ----rw-d 22-Oct-22 00:15:41
stark_surface.vertex 679 ----rw-d 22-Oct-22 00:15:41
wme_fade.fragment 59 ----rw-d 22-Oct-22 00:15:41
wme_fade.vertex 174 ----rw-d 22-Oct-22 00:15:41
wme_flat_shadow_mask.fragment 232 ----rw-d 22-Oct-22 00:15:41
wme_flat_shadow_mask.vertex 563 ----rw-d 22-Oct-22 00:15:41
wme_flat_shadow_modelx.fragment 91 ----rw-d 22-Oct-22 00:15:41
wme_flat_shadow_modelx.vertex 237 ----rw-d 22-Oct-22 00:15:41
wme_geometry.fragment 59 ----rw-d 22-Oct-22 00:15:41
wme_geometry.vertex 214 ----rw-d 22-Oct-22 00:15:41
wme_line.fragment 59 ----rw-d 22-Oct-22 00:15:41
wme_line.vertex 174 ----rw-d 22-Oct-22 00:15:41
wme_modelx.fragment 237 ----rw-d 22-Oct-22 00:15:41
wme_modelx.vertex 1857 ----rw-d 22-Oct-22 00:15:41
wme_shadow_mask.fragment 59 ----rw-d 22-Oct-22 00:15:41
wme_shadow_mask.vertex 174 ----rw-d 22-Oct-22 00:15:41
wme_shadow_volume.fragment 16 ----rw-d 22-Oct-22 00:15:41
wme_shadow_volume.vertex 206 ----rw-d 22-Oct-22 00:15:41
wme_sprite.fragment 272 ----rw-d 22-Oct-22 00:15:41
wme_sprite.vertex 359 ----rw-d 22-Oct-22 00:15:41
62 files - 30K bytes - 124 blocks used
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 15:58File version: 2.6.1
Tried your very basic INI config, but neither Grim Fandago and The Longest Journey works in OpenGL (with Shaders) mode. These open up with the text console saying can't find either the Stark_Source.vertex or the one Grim uses. All other games run without problems in full OpenGL with Shaders, though. And I have MIDI in my SAM460ex with GUS SoundFonts.
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 15:33File version: 2.6.1
@Raziel
I will test the demo of Grim Fandango and try your further suggestion carefully. I come back to you later. Thanks.
 
 
Comment by: Raziel (188.193.107.50)At: 11 Nov 2022, 11:37File version: 2.6.1
Does Grim Fandango work (even the demo would be a good test case) with shaders?

Use my .ini file (BACK UP YOUR .INI FILE BEFOREHAND) and see if it works with ScummVM 2.6.1.
Adapt the path to your TLJ game directory under [tlj-win]

It's the most basic .ini file, only TLJ added and everything set to opengl (shaders)

--- cut here
[scummvm]
gui_browser_native=true
speech_mute=false
vsync=true
mute=false
speech_volume=192
native_mt32=false
mt32_device=null
last_window_width=1280
gui_theme=scummremastered
aspect_ratio=false
confirm_exit=false
renderer=opengl_shaders
extrapath=extras/
gui_scale=100
gui_return_to_launcher_at_exit=false
last_window_height=960
browser_lastpath=RAM:
gm_device=null
themepath=themes/
sfx_volume=192
music_volume=192
autosave_period=300
lastselectedgame=tlj-win
music_driver=auto
opl_driver=auto
local_server_port=12345
versioninfo=2.6.1
gui_use_game_language=false
gfx_mode=opengl

[tlj-win]
enable_assets_mod=true
description=The Longest Journey (GOG/Windows/English)
extra=GOG
use_linear_filtering=true
path=path-to/The Longest Journey/
engineid=stark
enable_font_antialiasing=true
gameid=tlj
language=en
platform=windows
guioptions=sndNoMIDI gameOption1 gameOption2 gameOption3 lang_English
--- cut here
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 01:57File version: 2.6.1
@Raziel
I did as you told me, but unfortunately, the error message still happened. I'm pretty sure only the Software Render mode works for that games currently in ScummVM, and not the full OpenGL Shader one. I should mention I bought the game from GOG, though. Could you ask Kas1e to look deeply into the issue with TLJ? But I did exactly as you told me to do now. TLJ was still not able to run with full OpenGL. Only Software Render mode and SDL Surface. Sorry to bother you with this. I'm sure you're busy, though.
 
 
Comment by: HKvalhe (84.49.190.204)At: 11 Nov 2022, 01:25File version: 2.6.1
@Raziel
You know better than me. I wasn't aware of that. You're absolutely right! Thanks!
 
 
Comment by: Raziel (188.193.107.50)At: 11 Nov 2022, 00:47File version: 2.6.1
- It brings up the text console displaying an error saying "Could not open shader stark_surface.vertex!!".

Just what i suspected.
Check your path settings, the shaders are located in extras/shaders/, once your extras path points to where the shaders are installed, it will work.

- This only happens with TLJ. The other many games run without problems with OpenGL and OpenGL With Shaders.

Wrong, at least Grim Fandango and Myst 3 also rely on shaders.
 
 
Comment by: HKvalhe (84.49.190.204)At: 10 Nov 2022, 22:42File version: 2.6.1
@Raziel
It brings up the text console displaying an error saying "Could not open shader stark_surface.vertex!!". This only happens with TLJ. The other many games run without problems with OpenGL and OpenGL With Shaders.
 
 
Comment by: Raziel (188.193.107.50)At: 10 Nov 2022, 17:47File version: 2.6.1
but brings up the text console instead

...and what might the text console print?
I'm no psychic
 
 
Comment by: HKvalhe (84.49.190.204)At: 10 Nov 2022, 15:56File version: 2.6.1
@Raziel
But if you look closely to the ScummVM video review Kas1e did earlier in spring 2022, you will actually notice that Kas1e did run a demo of TLJ in his ScummVM build, and it was running in Software Render mode, which means that is the mode currently only working for the game itself. That's how I understand from what I saw.
 
 
Comment by: HKvalhe (84.49.190.204)At: 10 Nov 2022, 15:51File version: 2.6.1
@Raziel
My SAM460ex has a RadeonHD 7750 at the moment. It's a Southern Island card. I have both the latest drivers, but waiting for the updated, fixed RadeonHD v5 driver for SAM460ex, that has been updated and fixed by Hans. Yes, in ScummVM, for the Global Options and Graphics generally, it has been set to OpenGL and OpenGL with Shaders. But TLJ doesn't support OpenGL/OpenGL with Shaders. Only Software Render at the moment. I ran some tests and tried to make TLJ run with OpenGL and OpenGL with Shaders, but brings up the text console instead. I'll see what I can do.
 
 
Comment by: Raziel (188.193.107.50)At: 10 Nov 2022, 12:14File version: 2.6.1
Do you have an RX card?
Do you have the latest RX driver?
Did you set the graphics mode to "OpenGL" and the game 3D renderer to "OpenGL with shaders" in ScummVM global options/graphics?

If those options don't appear for you then one of the above doesn't apply
 
 
Comment by: HKvalhe (84.49.190.204)At: 09 Nov 2022, 22:25File version: 2.6.1
@Raziel and Kas1e
The Longest Journey or TLJ as it's called, has now been installed on my SAM460ex in ScummVM 2.6.1, but as it only runs with software render, it's unbearable slow. Any possibility of making it to use the ogles2.library for optimal 3D performance?
 
 
Comment by: HKvalhe (84.49.190.204)At: 04 Nov 2022, 12:56File version: 2.6.1
@Raziel
I noticed. Thanks for the tip! Keep up the excellent work.
 
 
Comment by: Raziel (188.193.107.50)At: 04 Nov 2022, 10:29File version: 2.6.1
@trgswe

I tried the Amiga version of EOB1 and the "Magic Missile" spell works as intended.
I only quickly tried the first few encounters and the spell killed the front row fighters just fine.
 
 
Comment by: Raziel (188.193.107.50)At: 04 Nov 2022, 10:27File version: 2.6.1
@HKvalhe

https://wiki.scummvm.org/index.php?title=The_Longest_Journey

The 2-CD and DVD versions have some of the data files packed in installer archives. Unpack the archives.
 
 
Comment by: HKvalhe (84.49.190.204)At: 02 Nov 2022, 14:59File version: 2.6.1
@Raziel
I am going to run some test with TLJ, to see how it actually works with ScummVM 2.6.1 for AmigaOS4. Has to install it on PC first, then try to copy that installation to a big USB pen, then to my Amiga system for testing. I will report back later.
 
 
Comment by: HKvalhe (84.49.190.204)At: 01 Nov 2022, 22:30File version: 2.6.1
@Raziel
I tried to install TLJ from DVD release but doesn't seem to work. I suppose only the demo version currently works. I suppose it will be fully added sooner or later. Perhaps some of you could run some testes? I know Kas1e did, at least. Great to see the 2.6.1 update here! Thanks!
 
 
Comment by: Raziel (188.193.90.12)At: 01 Nov 2022, 17:49File version: 2.6.0
The Longest Journey was added in 2.5.0 and since then many bugfixes have been merged in. So, yes, it should be possible to finish the game in ScummVM (not sure though, haven't played it yet, except some test screens)
 
 
Comment by: HKvalhe (84.49.190.204)At: 01 Nov 2022, 14:20File version: 2.6.0
@Raziel
I noticed that ScummVM 2.6.1 is already available for AmigaOS4 on ScummVM's own Download page. Does games like TLJ works? I have the full game from a DVD but hope it will work in ScummVM 2.6.1.
 
 
Comment by: Raziel (188.193.90.12)At: 29 Oct 2022, 23:56File version: 2.6.0
I'll see what I can do, don't have eob

But you can always open new ticket on the scummvm tracker
 
 
Comment by: trgswe (62.20.228.145)At: 28 Oct 2022, 21:37File version: 2.6.0
can you check if eye of the beholder (both 1 and 2) has a bug in the magic missiles especially when you throw a missile etc. towards a enemy the missile takes 20-45 seconds to reach the wall and explode.. this is the same with eob2 as eob1, there was a old ticket for something with magic missiles but this was in the 1.6.0 version I dont't know if it maybe is something in the setup of scummvm (latest 2.6.0 stable on scummvm.org)
 
 
Comment by: Raziel (37.251.238.2)At: 28 Sep 2022, 18:01File version: 2.6.0
@Jurassicc

Monkey4 is considered unstable and has been taken out of the release builds.

I too feel uneasy leaving the possibility to add unstable/unsupported game targets in the detection list for release builds.

Therefore this has been brought to the maintainers attention and will be discussed internally for the hext release...

If you want to test out unstable games/engines please use a daily build instead.

Thank you
 
 
Comment by: Jurassicc (86.133.20.229)At: 28 Sep 2022, 09:37File version: 2.6.0
User picked target 'monkey4-ps2' (engine ID 'grim', game ID 'monkey4')...
Looking for a plugin supporting this target... Grim
Running Escape From Monkey Island (Sony PlayStation 2/English)
artAll.m4b: 0dc9a4df0d8553f277d8dc8e23b6249d, 34593974 bytes.
Monkey Island 4 (PS2 Version) throws out this error :-

WARNING: Grim failed to instantiate engine: Game id not supported (Escape from Monkey Island support is not compiled in) (target 'monkey4-ps2', path 'DH1:Emulators/ScummVM/Games/Monkey4-PS2/')!
 
 
Comment by: HKvalhe (84.49.190.204)At: 14 Sep 2022, 02:12File version: 2.6.0
@Raziel
Disabling MT-Roland device in ScummVM certainly did the trick of making most games run smoothly! Thanks!
 
 
Comment by: HKvalhe (84.49.190.204)At: 12 Sep 2022, 22:37File version: 2.6.0
@Raziel
Good point! I will turn off the MT-32 Emulator there. Using Adlib instead. Thanks for telling.
 
 
Comment by: Raziel (188.193.90.12)At: 09 Sep 2022, 16:02File version: 2.6.0
@HKvalhe

1 - BASS is a 2D game and doesn't use ANY of the 3D stuff (inlcuding shaders)
2 - The only way i can make BASS behave "sluggish" is by using "MT-32 Emulator" as audio device.
This emulator is far too resource hungry to be useful even on my X1000, so you might check and change that.
 
 
Comment by: HKvalhe (84.49.190.204)At: 05 Sep 2022, 11:41File version: 2.6.0
There's an interesting little slowdown on the game Beneath The Steel Sky, even with full OpenGL and OpenGL with Shaders, but this is probably related to the fact that my RadeonHD driver doesn't have full Video Hardware Acceleration, UVD and GART support, as with those Polaris cards. Need RadeonHD v5 for that. Otherwise, most games run quite fine. Have to wait a bit for those 3D adventure, though.
 
 
Comment by: HKvalhe (84.49.190.204)At: 14 Aug 2022, 20:38File version: 2.6.0
I tested 3 3D game demos in much the same way Kas1e did. Escape From Monkey Island didn't work with the official AmigaOS4 version of ScummvM 2.6.0, even with OpenGL and Shaders. I suppose some bugs are been worked at to be erased. Larry 7 Love For Sail definitely works, so that's interesting! The Longest Journey has yet to work with Shaders. Work in Software Render mode, but way too slow to play! Hope to see proper support for these games in a next release of ScummvM, if possible. I have the FULL GAME of TLJ on DVD. Otherwise, very happy with ScummVM 2.6.0 on my SAM460ex running Enhancer 2.2.
 
 
Comment by: HKvalhe (84.49.190.204)At: 04 Aug 2022, 00:08File version: 2.6.0
Fantastic update and now with full 3D support for AmigaOS4! Is TLJ supported now? I tried to install the old game from a CD I have, but ScummVM didn't seem to recognize it. If not supported yet, I hope it will. It's a good, old game. Keep up the excellent work! This is what we all have been waiting for!
 
 
Comment by: exxon (2.200.85.144)At: 03 Aug 2022, 08:48File version: 2.6.0
excellent work, thx
 
 
Comment by: @all (188.193.90.12)At: 18 May 2022, 18:21File version: 2.5.1
regarding the MT-32 emulator...

Just so that no one is disappointed.
It's an *emulator" inside an SDL app (which already drains so much cpu power for the games), thus it is *slow*...really ***slow***.

Even with the new OGLES2 functionality (which only affects 3D stuff anyway) using the MT-32 emulator will slow down games visibly.
i.e. "Fly of the Amazon Queen" becomes a pain to play.

Not worth the hassle imho to track down the ROMs (which is illegal anyway, if you don't own the original hardware...i know, no one cares, just sayin')
 
 
Comment by: HKvalhe (80.213.247.199)At: 04 May 2022, 17:33File version: 2.5.1
@Raziel
So to understand. I need to pick up these ROM files again, somewhere. Thanks.
 
 
Comment by: Raziel (188.193.90.12)At: 02 May 2022, 22:25File version: 2.5.1
@HKvalhe

Yes, get a working set of ROMs...and yes, yours are broken.
And yes again, it works for me since ages with my ROMs ripped from my original MT-32 hardware.
 
 
Comment by: HKvalhe (80.213.247.199)At: 30 Apr 2022, 23:55File version: 2.5.1
ScummVM has somehow removed the possibility of using the MT-32 emulator. I have both the MT-32.CONTROL and MT-32.ROM placed in Extras drawer, but it sends a message mentioning a missing "Patch002" or something like that. Any way to fix it?
 
 
Comment by: Raziel (188.193.90.12)At: 30 Mar 2022, 09:07File version: 2.5.1
You should also be able to simply move the full archive to where you want and doubleclick ScummVM.

If that doesn't work, i'd be interested in any error messages.
 
 
Comment by: Raziel (188.193.90.12)At: 30 Mar 2022, 08:55File version: 2.5.1
Yes, seems a regression snuck in.

Fixed for the next release.

to workaround simply change the icon type from "tool" to "project" and add "installer" to the "default tool" in Icon tab
 
 
Comment by: Lio (213.176.206.197)At: 29 Mar 2022, 22:09File version: 2.5.1
thanks Raziel for your hard work !
using the installer I got the following error : "unable to open the tool "Scummvm_install" and snoopy does not help with this issue.
do I need additional program besides this archive to install it ? or can I simply run it w/o the install ?
 
 
Comment by: HKvalhe (88.90.158.176)At: 12 Mar 2022, 19:59File version: 2.5.1
Might be worth mentioning that RadeonHD V5 will have full support for VA - Hardware Video Acceleration. This could be useful in game and ScummVM as well, along with the OpenGL ES and Warp3D NOVA for 3D adventure games.
 
 
Comment by: HKvalhe (85.167.248.117)At: 15 Feb 2022, 14:30File version: 2.5.1
Any possibilities of bringing support for Broken Sword 3 and 4? Well, 3 and 4 are 3D based, though. But Broken Sword 5 is using the same 2D graphic engine that made Broken Sword so popular, with improved graphic. Would like to see at least support for Broken Sword 5 - The Serpent's Curse.
 
 
Comment by: HKvalhe (85.167.249.9)At: 31 Dec 2021, 22:47File version: 2.5.1
I can help you explain what's the purpose of Shaders are. I came over this explanation from Wikipedia. Shaders are most commonly used to produce lit and shadowed areas in the rendering of 3D models. Phong shading (right) is an improvement on Gouraud shading, and was one of the first computer shading models ever developed after the basic flat shader (left), greatly enhancing the appearance of curved surfaces in renders. Hope this helps ;)
 
 
Comment by: HKvalhe (85.167.249.9)At: 24 Dec 2021, 12:12File version: 2.5.0
@Raziel
I do read in the Amigans.net forums an interesting discussion of using the OpenGL ES wrapper into ScummVM, meaning that all of us able to use Warp3D Nova and OpenGL ES, would be able to run those 3D adventure games in a versin of ScummVM using the OpenGL ES instead of the GL4ES stuffs. It would also appear faster, as Kas1e pointed out. Looking forward to that. I have a used X1000 with Radeon R9 280x 3GB Dual Slot graphic board, if that actually helps. Keep it up.
 
 
Comment by: HKvalhe (85.167.249.9)At: 30 Nov 2021, 00:10File version: 2.5.0
@Raziel
Thanks for explaining and the suggestion of using the Daily Build. I certainly could use it, but then again perhaps not so worth it, in case of bugs or crash. I think I can wait a little longer. There are fortunately still so many of these different 2D/2.5D adventure games to explore. You're doing an amazing job already, and I know you'll get there to 3D in the end. It only takes the time it takes. No worries. Yes, I have tle latest graphic drivers, and currently using a Radeon card that is supported by Warp3D Nova, which is great. Keep up the excellent work
 
 
Comment by: Raziel (188.192.127.156)At: 27 Nov 2021, 16:24File version: 2.5.0
2.5.0 is already running on SDL2.

TLJ is pretty much right now adapted to work with Software Renderer (slow) and OpenGL w/o shaders (so, technically it should run, but it doesn't, i'm getting a white screen and a crash).
This is looked into, but i cannot give any estimate when or even if it will work with the next release (or ever for that matter, if the crash stems from some bug in minigl we have to get that fixed first).

wrt gl4es:
I have a gl4es based binary compiled (and my toolchain adapted to build it automatically already), but i'm waiting on a ScummVM PR to get merged first, before i can take further steps.

Since gl4es is still a paid upgrade it won't make it into the official builds and i'm still pondering about including such a binary to official releases...maybe i'll upload them as an extra package, we'll see what comes of it.

To reduce the waiting time you can always download a daily build from ScummVM ("modern" browser required), the AmigaOS cross-compile is based on OpenGL, so you should already get a nice speed boost with 3D games (given you use the latest gfx drivers).
 
 
Comment by: HKvalhe (85.167.249.9)At: 27 Nov 2021, 14:54File version: 2.5.0
@Raziel
Are you working on the SDL2 version of ScummVM for AmigaOS4 these days for the latest version? Any chance of getting Warp3D Nova and OpenGL ES into it? I now have a 2GB Radeon HD 7750 Verde card into my SAM460ex. Would love to play The Longest Journey, that I have from the PC version.
 
 
Comment by: HKvalhe (85.167.249.9)At: 27 Nov 2021, 14:51File version: 2.5.0
 
 
Comment by: HKvalhe (85.167.249.9)At: 27 Nov 2021, 14:51File version: 2.5.0
 
 
Comment by: Raziel (188.192.125.89)At: 17 Oct 2021, 00:17File version: 2.5.0
@jabirulo

That warning is considered "normal" for 3D engines.
We don't have GLSL, so it falls back to pure GL.

Great to hear it works.
I was hoping I don't break anything while compiling the release.
 
 
Comment by: jabirulo (80.39.195.244)At: 16 Oct 2021, 11:42File version: 2.5.0
Loads fine thx for updated port.

I get "WARNING: Could not parse GLSL version 'Huh?'!" but loads fine.
 
 
Comment by: HKvalhe (80.213.245.128)At: 15 Oct 2021, 20:20File version: 2.5.0
@Raziel
You're right. I noticed myself from the message ScummVM gave. It's a pity considering this limitation in the current AmigaOS graphic subsystem. Can only hope we get to move to full OpenGL very soon. Seems ScummVM will rely more and more on that, which is of course a natural progress into the future. When that happens, we could finally enjoy games like TLJ. I suppose for now, we will have to enjoy the best of these amazing 2D adventures, which are quite many. Thanks for telling, Raziel.
 
 
Comment by: Raziel (37.251.238.2)At: 14 Oct 2021, 18:25File version: 2.5.0
@HKvalhe
The Longest Journey engine (iirc) still relies on shaders being available to be able to run.
Since ScummVM is built with OpenGL on AmigaOS4 and there is no shader support in our OpenGL, TLJ is not built in (yet)
 
 
Comment by: HKvalhe (80.213.245.128)At: 14 Oct 2021, 15:20File version: 2.5.0
So happy to see the new ScummVM version 2.5.0 for AmigaOS4 as well, and should now be able to play adventure games like The Longest Journey, which I have. I must remember to pick up the thing that improves the visual quality of the game. Thanks for making this possible! Truly awesome!
 
 
Comment by: Trgswe (158.174.187.53)At: 22 Jun 2021, 01:54File version: 2.2.0
@raziel
Just tested the stable 2.2.0 and the same fault is there,
Will put bug report on scummvm.org
 
 
Comment by: Raziel (37.251.238.2)At: 21 Jun 2021, 23:13File version: 2.2.0
@trgswe

Could easily be.
I dont have and as such never tried the fame.

Could you please file a bug report here:
bugs.scummvm.org

Thanks
 
 
Comment by: trgswe (158.174.187.53)At: 21 Jun 2021, 22:50File version: 2.2.0
@raziel
don't know if it is a the 2.3.0 or if it is in 2.2.0 too
but eye of the beholder has some graphics glitches of the major style,
the intro looks alright, but when you get to the character generation
it takes on the form of... rubbish really might be that the graphics most be converted from LE to BE
 
 
Comment by: Raziel (188.192.122.215)At: 14 May 2021, 16:02File version: 2.2.0
@trgswe

Investigating (not me, but i "assist" :-D) the pthreads problem (seems to be only with buildbot/cross-compiles)...
 
 
Comment by: Raziel (37.251.238.2)At: 10 May 2021, 07:06File version: 2.2.0
@trgswe

2.3.0 is no release version and can be bugged.
Apart from that by local git builds work fine

timestamp will be created on the first save and will fr placed inside the "save" directory.
Did you set the path in options?
 
 
Comment by: trgswe (158.174.186.7)At: 09 May 2021, 17:10File version: 2.2.0
Minor addition
2.3.0 does not work, might need EXTmem
2.3.0 also complains about threads library missing
 
 
Comment by: trgswe (158.174.186.7)At: 09 May 2021, 17:07File version: 2.2.0
noticed when playing Indian Jones fate of Atlantis scummvm complains about createdirectory() not being implemented and failure to load timestamp file, I think it doesn't look where the timestamp file was saved, most probable it's looking one level to low in the file path like this '...Games/timestamp' but should be '...Games/fate/timestamp'
 
 
Comment by: Raziel (188.192.122.215)At: 02 May 2021, 10:26File version: 2.2.0
@samo79

Just to let you know.
Some recent commits now install scummvm to it's build dir into a subdir called install/.
 
 
Comment by: Raziel (188.192.122.215)At: 23 Apr 2021, 06:31File version: 2.2.0
Works here on my local build.
Not sure what's going on with the dailies.

You can try to download the FreeSansBold.ttf font from gui/themes/fonts or the theme from gui/themes.

Maybe that helps?
 
 
Comment by: samo79 (93.65.97.101)At: 22 Apr 2021, 16:53File version: 2.2.0
@Raziel

Yeah, tested now the official 2.2.0 uploaded here italian translation works perfectly
Problem occur only in 2.3.0 nighty
 
 
Comment by: Raziel (188.192.122.215)At: 22 Apr 2021, 07:48File version: 2.2.0
Stupid smartphone...
 
 
Comment by: samo79 (188.192.122.215)At: 21 Apr 2021, 23:12File version: 2.2.0
Did it work before?
Dies it work with 2.2.0?

Daily builds tend to be buggy :-)
 
 
Comment by: samo79 (93.65.97.101)At: 21 Apr 2021, 21:36File version: 2.2.0
Other problem found in nightly builds, localization doesn't seems to work ... i tried with italian

Theme does not support selected language!
Misc setting will be restored.

And as shell output:

WARNING: Failed to load localized font 'helvb12-UTF-32.bdf'!

File <File Stream>, line 137:
<language id = '*' scalable_file = 'FreeSansBold.ttf'/>
</font>

Parser error: Error loading localized Font in theme engine.

WARNING: Failed to parse STX file 'remastered_gfx.stx'!
WARNING: Failed to load theme 'System:Giochi/ScummVM/themes/scummremastered.zip'!
 
 
Comment by: @samo79 (188.192.238.68)At: 09 Apr 2021, 09:07File version: 2.2.0
I just checked the code and both the GLK (tads) and SAGA engines rely on pthreads.
There's even a pthreads-mutex.h to take care of future engine accesses.

1) Since it's a system lib i'd rather stay away from adding a seperate check.
I tried with renaming pthreads.library in LIBS: and all bad things started to happen.
2) I don't think i'm skilled enough to pull it off even.
Not the check, but to exit from ScummVM cleanly without opening more can of worms, i'd rather not try.
 
 
Comment by: samo79 (93.65.97.101)At: 09 Apr 2021, 07:40File version: 2.2.0
@ch

You are right, apparently the library was automaticaly unistalled by a third party software i'm testing .. will report the issue

@Raziel

Ok, let me know when its ready and where i can download it.. we will test with and without the library
 
 
Comment by: Raziel (188.192.238.68)At: 09 Apr 2021, 01:41File version: 2.2.0
@ch

Scrap that.
I didn't test any changes since update 2.
I did however right now and it seems to be fixed, no more pthreads.

@samo79

Test version is building
 
 
Comment by: Raziel (188.192.238.68)At: 09 Apr 2021, 01:07File version: 2.2.0
@ch

If i leave out -lpthread, configure will bail out on checking for the existance of SDL2 with undefined reference errors to pthreads (only with SDL2)
 
 
Comment by: ch (188.67.35.114)At: 08 Apr 2021, 18:56File version: 2.2.0
Correction: readelf -d shows shared objects, not libraries. But still, SDL2 is not using libpthreads.so or pthreads.library.
 
 
Comment by: ch (188.67.35.114)At: 08 Apr 2021, 18:49File version: 2.2.0
1) SDL2 doesn't use pthreads.library. "readelf -d" can show that.
2) pthreads.library is a system component as far as I know. How come it doesn't exists on someone's system? Was is removed by purpose? In such a case game failing to start is probably one of the smallest problems.
 
 
Comment by: samo79 (93.65.97.101)At: 08 Apr 2021, 09:34File version: 2.2.0
Well did not said to not use it :-)
But only to implement a little check/alert at startup, if the library is present then start ScummVm, otherwise just quit .. just to avoid the crash
 
 
Comment by: Raziel (188.192.238.68)At: 08 Apr 2021, 08:21File version: 2.2.0
Some libraries used to compile ScummVM depend on pthreads (from the top of my head at least SDL2), so nothing i could fix.
If SDL2 ever drops pthread and switches to use a native threads implementation, maybe.
But then i'd need to go through the other dependencies and see which one hooks into pthread...not really worth the hassle.
 
 
Comment by: samo79 (93.65.97.101)At: 08 Apr 2021, 06:34File version: 2.2.0
Just noticied now using a recent nightly.. if pthread.library is not installed ScummVM will crash badly

---
Symbol info:
Instruction pointer 0x68C94310 belongs to module "scummvm" (HUNK/Kickstart)

Stack trace:
module scummvm at 0x68C94310 (section 0 @ 0x12022EC)
module scummvm at 0x68C940C0 (section 0 @ 0x120209C)
module scummvm at 0x68C93C44 (section 0 @ 0x1201C20)
module scummvm at 0x68C93CD8 (section 0 @ 0x1201CB4)
native kernel module newlib.library.kmod+0x0000012c
native kernel module newlib.library.kmod+0x0000255c
native kernel module newlib.library.kmod+0x000032e8
native kernel module newlib.library.kmod+0x0000385c
scummvm:_start()+0x170 (section 1 @ 0x1BAC)
native kernel module dos.library.kmod+0x0002a458
native kernel module kernel+0x00057104
native kernel module kernel+0x0005717c

Even if it could be resolved just by installing the library, do you think you fix it ?
 
 
Comment by: Raziel (188.192.124.214)At: 30 Mar 2021, 23:04File version: 2.2.0
Yes, i know the MOS solution, not sure how he handles it, probably uses a different shell.

I can provide a SDL1 bleeding edge build, get in touch with me on amigans.net for it.

The buildbot builds are in hiatus until the devs revert to an earlier SDL2 version for AmigaOS4 (reason is, that even my local builds break due to a missing url feature in SDL2 - which will be implemented in the next RC of SDL2, just don't know when that will be) or get their hands on said upcoming SDL2 update (for AmigaOS4)
 
 
Comment by: anonymous (93.65.97.101)At: 30 Mar 2021, 19:55File version: 2.2.0
Ok not a big problem btw, just i was curious as in MorphOS it was handle to picked

_morphospath="PROGDIR:"

P.S.
Can you make availible a recent nightly to test?
Latest on scummvm site it's 2 months old
 
 
Comment by: Raziel (188.192.124.214)At: 30 Mar 2021, 14:05File version: 2.2.0
@samo79

Everything stays as it is for now.

PROGDIR: is not known in a bash(sh) shell or at least is not picked up as path correctly, so all sorts of make errors on installing.
 
 
Comment by: Raziel (188.192.124.214)At: 04 Mar 2021, 19:13File version: 2.2.0
@samo79

Yeah, itmade my life easier since it installs it automatically to my main beta dur where i keep all files.
Beats installing it after every new build.

I'll revise it, once I have more time again
 
 
Comment by: samo79 (93.65.97.50)At: 04 Mar 2021, 10:32File version: 2.2.0
@Raziel

Is there a reason why the nightly packages still use "Games:ScummVM" as a path instead of just PROGDIR ?
I have looked at the source on github and noted that is was set in configure
 
 
Comment by: Raziel (188.193.158.113)At: 30 Sep 2020, 21:52File version: 2.2.0
@Thematic

I haven't seen any memory shortages while playing a game (the most a game leeches by now is around 300 MB, so that should never be a problem, unless one manually shortens the available ram).

I also never saw a ScummVM 1 and ScummVM2...must be way before i took over recompilation...

The problem is and will be that the statically linked binary is ever so growing and there is not much i can do about it.
Every new supported engine adds to the size.

Granted, i could split them into Adventure and RPG at one point, but i'd really like to avoid such messy releases.

A shared build would be heaven...if it worked

Not only would there be the possibility to release fixes for certain engines (instead of a whole new binary) by simply replacing the engine plugin, but there'd also be a giant save in binary size.
Both while compiling/linking and for the final binary.

I do compile a shared version in parallel to the static build, but unfortunately the shared stuff is so broken on AmigaOS4, that it keeps crashing on me on start, at the same place, reproducable and all the time.

Another system bug that will never get fixed...or at least i won't be able to get it before i die...
 
 
Comment by: Thematic (88.114.191.143)At: 30 Sep 2020, 17:43File version: 2.2.0
I've seen "ScummVM 1" and "ScummVM 2" executables before, though I think that was because of the memory constraints when running.
 
 
Comment by: Raziel (188.193.158.113)At: 29 Sep 2020, 11:05File version: 2.1.1
@Lio

Yes, three new engines, thousands of new games, FriBiDi support and lots of stuff updated under the hood.

Wonder when i will hit the infamous OS4 ram border and crash while linking this monster.

Probably "two weeks(tm)" before they release a "fix"...
 
 
Comment by: Lio (213.176.206.197)At: 28 Sep 2020, 19:20File version: 2.1.1
Thx Raziel for the update !
wow the size increased quite a bit unless I ma mistaken !
 
 
Comment by: HKvalhe (80.213.177.167)At: 21 Jan 2020, 14:52File version: 2.1.1
Thanks for the update! Quite a fine update for the start of 2020, getting even better. Just used the installer and it installed and updated right away. Thanks again.
 
 
Comment by: @Hypex (188.192.125.27)At: 01 Nov 2019, 21:16File version: 2.1.0
I've never looked at this...Pull Requests welcome ;-)
 
 
Comment by: Hypex (210.4.227.129)At: 31 Oct 2019, 17:41File version: 2.1.0
What if the MT-32 emulation diverted to Timi instead?
 
 
Comment by: HKvalhe (80.213.177.167)At: 13 Oct 2019, 15:21File version: 2.1.0
@Raziel
Yeah, you're right about the MT32 emulation. A multi-core supported Amiga can do the job very nicely when proper supported. Systems like A1222 Tabor and the X5000. Such would fly with ease. However, I suppose the problem shouldn't be so big. There's surely ways to overcome that limitation. I actually found out that Stretch to Window mode allows you to adjust the window without messing up the look of the game, so that is cool. Thank you so much for the help.
 
 
Comment by: Raziel (188.192.123.196)At: 12 Oct 2019, 23:34File version: 2.1.0
@HKvalhe

MT-32 emulation runs slow on an X1000 aswell. Nothing that can be done about it.
It's based on MUNT and it's an emulation inside an emulation (ScummVM)...so, nope, MT-32 emulation will always be slow (unless we get multi-core support, then maybe for multi-core system, but i doubt it...both).

Better get real MIDI hardware, you'll never reget it...sound-wise.
 
 
Comment by: HKvalhe (80.213.177.167)At: 12 Oct 2019, 22:45File version: 2.1.0
Thanks for the new update to 2.1.0 using SDL2 for AmigaOS4. The graphic filter option and the new support improves the look of these ScummVM games and seem to run smooth, too. The problem might be that the MT32 emulation might run a bit slow, but then again I use an AmigaOne 500 aka SAM460ex. Not the fastest system out there, but should be fast enough for most of these games. It is possible to improve the MT32 emulation support for this new SDL2 supported ScummVM? Other than that, it's really great, so keep this up. Thanks again.
 
 
Comment by: Raziel (188.195.160.88)At: 10 Jan 2019, 11:55File version: 2.0.0
The problem is that you won't be able to tell if ScummVM froze because of a bug in the iconification code or the known freeze crash.

As i said, i want to rule out one before taking on another.
 
 
Comment by: samo79 (2.40.67.98)At: 10 Jan 2019, 06:37File version: 2.0.0
Yep, however iconify seems already well tested and should not bring new issues
 
 
Comment by: Raziel (188.195.160.88)At: 10 Jan 2019, 00:01File version: 2.0.0
@samo79

That would be a nice feat, but i'd rather wait for the lockup to get fixed before i "add" anything new...it tends to bring in more bugs
 
 
Comment by: samo79 (2.40.67.98)At: 06 Jan 2019, 20:20File version: 2.0.0
@Raziel

Now that iconification support come into our SDL, how about add it to ScummVM and ResidualVM ? ;-)
 
 
Comment by: HKvalhe (80.213.0.171)At: 13 Nov 2018, 19:17File version: 2.0.0
Ok, I understand. Yeah, you're right about the game, and all Radeon drivers for Amiga need full hardware acceleration, if not already implemented. I suppose it's not a good idea to merge ResidualVM and ScummVM, for obvious reasons you mentioned, Raziel. Thanks for telling. Have to focus on games that are fully supported by ScummVM in this case.
 
 
Comment by: Raziel (188.193.105.232)At: 05 Nov 2018, 20:09File version: 2.0.0
BS2.5 is known to be buggy on AmigaOS4, bug reports have been written, unfortunately there is no active dev working on the BS25 engine right now, so it might take some time.
- Video replay will remain slow until there is hardware acceleration in our gfx driver, nothing that can be done in ScummVM's code, as it runs perfectly smooth on other platforms AND some more games are also affected.
- Save game problems i never heard about, but i also don't play that game for above reasons. I'll keep an eye on reports.

ResidualVM and ScummVM will hopefully NEVER merge!
1) This would make the app freakishly big, let alone the hilarious compile time
2) It would inhale RAM in any kind or form and would soon become unusable on most of the smaller or niche platforms, then we wouldn't have any of the two.
3) Although the two apps are sister projects, they only share a certain amount of base code. 2D and 3D are so extremely different, that it wouldn't make a iota of sense to merge them together.
 
 
Comment by: HKvalhe (80.213.0.171)At: 05 Nov 2018, 19:13File version: 2.0.0
Broken Sword 2.5 is an interesting game to play under ScummVM 2.0.0 on AmigaOS4 systems, but because this was an unofficial fan-made game, it's not 100% working. Cinematic video sequences play slow, and often the save game files tend to appear corrupted and won't work after you quit the game and try to play it again later. Hope to see proper support for it? Is there any plans to merge both ResidualVM 3D interpreter with ScummVM for the future? Could certainly help a lot...
 
 
Comment by: Raziel (188.192.238.10)At: 26 Jan 2018, 08:40File version: 2.0.0
Oh boy...freezed->frozen
 
 
Comment by: HKvalhe (80.213.141.23)At: 25 Jan 2018, 22:58File version: 2.0.0
So to understand. Very interesting. Thanks for explaining, Raziel. Still, will keep an eye on any work regarding ScummVM and ResidualVM.
 
 
Comment by: Raziel (188.192.238.10)At: 25 Jan 2018, 17:05File version: 2.0.0
The DGDS engine (i.e. Willy Beamish, Rise of the Dragon, Heart of China) is on the list of freezed engines (means they have been started, but no dev is currently working on it), which in turn means they will be supported sooner or later.

The STARK engine (The Longest Journey) is 3D and doesn't fit in the scope of ScummVM.

However, there is an early engine for that game in ResidualVM.

Unfortunately this engines uses GLEW, while our minigl only support GLES...so, no game until GLEW is supported (which probably will be never, or at least one eternity, given the pace of OS development)
 
 
Comment by: HKvalhe (80.213.141.23)At: 25 Jan 2018, 13:08File version: 2.0.0
Came to think about it, would it be possible to add support for the game called "The Adventures Of Willy Beamish"? Both the DOS and the Amiga version? And I was wondering if it would be possible to add support for the old, famous adventure "The Longest Journey"? Could try to do when that SDL2 thing is working.
 
 
Comment by: HKvalhe (80.213.141.23)At: 26 Dec 2017, 14:08File version: 2.0.0
I also agree with that annoying extra little window displaying small information about a game running in ScummVM. I'm certain that this information is not necessary to display. It should be an option to not have it displayed every time when running a game in ScummVM. So yes, just running the game in ScummVM itself. Nothing else.
 
 
Comment by: Raziel (188.192.238.10)At: 25 Dec 2017, 15:33File version: 2.0.0
I know, that annoys me as well.
I have to stress this with the devs again, there should be an option to write it to a file instead.
 
 
Comment by: Trixie (78.45.68.108)At: 22 Dec 2017, 15:38File version: 2.0.0
The new version works great!

BTW, is there a way to suppress, the CLI output when a game is started? I just want the game, not the info about the game being started.
 
 
Comment by: HKvalhe (80.213.141.23)At: 21 Dec 2017, 11:15File version: 2.0.0
Great &#128578;&#128077;&#10084;&#127918; The new version is brilliant, even on SAM460! The Roland MT32 emulation works excellent! Beautiful music, smooth gameplay, beautiful graphic &#128578;&#128077;&#10084; It got it all &#128578;&#128077; Thanks for the update &#128578;&#128077;&#10084; Very nice XMas present &#128578;&#128077;&#10084;
 
 
Comment by: Raziel (188.193.105.160)At: 20 Dec 2017, 18:26File version: 1.9.0
AmiUpdate needs a source to install the new version.

ScummVM 2.0.0 is still in the upload queue and as such "not available".
Once it went into the normal directory tree AmiUpdate will pick it up and update it automatically.
 
 
Comment by: HKvalhe (80.213.141.23)At: 20 Dec 2017, 15:03File version: 1.9.0
I just saw that a new AmigaOS4 version of ScummVM is available right now. Had to pick it up from here rather than from AmiUpdate, as AmiUpdate don't really update the ScummVM from 1.9.0 to 2.0. Otherwise, i followed the instructions from the ReadMe file and found the Installer in the archive, using it and installed over my previous ScummVM installment without problems...

Yeah, i noticed the situation about the SDL2 stuff within the ReadMe file. I hope it will be sorted out in time. Now, i will try to find more adventure games supported by ScummVM to test out :) Can't wait :) Thanks for the update, by the way, and Merry Christmas! :)
 
 
Comment by: Raziel (188.193.105.160)At: 19 Dec 2017, 20:23File version: 1.9.0
@samo79

Nightlybuilds are bleeding edge builds which will(!!!) contain bugs, errors and grief and probably cockroaches that will haunt you at night - you have been warned ;-)
Plus they are cross-compiled, so in no way tested locally (at least not by me, so don't blame me).
Additionally they are built without any optimization flags, not stripped and with debugging in place and as such *slower* as "official" releases.

The 2.0 is delayed because
a) no time meeting real life(tm)
2.) too much other work and interests
d) too much problems migrating to SDL2 (*waves at capehill and throws a kiss) :-D
3.5) other things that keep me from using my Amiga
VIII) a lot of testing to do for new Amiga-specific features like an Installer

...that doesn't mean, it won't be released. It will be, just not yet and certainly not "for the holidays" as "the holidays" are no holidays for me...
 
 
Comment by: samo79 (2.40.76.63)At: 18 Dec 2017, 14:09File version: 1.9.0
@HKvalhe

Why waiting while you can use nightlybuilds ? ;-)

http://buildbot.scummvm.org/builds.html
 
 
Comment by: HKvalhe (80.213.141.23)At: 17 Dec 2017, 23:20File version: 1.9.0
http://scummvm.org/news/20171217/

New ScummVM 2.0 out now for every platform, but AmigaOS4. Please port it in time for the holidays, thank you :)
 
 
Comment by: Raziel (188.192.102.94)At: 11 Feb 2017, 09:31File version: 1.9.0
I don't have the skills either, sorry
 
 
Comment by: ancalimon (78.170.135.15)At: 10 Feb 2017, 19:34File version: 1.9.0
The old Warpup version runs much much faster on a 166mhz 603e with 040-25 using OS3.9 than the OS4 version on a 400Mhz 604e using Os4.1 fe update1. Can you please do anything to make it run at least as fast as the old Warpup version? :) I asked the author for the sources to the old warpup version hoping someone would take over but after telling him that I did not have the skills, he no longer replied to my message.
 
 
Comment by: Raziel (93.233.102.160)At: 17 Nov 2016, 12:45File version: 1.9.0
Ah, see it now, at least, i think.

With a (near) empty list of games, switching to OpenGL renders the screen insanely big which results in the cursor becoming sluggish moving it over buttons (If you have a list opf games and use e.g. "2x" and then switch to OpenGL it stays in this resolution and, of course, stays very responsive.

No idea how to resolve that, we probably have to wait for the devs to implement a better OGL handling.
 
 
Comment by: Srtest (79.178.16.201)At: 16 Nov 2016, 11:04File version: 1.9.0
Radeon R9-270. Try to compare mouse movement between opengl FS - modern vs classic.
 
 
Comment by: Raziel (93.233.118.136)At: 16 Nov 2016, 08:21File version: 1.9.0
@srtest

Just checked and i don't see have that when using OpenGL/Fullscreen/Modern Theme
 
 
Comment by: Raziel (93.233.118.136)At: 16 Nov 2016, 08:17File version: 1.9.0
@srtest

Hmm, not sure if the dailies are built with sdl2.

I tried that and it crashes with OpenGL aswell, thats why i refuse to build "official" AmigaOS4 releases with SDL2 yet.

That OpenGL/fullscreen/launcher combination i need to check

Which gfx card and system are you using?
 
 
Comment by: Srtest (79.178.16.201)At: 14 Nov 2016, 17:13File version: 1.9.0
Ok, what is sluggish is the combination of Opengl + modern theme when fullscreen. Latest dev builds don't seperate Opengl+filtering from Opengl maybe that what's broken here.
 
 
Comment by: Srtest (79.178.16.201)At: 14 Nov 2016, 15:39File version: 1.9.0
I don't think we need to go email as I figured somthing out about the prefernces of this version which seem more strict about mt-32 supported games. Now I can say it works albeit when opengl goes full screen in the GUI it becomes sluggish.

On contrary, recent dev builds have given me this error on mt-32: http://forums.scummvm.org/viewtopic.php?t=14191 and broke Opengl (I'm getting a black screen - of death? oh my :-(
 
 
Comment by: Raziel (87.145.52.3)At: 08 Nov 2016, 20:37File version: 1.9.0
While i not get exactly what you are trying to say feel free to send me an eMail with detailed game information of which of them breaks with what and what regression you think you may have found.
 
 
Comment by: Srtest (109.65.78.156)At: 08 Nov 2016, 16:28File version: 1.9.0
This version doesn't have mt-32 for some games or less of a support compared to previous versions, while recent builds although fixing some mt-32 and breaking it on some games to the point it crashes the os broke Opengl completely.
 
 
Comment by: Raziel (93.233.125.214)At: 19 Oct 2016, 20:34File version: 1.9.0
@ddni

Glad you like it :-)
Space Quest is the best comical series ever ;-)
 
 
Comment by: ddni (86.175.157.68)At: 19 Oct 2016, 08:16File version: 1.9.0
Thanks for this latest update.
I just finished SQIV for the first time :)
 
 
Comment by: Raziel (84.177.253.44)At: 14 May 2015, 17:56File version: 1.7.0
@samo79

It doesn't in my latest local builds, so do not fear...

Plus
[quote]
WARNING: The following builds are bleeding edge development versions made directly from our source repository. That means that they received no proper testing (usually no testing at all) and that any number of things may be broken in them. For example, they might corrupt your config file, crash frequently or might not even start. Use them at your own risk!
[/quote]

So...not really usable for bugreports
 
 
Comment by: samo79 (93.147.204.48)At: 14 May 2015, 01:52File version: 1.7.0
@Raziel

Latest nighlybuild crash when i try to set another language for the GUI, crash are skippable and so all works however would be good to have it fixed aniway :-)

---
Stack trace:
native kernel module newlib.library.kmod+0x00003438
module scummvm at 0x6908A8E8 (section 5 @ 0x251E8C4)
module scummvm at 0x6908A9A8 (section 5 @ 0x251E984)
module scummvm at 0x6908AA64 (section 5 @ 0x251EA40)
module scummvm at 0x66E49928 (section 5 @ 0x2DD904)
module scummvm at 0x674D764C (section 5 @ 0x96B628)
module scummvm at 0x674D76E0 (section 5 @ 0x96B6BC)
module scummvm at 0x674D8008 (section 5 @ 0x96BFE4)
module scummvm at 0x68DABDF8 (section 5 @ 0x223FDD4)
module scummvm at 0x68DACA5C (section 5 @ 0x2240A38)
module scummvm at 0x68DA3AA4 (section 5 @ 0x2237A80)
module scummvm at 0x68E2E688 (section 5 @ 0x22C2664)
module scummvm at 0x68DAC6B8 (section 5 @ 0x2240694)
module scummvm at 0x68DACDEC (section 5 @ 0x2240DC8)
module scummvm at 0x68DA3C24 (section 5 @ 0x2237C00)
module scummvm at 0x68E30AD8 (section 5 @ 0x22C4AB4)
module scummvm at 0x68DA34CC (section 5 @ 0x22374A8)
module scummvm at 0x68DAC640 (section 5 @ 0x224061C)
module scummvm at 0x68DACDEC (section 5 @ 0x2240DC8)
module scummvm at 0x68DA3C24 (section 5 @ 0x2237C00)
module scummvm at 0x68DBD1AC (section 5 @ 0x2251188)
module scummvm at 0x68DC1D34 (section 5 @ 0x2255D10)
module scummvm at 0x68E22CCC (section 5 @ 0x22B6CA8)
module scummvm at 0x68DA32B8 (section 5 @ 0x2237294)
module scummvm at 0x68DAC6B8 (section 5 @ 0x2240694)
module scummvm at 0x68DACDEC (section 5 @ 0x2240DC8)
module scummvm at 0x68DA3C24 (section 5 @ 0x2237C00)
module scummvm at 0x66B74710 (section 5 @ 0x86EC)
module scummvm at 0x66B75724 (section 5 @ 0x9700)
module scummvm at 0x66B725EC (section 5 @ 0x65C8)
native kernel module newlib.library.kmod+0x000020ac
native kernel module newlib.library.kmod+0x00002d5c
native kernel module newlib.library.kmod+0x00002ef0
_start()+0x170 (section 1 @ 0x16C)
native kernel module dos.library.kmod+0x00024c18
native kernel module kernel+0x0003b648
native kernel module kernel+0x0003b6c8
 
 
Comment by: HKvalhe (80.212.47.178)At: 13 May 2015, 16:30File version: 1.7.0
Would love to see ScummVM adds support for Infamous Adventures REMAKE version of games like SQ2 and KQ3, if possible :)
 
 
Comment by: Raziel (79.232.43.158)At: 08 Oct 2014, 20:50File version: 1.7.0
@samo79

> But i hope that they will work also in final release as for them i presume you will turn back on the standard LhA format :-)

Yes, it will, because *i* will use the amiga lha command for crunching, not that updated linux pendent ;-)
 
 
Comment by: samo79 (93.144.95.114)At: 05 Oct 2014, 03:17File version: 1.7.0
Forget, it works :-)
Just it isn't implemented in ResidualVM yet, but it works nicely with ScummVM
 
 
Comment by: samo79 (93.147.208.163)At: 02 Oct 2014, 20:52File version: 1.7.0
Raziel a new problem :-D

How can we use the translation file for the program ?
It seems it need a proper translation.dat and indeed we have it inside our current nighly archive, however did you ever verify if it work or not ?

Because here i wasn't able and i have the usual warning at startup:

---
WARNING: You are missing a valid 'translations.dat' file. GUI translation will not be available!

 
 
Comment by: samo79 (93.147.208.163)At: 29 Sep 2014, 00:58File version: 1.7.0
Ok, modern themes are working nicely on both, thanks !
But i hope that they will work also in final release as for them i presume you will turn back on the standard LhA format :-)

Good work :-)
 
 
Comment by: Raziel (79.232.63.211)At: 27 Sep 2014, 19:54File version: 1.7.0
@samo79

Daily Builds switched to .zip.
Tried and it's working now
 
 
Comment by: Raziel (79.232.60.69)At: 25 Sep 2014, 11:35File version: 1.7.0
@samo79

Yes, it's kind of the same way as to "add" a working dir :-)

I don't have feedback yet, but i think the easiest solution would be to switch to .zip.
 
 
Comment by: samo79 (93.147.208.163)At: 25 Sep 2014, 11:16File version: 1.7.0
Ok, I think to have found an easy way to solve (atleast seems working here)

By default the current "themes" folder doesn't have any corresponding .info extension, (aka the themes folder are hidden)

So just add a folder icon for that drawer and that's it, doing that you should be able to solve the issue and so the program will be able to read the modern theme again

> Do you get the same error with the ScummVM builds?

No problem with ScummVM (even if its themes folder icon are missed)
 
 
Comment by: Raziel (79.232.60.69)At: 25 Sep 2014, 11:07File version: 1.7.0
@samo79

What i found out so far is that the lha archive is "broken"

Try "lha -t residualvm-amigaos4.lha" and you'll get an instant error.

Testing integrity of archive 'residualvm-amigaos4.lha':
Testing: ( 0/ 0) ResidualVM/
*** Error on file 'AUTHORS.txt' : Unknown compression (need newer LhA version)

Buildbot is using a linux commandline .lha to crunch the archive.
The Buildbot maintainer will be informed about this.

Until then, i'm afraid you'll have to create your own dirs and move stuff around with daily builds to make it work.
 
 
Comment by: Raziel (79.232.60.69)At: 25 Sep 2014, 10:47File version: 1.7.0
@samo79

Why, that is one strange "bug" :-o

I was testing your problem with modern.zip and get the same result...no modern.zip picked up by residualvm.

Here comes the strange part...if i point the daily build to another install's theme dir (in my local build) the modern.zip is picked up just fine!

But wait, it gets even more strange...once i copy the "working" modern.zip (from my local build) to the dir of the daily build it's again not seen!!

But vice-versa, if i copy the modern.zip from the daily build to my local copies themes/, it IS seen, wtf?!

And to top it all...i created different dirs with different "named" modern.zips in them...all of them gets picked up, but for one...the one that has been installed in the daily builds themes/ dawer!!!

I can't tell you right now what the problem is, but it seems the dir created by buildbot is somewhat corrupted and/or not standard and is refused by AmigaOS to read their files.

A workaround is to:
1) rename the original themes/ drawer to themes_broken/
2) Create another dir called themes/
3) Copy modern.zip to themes/
4) Point ResidualVM's theme path to the new themes/ drawer and pick modern.zip

I gotta find out what it's going on there...

Do you get the same error with the ScummVM builds?
 
 
Comment by: samo79 (93.144.88.129)At: 24 Sep 2014, 20:29File version: 1.7.0
@Raziel

Ok in latest nightly all icons are fixed, still only the problem with the modern theme of Residual, again i can't set the modern theme availible on the archive

WARNING: Could not find theme 'modern' falling back to builtin!

Just a curiosity and maybe not related but in your Residual archive how many file do you have inside the "themes" folder ?

In official built we only one single file called "modern.zip" and nothing else, however on the "themes" folder of ScummVM i noted that we have atleast two different zip files

scummmodern.zip
scummclassic.zip

That's why i can't apply the modern theme in Residual ?
 
 
Comment by: Raziel (79.232.55.190)At: 21 Sep 2014, 14:56File version: 1.7.0
@samo79

Custom drawer icons in for both ResidualVM and ScummVM (ScummVM may still need some time to show up in the development builds, though)
 
 
Comment by: Raziel (79.232.55.190)At: 21 Sep 2014, 14:48File version: 1.7.0
@samo79

Custom drawer icons in for both ResidualVM and ScummVM (ScummVM may still need some time to show up in the development builds, though)
 
 
Comment by: Raziel (79.232.55.190)At: 21 Sep 2014, 08:11File version: 1.7.0
@Pseudaxos

Thats bad luck...unfortunately, if you don't provide further detail i'm not able to do anything about it.

You could try to redownload and re-install.
You could try to raise the stack in it's icon to 1 000 000 bytes

Please don't post bugreports here, write me a mail instead
 
 
Comment by: Pseudaxos (109.2.107.189)At: 21 Sep 2014, 00:21File version: 1.7.0
I get DSI very often with this version when I launch the soft.
 
 
Comment by: Raziel (79.232.46.54)At: 19 Sep 2014, 12:28File version: 1.7.0
Whoops, sorry

https://github.com/residualvm/residualvm/blob/master/icons/residualvm_drawer.info
https://github.com/scummvm/scummvm/blob/master/icons/scummvm_drawer.info
 
 
Comment by: samo79 (93.144.88.129)At: 19 Sep 2014, 11:18File version: 1.7.0
Yes that icons for the "binary" are already ok, what we miss in both programs is an icon for the main folder
 
 
Comment by: Raziel (79.232.46.54)At: 19 Sep 2014, 09:46File version: 1.7.0
The daily builds are done through cross-compiling on a linux platform.
The icons itself were added to be used and installed on a local platform...which means i have to convince the buildbot guys to add that icon to their daily build release :-)

In the meantime:
https://github.com/residualvm/residualvm/blob/master/icons/residualvm.info
https://github.com/scummvm/scummvm/blob/master/icons/scummvm.info
 
 
Comment by: samo79 (93.144.88.129)At: 18 Sep 2014, 23:55File version: 1.7.0
@Raziel

Ok will check this specific issue later, for now i need to turn back to the old issue because i'm not sure if they are integrated the main folder into the Amiga archives or no

I just downloaded the new nighty (no more than 5 minutes ago), extracted in RAM and so on, however both archives (ScummVM and ResidualVM) miss the folder icons as before:

See grab: http://s28.postimg.org/8yzbfyo0t/no_folders.png
 
 
Comment by: Raziel (79.232.52.119)At: 17 Sep 2014, 12:07File version: 1.7.0
That is strange indeed...just tried and it worked

You can alos always use the modern.zip file from the daily builds, there hasn't been any changes to the theme code so it will work aswell.
 
 
Comment by: samo79 (93.144.88.129)At: 16 Sep 2014, 20:13File version: 1.7.0
Mmm downloaded and copied in themes folder, but it doesn't work either

--
WARNING: Could not find theme 'modern' falling back to builtin!
--
 
 
Comment by: @samo79 (79.232.51.242)At: 16 Sep 2014, 18:54File version: 1.7.0
ResidualVM...yes, i know :-(

The cp command (which is used when i do the package builds) has sometimes problems copying .zip archives (it looks like it exits early and cuts off the .zip's last bbit, making it corrupted)

Please download the .zip from here, install and try again
https://github.com/residualvm/residualvm/blob/master/gui/themes/modern.zip?raw=true
 
 
Comment by: samo79 (93.144.88.129)At: 16 Sep 2014, 15:14File version: 1.7.0
@Raziel

Great ! :-)
Just talking about Residual, tried to set the modern skin included in the archive but it will not set, the one in ScummVM works fine, but i had no luck with the modern skin in Residual .. maybe it's my fault, but did you test it ?

Thanks :-)
 
 
Comment by: Raziel (79.232.51.242)At: 16 Sep 2014, 14:52File version: 1.7.0
@samo79

Custom drawers for ScummVM and ResidualVM approved :-)
Should be available in a few hours for both programs in daily builds.
 
 
Comment by: samo79 (93.144.88.129)At: 08 Sep 2014, 19:08File version: 1.7.0
@Raziel

> It will be available there once those changes make it through the
> testing phase (i don't know how long that will take, probably as
> long as a new stable release?)

No problem, meanwhile we can use the daily snapshots :-)

> I see if a customized drawer icon gets approved for the project and > add it for the next release (so i don't need to remember) :-)

Yes it would be better so no risk to forget !

> ResidualVM:
> You are right about the version information.

It's ok on the latest nightly, thank you ;-)
 
 
Comment by: Raziel (79.232.47.28)At: 05 Sep 2014, 08:08File version: 1.7.0
@samo79

ScummVM:
Actually only the "development" daily builds have the version information.
The "stable" builds doesn't :-)

It will be available there once those changes make it through the testing phase (i don't know how long that will take, probably as long as a new stable release?)

The missing drawer icons is not really an issue...other platforms don't know about cutomized drawer icons, i need to provide them for every release package i do.
I forgot about them, as i did with the main binary icon.

I see if a customized drawer icon gets approved for the project and add it for the next release (so i don't need to remember) :-)

ResidualVM:
You are right about the version information.

The changes done for ScummVM gets merged into the ResidualVM project "automatically" from time to time (very handy as i only have to do changes in ScummVM) and it like as if not all of them made it. I'll check that out, thanks for the hint
 
 
Comment by: samo79 (93.144.88.129)At: 04 Sep 2014, 20:06File version: 1.7.0
@Raziel

Tested latest nightly and the version command it's now fine, however the main folder icon still not be availible (it was the folder icon you used for ScummVM 1.6.0)

The same issue, a missing icon for the main folder still for the ResidualVM nightly archive, ResidualVM binary also seems using a wrong version reference :-)

Actually it use the Scumm name: "ScummVM 0.2.0git..."
.. while more or less should be like: "ResidualVM 0.2.0git..."
 
 
Comment by: samo79 (93.144.77.169)At: 10 Aug 2014, 23:20File version: 1.7.0
 
 
Comment by: Raziel (79.232.53.153)At: 10 Aug 2014, 09:22File version: 1.7.0
@samo79

Stack Cookie and Amiga-specific version information IN ;-)

Should be already available in daily builds and when 1.8.0 comes out
 
 
Comment by: samo79 (93.144.77.169)At: 09 Aug 2014, 20:03File version: 1.7.0
@Raziel

> I don't think you understood what i meant ;-)

Quite probably :-)

> Type "your-path-to:scummvm --version" in a shell and you will get the
> version information.

Yes it works and i know it already:

3/0.HD:Giochi/ScummVM> scummvm --version
ScummVM 1.7.0pre77-g87ef1c3 (Jul 20 2014 05:28:30)
Features compiled in: Vorbis RGB zLib Theora FreeType2 JPEG PNG

Altrough as you said i meant an Amiga specific one

> I'll consider adding an Amiga-specific version information, but i doubt the devs will
> let that in, no benefit for the main program and only usefull on one platform :-)

Yep would be better for sure.
Don't know if devs you accept such code but maybe you don't need to merge this specific part, atleast ..
 
 
Comment by: Raziel (79.232.42.111)At: 07 Aug 2014, 22:17File version: 1.7.0
@samo79

I don't think you understood what i meant ;-)

Type "your-path-to:scummvm --version" in a shell and you will get the version information.
i.e.
scummvm -- version
ScummVM 1.8.0git (Aug 7 2014 09:58:01)
Features compiled in: Vorbis FLAC MP3 RGB zLib MPEG2 Theora AAC FreeType2 JPEG PNG

I'll consider adding an Amiga-specific version information, but i doubt the devs will let that in, no benefit for the main program and only usefull on one platform :-)
 
 
Comment by: samo79 (93.144.77.169)At: 07 Aug 2014, 18:44File version: 1.7.0
@Raziel

> You see, ScummVM is a multiplatform engine, and going the console way is the most
> generic so most of the supported platforms benefit from/can use it.

Yep indeed you right on this

> Regarding version information...would this
> "scummvm --version"
> fit your needs?

A basic one, somethings like this maybe:

ScummVM 1.7.0 (25-Jul-2014)

+ eventually a revision number in between (in case one will use a nighly build binary instead)
 
 
Comment by: Raziel (79.232.42.111)At: 07 Aug 2014, 16:44File version: 1.7.0
@samo79

Thanks for the heads up

The shell output is actually the user friendliest method to tell the user that something is wrong and needs to be adapted.
You see, ScummVM is a multiplatform engine, and going the console way is the most generic so most of the supported platforms benefit from/can use it.

There are means to add the possibilty to write to a log file instead (as an option in the main ScummVM launcher window) but it's not beyond the planning state and other matters are more important...like new engines ;-)

Regarding version information...would this
"scummvm --version"
fit your needs?

;-)
 
 
Comment by: samo79 (93.144.77.169)At: 07 Aug 2014, 14:28File version: 1.7.0
@Raziel

Working good so far !
All seems fine, Just another couple of minor things for when you have the time

- At any startup ScummVM still open a shell output asking for a missing path for the skin and for the translation.dat, not a problem in general but maybe you might suppress it, atleast show it only when a user start it for the very first time, even because the message isn't very clear as is, maybe it should just ask the user to select the proper paths to change them, right now it just say that they are missing alltogheter while in reality they are not missing from the archive, they just need to be set!

- A version command would be good to have :-)

Thank you again and great job :-)
 
 
Comment by: Raziel (79.232.35.230)At: 05 Aug 2014, 17:53File version: 1.7.0
@SalternaOS
@Thematic

Yes, i have to apologize again for the missing icons, mea culpa

Best would be to set the stack to 600000 in the icon.
ScummVM gets more demanding with every engine that is added.

I got some pretty weird crashes with the .so builds which i couldn't overcome...until i accidently set the stack to 1000000 and it ran, stupid thing :-)

Happy gaming to all
 
 
Comment by: Raziel (79.232.35.230)At: 05 Aug 2014, 17:49File version: 1.7.0
@Helgis

Well, then you are in for some surprises...


1) I don't care what you think
2) I am the porter, not one the devs
2.1) If you donated, you donated to the devs
(Try to find someone who does the port, sacrifices their time, builds the exe day after day, tests [and buys] all new games on their own, deals with ungrateful demanding sods...i beg you, find one and i'll happily step back from doing the builds)
3) The problem is not in ScummVM, live with it and read the release notes again, you are just not getting it...
4) It IS a BIG difference using JXFS instead of SFS
(Just because it runs on AmigaOS and is a Filesystem does NOT mean it's the same, besides JXFS is discontinued and will vanish)
5) I don't care what you think

There...surprise

P.S: This is not your blog, nor a bug tracker
 
 
Comment by: Thematic (88.113.184.161)At: 04 Aug 2014, 21:21File version: 1.7.0
Yeah, apparently some older versions worked fine with "Amiga-like" stack. 1 MB stack is no problem for something like this.
 
 
Comment by: SalternaOS (83.172.225.162)At: 29 Jul 2014, 19:16File version: 1.7.0
Well, I have a small tip that could help : set stack on 500000 in the icon tooltype and change the launching type on "Workbench" instead of "Shell". And for a nice look, copy an icon on it :)
 
 
Comment by: HKvalhe (80.213.142.202)At: 29 Jul 2014, 12:14File version: 1.7.0
Well, what would you know? Using SFS2 instead also caused the same GR message now and then. Not always, but more or less regularly. I have sent a crashlog for you to investigate deeply into the problem. It leaves me to speculate that the problem is within ScummVM 1.7.0 itself, NOT the file system you use.

I don't really think using JXFS or SFS2 differs so much. It's pretty obvious that the file system is not the problem. The problem is ScummVM 1.7.0 itself. The crashlog proves it...
 
 
Comment by: HKvalhe (80.213.142.202)At: 27 Jul 2014, 12:07File version: 1.7.0
2 post too many from me already, but also remember a lot of us have donated a great sum of money into the ScummVM project. I'm one of many who have, and as no surprise, there are always certain expectations to the ambitious project. Wintermute engine is on the way. And because all previous versions of ScummVM have handled the new JXFS filesystem without any GR messages, then i expect that the 1.7.x versions should be able to do the same, which would make sense.

And i think Raziel that you have to accept that a lot of users are actually using the JXFS for non-bootable partitions, which are of course many of them. If you take a look at the different topics in the Hyperion Entertainment support forums, you will actually see that a LOT OF users are in fact using JXFS for NON-bootable partitions. At least until there is a new universal file system to use. For now, JXFS is the best option, like it or hate it, as SFS2 is the best bootable solution for AmigaOS4, as it stands now.
 
 
Comment by: HKvalhe (80.213.142.202)At: 27 Jul 2014, 10:20File version: 1.7.0
OK, you are the author of ScummVM, Raziel. I didn't see that coming. But still, using JXFS should not be a problem. It has never been and now suddenly, with 1.7.0 of ScummVM, it's a problem. I don't really get it. It seems pretty odd to me.

And what makes you believe that SFS2 is better than JXFS? Could you explain that?
 
 
Comment by: HKvalhe (80.213.142.202)At: 27 Jul 2014, 10:15File version: 1.7.0
@Raziel,
You are NOT the author of ScummVM. What you say and mean is IRRELEVANT in this case. It's actually up to the author. I have run previous versions of ScummVM, the last being somewhere in the 1.6.0 version of ScummVM, and it has NEVER EVER been a problem for me using the JXFS file system. There, i said JXFS. Was writing too fast the last time i hitted the wrong key, but it's JXFS.

I am letting others handle this request. I don't want you to handle this, Raziel. You are NOT the author of ScummVM and therefore it's NOT up to you. It's that simple.

There, i have spoken enough of this. If you are going to keep being rude and arrogant, then there is no point in having this conversation. I'm not sinking down to your standard. You dig your own hole. I don't want to join you in that hole. Thank you.
 
 
Comment by: Raziel (79.232.36.59)At: 26 Jul 2014, 15:06File version: 1.7.0
@HKvalhe

Ah, what the heck, i'm in the mood of enhancing my "No"

First of all, lets see what you got:
[quote]
It's suprising to see that version 1.7.0 have problems
[/quote]

Actually, if you followed the release cycle it was 1.6.0 which introduced the problem (or rather two new engines which uses a shipload of I/O accesses a JXFS based partition just can't handle)

...which, in turn, makes your following statement obsolete
[quote]
It shouldn't be the case, as this was never the case with previous versions
[/quote]

...as you see above, this is utterly wrong

Moreover...
[quote]
with handling the JFXS filesystem. . Most are using JFXS, actually. I hope the author can look into this problem and eventually find a solution to address the problem, so that JFXS still can be used.
[/quote]

Firstly: It's J X F S, not JFXS, never heard that one before
Secondly: I know enough people who DON'T use JXFS to easily disprove your "Most"...
Lastly: Good luck finding the author of JXFS to "fix" it
 
 
Comment by: Raziel (79.232.36.59)At: 26 Jul 2014, 14:51File version: 1.7.0
@samo79

Yes, lha is skipping the .info files by default except i'm telling it to do so manually.
I missed them this release, sorry

Just use the ones from an older release (they didn't change anyway)
 
 
Comment by: Raziel (79.232.36.59)At: 26 Jul 2014, 14:49File version: 1.7.0
@HKvalhe

No
 
 
Comment by: samo79 (93.144.88.248)At: 26 Jul 2014, 14:00File version: 1.7.0
@Raziel

Comparing to the old version the 2 main icons (the folder icon and main exe icon) are missed in this new 1.7.0 package, please can you check them ? :-)
 
 
Comment by: HKvalhe (80.213.142.202)At: 26 Jul 2014, 12:30File version: 1.7.0
It's suprising to see that version 1.7.0 have problems with handling the JFXS filesystem. It shouldn't be the case, as this was never the case with previous versions. Most are using JFXS, actually. I hope the author can look into this problem and eventually find a solution to address the problem, so that JFXS still can be used.
 
 
Comment by: HKvalhe (85.164.237.73)At: 23 Nov 2013, 23:35File version: 1.6.0
In the ReadMe page, it was adviced that JFXS fileformat should NOT be used to run ScummVM, but i find that odd, as i have NO problem with running ScummVM from a JFXS-formatted partition, as long as you have all the needed SObjs files and configured everything correct. Of course, this can be invidual, depending on what setup you have and system you have. I have donated $20 for supporting ScummVM! WinterMute is coming! :)
 
 
Comment by: Raziel (80.154.122.188)At: 24 Apr 2012, 00:16File version: 1.4.1
@klapdeur

Riven/Myst is a WIP engine accessable only to betatesters as it is far from finished.

The engine will be made available when the devs feel like it is time to hit the streets
 
 
Comment by: klapdeur (86.81.11.223)At: 23 Apr 2012, 09:03File version: 1.4.1
its a shame the riven engine and myst engine isnt compiled in this version.

could it be done in the next update please !!!
 
 
Comment by: samo79 (188.152.131.62)At: 13 Feb 2012, 18:05File version: 1.4.1
@Raziel

Can't reply on the Hyperion forum because the thread was locked, aniway..

You can add any SOBjs into your archive, there are no licence problem at all, see for example what Andrea do with his lha archive of Battle For Wesnoth

http://www.amigasoft.net/pages/games/download/Wesnoth186.lha.lzh

Really, it's really simple as that ;-)
 
 
Comment by: Shadowsun (10.20.211.11)At: 13 Feb 2012, 08:56File version: 1.4.1
As you may have noticed, there is a specific Os4Depot site for Sobjs : just click on top left link Sobsjs site or http://sobjs.os4depot.net/

Sadly, not a lot of body seems to use it...
 
 
Comment by: samo79 (188.152.131.62)At: 13 Feb 2012, 08:48File version: 1.4.1
@Raziel

>>>
Scattered???
>>>

Pardon you are right here, read too quickly your latest message i though to recreate manually the entire "folders structure", usual language barrier you know :-/

>>>
Thank you...i stop it then
>>>

Plz don't say that, i never intend to critic your work without any reason but just help you creating a more user friendly archive for all of us, right now i think it's not for the reason already explained (SOBjs) by me, kas1e and salass00

If you create inside the Scumm archive a simple folder directory called "SOBjs" and then put there all the libraries dpes all problem will be easily solved .. i think it's an extremely easy solution for you and for us !
 
 
Comment by: Raziel (91.8.6.97)At: 13 Feb 2012, 05:51File version: 1.4.1
Ok, but right now all files in your ScummVM archive are scattered here and there, i need to re-create all that folder/s manually ?

Pardon me? Scattered???
How could i possibly "scatter" files when i put them all in one directory???

You don't need to re-create anything when you already have a working ScummVM dir with an earlier version. Just copy the files where they belong.

there is no need to make user crazy to search all of them or force the user

Thank you...i stop it then
 
 
Comment by: samo79 (188.152.131.62)At: 12 Feb 2012, 18:09File version: 1.4.1
@Raziel

>>>
The warnings you get are because translations.dat (which is btw in the 1.4.1 package) needs to reside in the drawer the "themes" path points to (ScummVM Options/Paths/Theme Path)
>>>

Ok, but right now all files in your ScummVM archive are scattered here and there, i need to re-create all that folder/s manually ?

About SOBjs library is what salass00 say, you can easily create a folder (inside your ScummVM archive) called "SOBjs" and then put there all the deps needed for the program .. --> And that files would be used only for ScummVM and nothings else .. there is no need to make user crazy to search all of them or force the user to fill the main SOBjs OS4's directory :-)
 
 
Comment by: salass00 (94.101.5.193)At: 10 Feb 2012, 08:49File version: 1.4.1
@Raziel

I think you are missing the main advantage of shared objects over shared libraries which is that you can put the specific sobjs that are needed by a program inside that program's PROGDIR: and it will use those and the sobjs won't interfere with the rest of the system. No need to make users install sobjs into SYS:SObjs, and this way the user can if he knows what he is doing still replace the sobjs by newer compatible versions, which may contain important bugfixes f.e., without having to recompile ScummVM as would be necessary with a static build.
 
 
Comment by: Raziel (87.146.44.146)At: 09 Feb 2012, 21:34File version: 1.4.1
@samo79

The warnings you get are because translations.dat (which is btw in the 1.4.1 package) needs to reside in the drawer the "themes" path points to (ScummVM Options/Paths/Theme Path)

Same goes for the theme file.
ScummVM explicitely checks for the theme path to find it.
You MUST set it to wherever your theme file reside otherwise it wont be found.
(I stopped packaging an empty/base scummvm.ini with the pathes pointing to the install dir after some people complained about their own scummvm.ini being overwritten)

Sometimes it would help if people start reading the readme.

About your idea with packaging the needed shared objects.
No.
Because the first thing would be people complaining about a shared objects version is
a) older than he/she got
b) newer than he/she got
c) not having it all and the question where it has to be installed
d) the question where a newer/older version can be downloaded because
d-1) it breaks other programs he/she has
d-2) it fixes long standing bugs on their system, why that is ans why that isnt in the OS installation

Sorry, too much hassle

I will see, if i find the time, if i can add links to the Shared Objects as needed can be downloaded from whatever place.

No promise though...
 
 
Comment by: Raziel (87.146.44.146)At: 09 Feb 2012, 21:21File version: 1.4.1
@morlock

The error/misbehaviour cap is talking about was a bug in the LoL save/load code which has been fixed with 1.4.1.

You shouldnt need any "workarounds" anymore
 
 
Comment by: morlock (89.204.138.8)At: 09 Feb 2012, 18:22File version: 1.4.1
@cap

under the scumm screen must edit lol and the save path dir edit the hd path of scumm and then can you save
 
 
Comment by: samo79 (188.152.142.70)At: 08 Feb 2012, 18:04File version: 1.4.1
@Raziel

>>>
I can't code, i just port (and even this would'nt be possible without the great help of the ScummVM devs), if you can find a solution which doesn't involve building the source a second time, i'd be happy to use it...
>>>

Well a quick solution can be to add into the ScummVM archive (PROGDIR) all the SOBjs deps needed, so the application can start instantenely using that library inside (and without annoying users about such deps..)
I think this might be the easy and fast solution for you while you can't give us a proper static version :-)

BTW: When i start ScummVM i also get this output messages:

"WARNING: You are missing a valid 'translation.dat' file. GUI translation would not be availible"

"WARNING: Could not find theme 'scummmodern' falling back to builtin"

Scumm Modern skin is availible in archive even if archived but i can't find the translation.dat, i use AmigaOS in italian language, would be nice to have such translation.dat builtin and ready to usable :-)
 
 
Comment by: ToAks (79.160.95.26)At: 07 Feb 2012, 20:04File version: 1.4.1
i agree with Raziel on this but i also agree with everyone else too (regarding shared objects).

i think its really stupid for everyone to not have the shared objects available for download on OS4depot, the sources are on os4depot but 99% of them require you to have a SDK installed and that you know how to use it.

there has to be a better system than this, os4depot team should require that there is a complete package of the .sobjs.

As to going static , well i'd like that too but there are some really negative sides to that, just look at all the old sdl games (slow, some doesnt work etc)etc here on the depot :-/

so i'd say, someone who has all the shared objects and whatever, put them onto a site or whatever and let people download them from there (or even provide a auto downloader script in the scummVM install).

cheers
 
 
Comment by: Raziel (91.8.5.168)At: 07 Feb 2012, 00:01File version: 1.4.1
@kas1e

The configure/makefile/building/linking is completely set to use shared librarys
(and it took me quite a while to figure out how to do it on OS4 before it really worked with all SO's)

If it were as easy as changing the linker line to build a static instead of a shared version i would do it.
Unfortunately i believe using either static or shared would result in a complete rebuild of the whole source, which would mean another 30+ minutes of building...and my time is precious.

If it isn't the case (and i say "if" because i never tried due to the shared version working so great) i'd think about linking a static version (and packaging it too) aswell...but as i said, i believe a change to static would mean a whole rebuild and such is a no-go for me.

I can't code, i just port (and even this would'nt be possible without the great help of the ScummVM devs), if you can find a solution which doesn't involve building the source a second time, i'd be happy to use it...
 
 
Comment by: kas1e (10.176.10.102)At: 06 Feb 2012, 16:51File version: 1.4.1
@Raziel
But why not make users happy and not compile static version for them ? And provide two versions: shared and static. Shared for everyone who want to meet with sobj-hell, and static for anyone who just want to run and play without downloading all the sobjes ?

If you in interest i can help you with it (as you already kind of handle scummvm, it will be logical if you will build static version, and not me, to avoid different kind of releases).
 
 
Comment by: Raziel (91.8.5.168)At: 06 Feb 2012, 16:05File version: 1.4.1
@samo79

No

Please read further down the comments for an explanation.

Also, as i said a million times already, ScummVM is open source....
go ahead and compile it to your liking until the rivers run dry.

It works for me having all the needed SObjs installed as they are freely available on OS4Depot.
If users have a hard time finding them, it's not my fault. Sorry
 
 
Comment by: samo79 (188.152.137.158)At: 06 Feb 2012, 12:18File version: 1.4.1
Please try to avoid all that SOBjs library request for the next Scumm release !!
They are an hell to find and install all of them separately !
First it ask for libpng15.so then for libtheoradec.so and so on ..

Plz compile ScummVM including all into the bin and users will be happy !
 
 
Comment by: Raziel (91.8.5.46)At: 29 Dec 2011, 09:40File version: 1.4.0
@Shadowsun

-sigh-

Please...either write to me directly (this comments can be missed so easily) or open a bug report at the ScummVM bug tracker.

I both cases
deep within the game
won't help me very much in finding the cause. :-(
The assertion is of course a valuable bit of information, but i also need to know which video file was played when it crashed, hence i need at least a save game from before the crash and the steps to reproduce.

It woul be even better if you could add the following information:

Before submitting a bug report, there are three things you need to do. First, please check the compatibility list to ensure the bug is not already known. Secondly, try out the latest Subversion/daily build. The bug may already have been fixed. And last, check you are including all the following information in your bug report:
ScummVM version (scummvm -v)
Bug details, including instructions on reproducing
Language of game (English, German, ...)
Version of game (Talkie, Floppy, ...)
Platform and Compiler (Win32, Linux, ...)
Attach a save game if possible
If this bug only occurred recently, please note the last version without the bug, and the first version including the bug. That way we can fix it quicker by looking at the changes made.
Next, select the game in the 'groups' dropdown, and the type of bug in the 'categories' dropdown... enter your text, and hit the button!

Please only file bugs on games that are listed as 'Playable to the end' (that is, completable) in the README file included with your version of ScummVM.

Finally, please report each issue separately; do not file multiple issues on the same ticket. (Otherwise, it gets difficult to track the status of each individual bug).

Thanks for using ScummVM!
 
 
Comment by: Shadowsun (10.20.211.11)At: 20 Dec 2011, 15:46File version: 1.4.0
With Feeble files, deep within the game

assertion "is16Bits == _header.audioInfo[streamNum].is16Bits" failed: file "video/smk_decoder.cpp", line 764
 
 
Comment by: @Cap (91.8.24.23)At: 14 Nov 2011, 09:12File version: 1.4.0
Strange...i get this too but it's gone now and never comes back (a b*tch to reproduce)

Try this, when you start the game, fill slot 0 and 1 (and maybe 2) with a save by using the GMM (CTRL-F5). When done try the ingame save (the disk icon) again.

It worked for me and once it works ingame it always works.
Not sure what triggers this or what makes it to go away
 
 
Comment by: cap (82.15.9.2)At: 14 Nov 2011, 07:44File version: 1.4.0
I`ve got Lands of lore running but it will not save.
It will not save. - Can`t create file lol-cd.000 game not saved.
Otherwise this game runs really well on my A1 G4 1ghz.
 
 
Comment by: anonymous (82.134.81.126)At: 12 Nov 2011, 14:01File version: 1.4.0
thanks raziel! much appreciated!!!!!
 
 
Comment by: Raziel (80.146.207.2)At: 14 Jul 2011, 17:52File version: 1.3.1
Yes, its missing, sorry about that...
I will think about adding it the next release.

Regarding third party libs...see my last post
 
 
Comment by: samo79 (188.152.141.3)At: 14 Jul 2011, 12:09File version: 1.3.1
Well the main folder icon here is missed completely (ghost icon only) so even adding a simple OS4 standard icon would be better IMHO.

Same about PNG lib, going to search everywhere isn't so elegant in general, in this case i would consider to add all libs needed into the main archive, but this is only my point of view :-)
 
 
Comment by: Raziel (87.146.39.109)At: 13 Jul 2011, 20:59File version: 1.3.1
libpng is available here on OS4Depot, just look it up

I will not add 3rd party stuff to the archive, there are certain rules on uploading an official build to sourceforge and i wont start working on differing packages...my time is too precious.

There IS a proper main icon in the archive --> "Scummvm.info"...
its the official and i wont change it.
You are free to download any other 3rd party icon collection to add to your installation.
If you are talking about the folder icon (i idiotedly thought it would be a good idea to add it the first time), i am sorry you dont like it, it will be removed the next time and you wont ever see it again.
 
 
Comment by: samo79 (188.152.141.3)At: 13 Jul 2011, 02:48File version: 1.3.1
Mmm i have a missing LibPNG15.so.15 here, next time is it possible to include it into the main archive or somethings similar ?

And just a minor question: How about using a proper main icon for this archive ? maybe there are some good (already painter) folder icon from Mason :-)
 
 
Comment by: Raziel (87.146.57.217)At: 11 Jul 2011, 21:13File version: 1.3.1
It could be that i forgot to lha AFTER changing the dir to ScummVM, that way my directory "Temporary:" sneaked in.

I apologize for the inconveniance...i will take better care for the next release...this time i was in a hurry because i cannot access the Aone and the release is set to the 12th, so you had to wait a prettyy long time...

Excuse moi once again
 
 
Comment by: Raziel (80.146.207.2)At: 11 Jul 2011, 17:12File version: 1.3.1
I havent...

Where does this happen?
On unpacking or starting ScummVM?
 
 
Comment by: Userename goes here (2.26.141.16)At: 10 Jul 2011, 23:52File version: 1.3.1
Please insert Volume Temporary: in any drive.

Why are you using some strange name for t:
 
 
Comment by: Raziel (84.145.21.208)At: 05 Jun 2011, 08:16File version: 1.3.0
@Unimon

You can find the compatibility list here.
Just click on the game and it will tell you which version is supported.

In general most of the versions that exist are already supported, missing ones will be in the future.
One exception are games that are freely available, e.g. Beneath a Steel Sky -> the Amiga version differs a lot and the devs have decided to not spend time on implementing it.
 
 
Comment by: Unimon (83.172.228.88)At: 04 Jun 2011, 20:17File version: 1.3.0
I have some PC/Mac games to be used but where can I find a liste of the Amiga SCI games ? Do it works only with CD version or also with Floppy disks version ?
 
 
Comment by: Raziel (87.146.43.135)At: 03 Jun 2011, 14:00File version: 1.3.0
I am pretty sure that the implementation of SObjs in OS4 will grow and get better and user friendlier, just give them a little more time.

There are a few things that still annoy and/or are not really transparent to end users when it comes to error messages and such, but the devs already did quite a good job on fixing some of them.

I wont do a static build as i already stated earlier in these comments for known reasons, sorry...
Reason #1: The source is available and clean enough for anyone to build.
 
 
Comment by: kas1e (86.11.165.107)At: 02 Jun 2011, 01:15File version: 1.3.0
@Dwyloc
Thats what I thought until I tried to update some of them with DOPUS4 but failed as they a number of the files are linked together with soft link.

Anyway way as we are getting rather of topic I think we are best moving this to amigaworld or amigans.net.

I am not against software using SOBJS: library's I would just prefer they were supplied with end user installers and that software that used then supplied a list of which ones they need and were to get them from.

Hopefully the information here will help anyone else how wants to install scummvm find the library's they need to get it working.
 
 
Comment by: kas1e (83.149.3.194)At: 01 Jun 2011, 23:51File version: 1.3.0
@Dwyloc
The sobjes, its the same as plain library. You just install shared libraryes to LIBS:, but sobjs to SOBJS:. Absolutly the same.

And everything the same as with any other shared libs : you download them, and copy to SOBJS: dir. The only directory different.

For my imho, its all very very easy to do. You just download need it library (and does not matter .library it, or .so), and put to LIBS: or to SOBJS.
 
 
Comment by: Dwyloc (86.11.165.107)At: 01 Jun 2011, 22:03File version: 1.3.0
OK thanks for the list of required alien library's.

As a number of them don't seem to have user installers script and installing them is far more complex than installing normal Amiga library's I guess I will give for now and wait for the librarys to be released for end users rather than just developers with the OS4.1 SDKs installed.

Sorry if this post seems a bit negative but I just dont have the required spare time at present to try and get ScummVM working under OS4 :-(
 
 
Comment by: kas1e (83.149.3.194)At: 01 Jun 2011, 21:45File version: 1.3.0
@dwyloc
To see what sobjs you need for any binary, you can just run:

amiga shell:> readelf -d binary

and readelf will show you what objects need it for the app. So you can step by step download everything from os4depot.

@raziel
Btw, maybe build a static version of scumm will be not bad idea as well ? Should be just matter of moving away all .so files from local/newlib/lib/. Or even just better by adding flag "-static" to makefiles, etc.
 
 
Comment by: Raziel (84.145.12.42)At: 01 Jun 2011, 20:49File version: 1.3.0
libvorbisfile.so
libvorbis.so
libogg.so
libFLAC.so
libpng14.so.14
libtheoradec.so
libz.so
libSDL-1.2.so
libstdc++.so
libgcc.so
libc.so

These are needed...i don't know what a "standard" install has to offer, i keep mine up-to-date to be able to provide every bell&whistle possible.
 
 
Comment by: dwyloc (86.11.165.107)At: 01 Jun 2011, 20:33File version: 1.3.0
Links against a number of libs not found in a standard OS4.2 update 2 install so I cant get it working.
 
 
Comment by: Raziel (84.145.7.192)At: 11 Nov 2010, 09:38File version: 1.2.0
@shadowsun

If they are reproduceable, would you please file a bug report at ScummVM's bug tracker

Which videos btw? all of them?
If only some are affected have you tried recopying the ones in question from your cds?
 
 
Comment by: shadowsun (10.20.211.11)At: 08 Nov 2010, 15:17File version: 1.2.0
I've got problems with "The Feeble files", when playing some movies, ScummVM freeze (not amigaOS).
Here some shell messages :
- assertion "_buf < _end" failed: file "graphics/video/smk_decoder.cpp", line 115

- assertion "_buf < _end" failed: file "graphics/video/smk_decoder.cpp", line 78

 
 
Comment by: Raziel (84.145.4.179)At: 28 Oct 2010, 17:57File version: 1.2.0
You can achieve that by unpacking scummmodern.zip into a scummmodern/ dir which resides in the same dir as the executeable.

Then it won't ask and simply open in the modern GUI

But i can't change the behaviour for default cause i do only the port and iirc such a feature request is already in the tracker, so it will eventually come anyway

Otherwise feel free to add it to the feature requests on scummvm.org
 
 
Comment by: shadowsun (10.20.211.11)At: 28 Oct 2010, 10:30File version: 1.2.0
I mean on windows (and mac¨?) when you run scummvm, theme used by default is "modern", even if there is no path in options/paths/themes.

On amiga you must enter the path first.

It's strange that this behaviour is not the same...
 
 
Comment by: Raziel (84.145.5.25)At: 26 Oct 2010, 14:06File version: 1.2.0
No can do

If i set paths to ScummVM drawer a scummvm.ini would always be created and on installation your own would be overwritten and lost.

And to be perfectly honest, having approx. 30 games in my .ini, some with special options, i'd KILL the guy who overwrites my settings ;-)
 
 
Comment by: shadowsun (10.20.211.11)At: 26 Oct 2010, 10:04File version: 1.2.0
It would be nice that paths (in Misc) are set by default to the scummvm drawer.

Thanks for this release.
 
 
Comment by: salass00 (94.101.5.193)At: 05 May 2010, 07:44File version: 1.1.1
@alekc

http://os4depot.net/index.php?function=showfile&file=library/audio/sdl_mixer.so.lha

From readme:
"
This archive includes the following shared objects:
- SDL_mixer 1.2.11
- FLAC 1.2.1
- vorbis 1.2.3
- ogg 1.1.4
- smpeg 0.4 (SVN)
- MikMod 3.2.0-beta2
"
 
 
Comment by: alekc (83.17.71.6)At: 04 May 2010, 22:15File version: 1.1.1
Requaires libFLAC.so - where can I find it?
 
 
Comment by: salass00 (94.101.5.193)At: 06 Apr 2010, 06:31File version: 1.1.0
@samo79 & Murakami

http://os4depot.net/index.php?function=showfile&file=library/audio/sdl_mixer.so.lha
 
 
Comment by: samo79 (188.152.135.233)At: 06 Apr 2010, 02:35File version: 1.1.0
Same here .. :-/
 
 
Comment by: Murakami (83.197.79.73)At: 05 Apr 2010, 21:21File version: 1.1.0
Same problem here. Where can we find this shared object ?
 
 
Comment by: Stevie (91.110.75.249)At: 05 Apr 2010, 20:07File version: 1.1.0
Failed to load shared object libvorisfile.so
 
 
Comment by: Raziel (84.145.35.69)At: 19 Mar 2010, 17:53File version: 1.0.0
I would advise him to first get a proper and working SDK and then try to port a little project before he tries to go for ScummVM

It normally is a simple
sh
./configure
gmake

as it is lined out in the docs
 
 
Comment by: ZeroG (91.44.51.55)At: 15 Mar 2010, 15:03File version: 1.0.0
@Raziel
1. i use 4.1 so i dont need a new ScummVM build - yours work very nice here :-)
2. chus want to make a new build for OS4.0, maybe you could write him which commands you enter to build your version of ScummVM.

I guess it's something like
sh
configure (some options)
make
 
 
Comment by: Raziel (84.145.38.207)At: 15 Mar 2010, 06:38File version: 1.0.0
@chus

No idea, i don't have OS4 for classic nor do i have a classic

@ZeroG

The sources are there, feel free to rebuild it

I unfortunately don't have the time to juggle with two releases for the same platform
 
 
Comment by: chus (87.223.108.252)At: 13 Mar 2010, 10:58File version: 1.0.0
Hi Razie,
I have an os4 classic, and I can compile a version, but I dont know how to do it.
./configure does not work.
 
 
Comment by: ZeroG (91.44.58.235)At: 13 Mar 2010, 07:22File version: 1.0.0
@Raziel
A "simple" static rebuild of ScummVM should workaround all problems with shared objects.
 
 
Comment by: Raziel (84.145.47.227)At: 13 Mar 2010, 05:38File version: 1.0.0
I don't think Classic is supported due to the missing .so functionality/support

I will set the package to "4.1" again with the next release
I don't have OS4 on Classic and can't support/build such versions anyway
 
 
Comment by: chus (79.148.244.100)At: 12 Mar 2010, 12:22File version: 1.0.0
I installed scummvm on my A4000 with OS4 Classic but it gives this error:

Elf.library
Required object missing

I haven't the elf.library in libs and I can't find it anywhere.
Someone with os4 classic is using scummvm?
 
 
Comment by: Phantom (94.69.73.81)At: 17 Sep 2009, 13:29File version: 1.0.0rc1
I had problems with the modern GUI (it didn't work even if I chose the correct path), but now with this release it works. Cheers. :-)
 
 
Comment by: Raziel (84.145.35.140)At: 17 Sep 2009, 00:24File version: 1.0.0rc1
A (hopefully finally) fixed archive has been uploaded :-/
 
 
Comment by: Raziel (84.145.35.140)At: 16 Sep 2009, 18:48File version: 1.0.0rc1
Because i explicitely use shared objects with this version (the last one aswell, iirc) and i didnt know if SO were (at that amount and flawlessly) supported under 4.0, thus i upped the version of the OS needed.

Now that i know it works without problems under 4.0 i will (if i don't forget to change it) change it for the next release :-)
 
 
Comment by: cap (82.16.13.177)At: 11 Sep 2009, 17:04File version: 1.0.0rc1
Why does this version specify OS4.1 as the minimum when its seems to work fine on OS 4.0 here.
 
 
Comment by: scriptjester (160.92.130.65)At: 07 Sep 2009, 07:46File version: 1.0.0rc1
you must add the path in misc/theme path
 
 
Comment by: meet.mrnrg (173.79.213.79)At: 06 Sep 2009, 14:23File version: 1.0.0rc1
Work really well on Sam440EP.
But the theme files, even when they unzip don't actually work.
Not to worry, i was using it before this version without theme files anyway.
 
 
Comment by: nubechecorre (93.32.228.251)At: 05 Sep 2009, 19:10File version: 1.0.0rc1
i received your email :-) thanks ! now i can download :-)
 
 
Comment by: Raziel (84.145.39.50)At: 04 Sep 2009, 19:25File version: 1.0.0rc1
Sorry for the inconveniance.

Fixed archive will be in the upload queue shortly
 
 
Comment by: Scriptjester (160.92.130.65)At: 02 Sep 2009, 11:00File version: 1.0.0rc1
it seems that the file scummmodern.zip in thepacakage is corrupted
 
 
Comment by: nubechecorre (93.33.0.97)At: 02 Sep 2009, 01:02File version: 1.0.0rc1
Raziel, everytime i try to unpack it on amiga, i have a checksum error.. i have already downloaded it 3 times.. maybe the archive is corrupted ?
 
 
Comment by: nubechecorre (93.33.0.97)At: 02 Sep 2009, 01:02File version: 1.0.0rc1
Raziel, everytime i try to unpack it on amiga, i have a checksum error.. i have already downloaded it 3 times.. maybe the archive is corrupted ?
 
 
Comment by: scriptjester (160.92.130.65)At: 13 Aug 2009, 15:45File version: 0.13.1
good port, thanks !

I've just posted a crashlog
(the same data but with scumvm on mac don't crash)
 
 
Comment by: Raziel (84.145.49.117)At: 11 Jul 2009, 18:28File version: 0.13.1
Whenever such un-reproduceable errors and crashes occur, first thing to try is to re-copy all of the game data, re-add the game in the launcher and try again.
If that doesn't help and the crash is still there, get in touch with me.
 
 
Comment by: GrumpyOldMan (88.193.36.48)At: 21 Jun 2009, 17:34File version: 0.13.1
Latest ScummVM crashes a lot when playing DIG - sometimes it throws a debug window, sometimes a error message:
_outputSize: 8406!
SDL_BlitSurface failed: Surfaces must not be locked during blit!
Playing the game is really painful as it can crash anytime :(
 
 
Comment by: kas1e (78.36.139.233)At: 01 May 2009, 19:43File version: 0.13.1
Downloaded latest (0.13.1 at moment) version and plaing in these original games on my peg2/os4.1 - Sam&Max, FullThrottle, 7stGuest. Works stable, without bugs at moment. 2 years ago tryed only os3.x version on my old a1200, it was nice but a bit slowly. Right now its very playable, thanks :)
 
 
Comment by: Monoxyde (85.164.151.93)At: 01 Mar 2009, 18:25File version: 0.13.0
Finally I'm playing 7th Guest on the Amiga.
Thanks a lot Raziel!
 
 
Comment by: toniro (92.72.98.92)At: 01 Mar 2009, 16:50File version: 0.13.0
thanks now it works :-)
 
 
Comment by: Raziel (84.145.58.190)At: 28 Feb 2009, 17:04File version: 0.13.0
You shouldn't need to, the scummvm.ini within the package
has the modern theme already set as standard.

Otherwise:
Option -> Misc -> Theme
 
 
Comment by: toniro (88.76.169.93)At: 28 Feb 2009, 15:56File version: 0.13.0
how does one change over to the modern GUI?
 
 
Comment by: Thematic (85.156.227.235)At: 03 Sep 2008, 22:13File version: 0.12
It just so happens that I have three of those games mentioned as newly
supported. That is why I tried to compile the CVS version a week or two ago.
Cheers!
 
 
Comment by: toaks (80.202.207.110)At: 03 Mar 2008, 15:56File version: 0.11.1
thank you raziel, much appriciated!.
 
 
Comment by: Lio (160.62.4.10)At: 16 Jan 2008, 14:38File version: 0.11.0
thanks, that was pretty damn fast ! I noticed the latest version (0.11) was
released yesterday (15 jan 2008).
 
 
Comment by: Raziel (84.145.27.160)At: 24 Jun 2007, 15:18File version: 0.10.0
I'm innocent...built from the source tarball :-D
 
 
Comment by: Thematic (85.156.232.12)At: 23 Jun 2007, 20:39File version: 0.10.0
But it reports itself as 0.11.0svn, how peculiar.
 
 

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