Author Topic: Solarus Engine [v1.3.0 dev build]  (Read 15541 times)

msparky83

  • Posts: 6
Re: Solarus Engine
« Reply #20 on: October 07, 2013, 04:00:37 am »
I can't really speak for the DX version, but I have experienced a lot of game breaking glitches in XD, such as when you get the bomb bag:  When you move the statue, if you move the statue and touch the bomb bag at the same time, it crashes the game back to the gmenu.  Also there is a screen to the left of the cave where you get the bombs, and if you go onto that screen the game again crashes back to the gmenu.  Finally in the most frustrating dungeon in the world A.K.A. The "Lost and Found"  when you go down the stairs to counter 32 in the right wing on the third floor (I think) you cannot go down the stairs (an obvious glitch, but not quite a crash) however if you jump off the ledge to talk to the merchant at counter 32 you are pretty much screwed.  This is a game breaking glitch, because the game will not let you return back up the stairs, and there is no alternate route around this issue.  Unfortunately I went outside to get the heart container and then I saved......so, im having to start a new game in hopes that I can somehow get around the game breaking glitch.  Cheers everyone.  If you happen to find any more glitches or crashes please post them here.  Hopefully Shin Christopho or someone else might be able to fix these, so we can enjoy this wonderful and humorous game.
« Last Edit: October 07, 2013, 04:04:40 am by msparky83 »

Shin-NiL (OP)

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Re: Solarus Engine
« Reply #21 on: October 07, 2013, 03:41:29 pm »
Thanks for your report.

Could you please tell me if is there any message in the log viewer?

EDIT:
I've submitted these issues to the repository since it seems to be a general behavior and not just related to the GCW port.
« Last Edit: October 07, 2013, 06:03:43 pm by Shin-NiL »

Shin-NiL (OP)

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Re: Solarus Engine
« Reply #22 on: October 07, 2013, 11:16:22 pm »
Thanks to Christopho, the issues reported by msparky83 should be fixed now.

I've rebuilt solarus engine and ZSXD quest and linked these new builds in the first post, please reinstall both files.
« Last Edit: October 07, 2013, 11:27:00 pm by Shin-NiL »

Fei

  • Posts: 18
    • Retre-gaming Connexion
Re: Solarus Engine
« Reply #23 on: October 08, 2013, 01:27:45 pm »
Oh thanks.
It's sounds to be a really great and powerful engine.

I'll test it as soon as possible :)

msparky83

  • Posts: 6
Re: Solarus Engine
« Reply #24 on: October 09, 2013, 09:57:13 am »
Wow, that was fast.  I would have given the log info, but alas I don't know how to check the log.  To risk sounding like a noob, where could I find said log?  I will be more than happy to assist in the future once I figure out how to find the log you speak of.  Cheers, and thanks for the patch Christopho and Shin for the binary.

Shin-NiL (OP)

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Re: Solarus Engine
« Reply #25 on: October 09, 2013, 03:42:08 pm »
Christopho was fast, indeed ;D

Good to know that someone is actually playing the game. As Christopho said, this version 1.1 is still in development, it's some kind of alpha version, so it is likely that there are other unknown bugs, thus your reports are very important.

To enable output logs, in gmenu2x press start and turn on "Outuput logs". Doing so, after running a program you can see its output in the "Log Viewer" in the settings tab.

Thank you.

msparky83

  • Posts: 6
Re: Solarus Engine
« Reply #26 on: October 15, 2013, 11:43:20 am »
Hey everyone.  Ok, I believe I may have found another glitch in XD.  I cannot seem to get through the door in the final dungeon where there are 4 statues you have to hit in the eye in the correct order with an arrow.  I wrote down the entire code that I recieved from the telepathy slab, but  none of the combinations worked for me.  I wonder if maybe the script that activates the door by any chance is either broken or not properly linked to the object (combination).  Either way I have tried the codes twice and none of them have worked.  This is the log for that session:

Solarus 1.1.0

Opening quest '/media/RETRO/lol'
Error on_activated(): [string 'maps/60.lua"]:25:
attempt to index global 'game' (a nil value)
AL lib: (WW) FreeDevice (0x68ac90) Deleting 1 Buffer(s)
« Last Edit: October 15, 2013, 11:55:40 am by msparky83 »

Shin-NiL (OP)

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Re: Solarus Engine
« Reply #27 on: October 15, 2013, 12:45:00 pm »
There's a new stable version (1.1) build that should fix this issue. It'll be available soon.
Stay tuned ;)

EDIT: Christopho confirmed that this bug has been fixed ;D

EDIT2: Update available here: http://boards.dingoonity.org/gcw-releases/solarus-an-arpg-game-engine
« Last Edit: October 16, 2013, 12:11:12 am by Shin-NiL »

Shin-NiL (OP)

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Re: Solarus Engine [v1.3.0 pre-release]
« Reply #28 on: August 23, 2014, 01:02:51 am »
Dev build updated to Solarus 1.3.0  ;)
Please, see first post.

Jenova

  • Posts: 1320
Re: Solarus Engine [v1.3.0 dev build]
« Reply #29 on: August 23, 2014, 04:23:59 am »
Shin-NiL,

Hi, good evening. I am at a loss as to how to run solarus from my GCW Zero. I have the 8-20-14 firmware installed... i downloaded solarus 1.3.0 and the zelda game v1.9

I was able to figure out that I need the data.solarus.zip file in the same APPS directory. However, once I load the Solarus Engine, the screen is not formatted properly. It appears that the resolution size is off, causing the game to be unplayable. In other words, I cannot see the game properly on my GCW Zero screen, etc.

Is there a fix to this? Also, the framerate seems rather low for this release... is there a future release where the framerate will be improved? Any help/suggestions would be great. Thanks.

javi
« Last Edit: August 23, 2014, 05:57:03 am by vetran »

Kouen Hasuki

  • Posts: 155
Re: Solarus Engine [v1.3.0 dev build]
« Reply #30 on: August 23, 2014, 11:25:24 am »
Is it possible to change the key bindings? I cant attack or do much other than talk on both games

Otherwise its a nice improvement!

Shin-NiL (OP)

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Re: Solarus Engine [v1.3.0 dev build]
« Reply #31 on: August 23, 2014, 01:00:34 pm »
Shin-NiL,

Hi, good evening. I am at a loss as to how to run solarus from my GCW Zero. I have the 8-20-14 firmware installed... i downloaded solarus 1.3.0 and the zelda game v1.9

I was able to figure out that I need the data.solarus.zip file in the same APPS directory. However, once I load the Solarus Engine, the screen is not formatted properly. It appears that the resolution size is off, causing the game to be unplayable. In other words, I cannot see the game properly on my GCW Zero screen, etc.

Is there a fix to this? Also, the framerate seems rather low for this release... is there a future release where the framerate will be improved? Any help/suggestions would be great. Thanks.

javi

Hello, my friend.

Actually, the solarus.data.zip doesn't need to be in the apps directory, the important thing here is that the full path doesn't contain blank spaces. My suggestion is to put the quest files as follows:
Code: [Select]
/media/data/local/share/zsdx/solarus.data.zip
/media/data/local/share/zsxd/solarus.data.zip

About the screen, you'll need to force fullscreen on the configuration file, for more details, see the notice on the first post. This little inconvenient will be fixed soon on the final release.
For me, the framerate is better than before, maybe the fullscreen  issue is causing this. Please tell me if the this problem persists even after edit the settings.dat

Is it possible to change the key bindings? I cant attack or do much other than talk on both games

Otherwise its a nice improvement!
Did you already find a sword? If so, the default attack button is Y. You can edit the key bindings on the options tab, just press start in game and change the tabs with dpad.
« Last Edit: August 23, 2014, 01:07:04 pm by Shin-NiL »

Jenova

  • Posts: 1320
Re: Solarus Engine [v1.3.0 dev build]
« Reply #32 on: August 23, 2014, 02:47:05 pm »
Shin-Nil,

Good morning. I have changed the settings.dat file and it loads perfectly now. However, in-game, I cannot load the menu screen or save... pressing Start does nothing... any suggestions??


javi

Shin-NiL (OP)

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Re: Solarus Engine [v1.3.0 dev build]
« Reply #33 on: August 23, 2014, 03:32:39 pm »
I'm sorry guys, it really seems like there are a problem with the default key bindings. It was working to me because I've already have the config files from the previous version.

I'll take a look at this soon.

Jenova

  • Posts: 1320
Re: Solarus Engine [v1.3.0 dev build]
« Reply #34 on: August 23, 2014, 03:35:04 pm »
Shin-Nil,

Thanks a lot. Ya, I thought I was doing something wrong... glad you were able to spot the problem.



javi

Shin-NiL (OP)

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Re: Solarus Engine [v1.3.0 dev build]
« Reply #35 on: August 23, 2014, 04:31:18 pm »
Please download the new build. The keys should be working now, just create a new save, because the previous ones was saved using pc buttons layout. Also you won't need to edit the settings.dat anymore.

Thaks for testing ;D
« Last Edit: August 23, 2014, 04:33:38 pm by Shin-NiL »

Jenova

  • Posts: 1320
Re: Solarus Engine [v1.3.0 dev build]
« Reply #36 on: August 23, 2014, 05:35:14 pm »
Shin,

Works great now! Thanks again.



javi

fosamax

  • Posts: 326
Re: Solarus Engine [v1.3.0 dev build]
« Reply #37 on: February 18, 2015, 03:10:39 pm »
Hi Shin-Nil,

it seems that Christopho will probably release a new build of Solarus engine really soon (seeing 1.4 milestone on Github), could you look into trying to fix music that have a minor cut when we scroll from one zone to another.

That does not seem to happen on windows build. Maybe you could try with tripplebuffering. In fact I just don't know how to fix that...

Thanks....

Shin-NiL (OP)

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Re: Solarus Engine [v1.3.0 dev build]
« Reply #38 on: February 22, 2015, 11:00:58 pm »
I'll need some time to take a look.

fosamax

  • Posts: 326
Re: Solarus Engine [v1.3.0 dev build]
« Reply #39 on: May 05, 2015, 10:59:07 am »
Hi, Solarus 1.4 is out, with a new compiler C++11.

There's also a new quest editor and font are handled differently so we may have a fix with garbled text we had on 1.3.

Hope Shin-Nil could take a look at this....

 

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