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Re: Odyssey's MediaPlayer thread
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Posted on: 2020/3/25 9:37
#41
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Quite a regular
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@Hans Quote: IIRC, nobody has implemented composited video in the old atiradeon.chip driver. So, an overlay fallback might still be worth writing for the old cards. I have a Radeon 9250 (don't know if SE). What is the difference between the Workbench compositing, vo_comp option of mplayer, or the compositing mode in the OS4 SDL2 port, which all work with these cards, compared to the composited video you're referring to?
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Re: Odyssey 1.23 progress
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Posted on: 2020/3/3 8:29
#42
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Quite a regular
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@kas1e
Does Odyssey support WebP (can't check right this second)? YouTube does sometimes send WebP thumbnails over a .jpg extension.
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Re: Odyssey 1.23 progress
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Posted on: 2020/3/3 4:59
#43
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Quite a regular
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@asymetrix Pretty sure it doesn't work that way. The only difference would be that GCC 8 would compile things a bit faster, if it had itself been compiled with GCC 8 with optimizations on, but the resulting binaries it produces should be exactly the same. There is this though: https://www.amigans.net/modules/xforum ... hp?topic_id=7957&forum=25But I suspect kas1e has LTO enabled already.
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Re: Odyssey 1.23 progress
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Posted on: 2020/3/3 3:28
#44
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Quite a regular
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@kas1e Quote: But newer versions of Curl are harder because it need our-custom-threading-resolver implementation as i have in 7.28.1 , so it need some work for sure. You sent me the code for that years ago, and I've been using it in my ports. Is it not working correctly or was there an update to that code? Your GitHub repo still has the older crypto/ssl/curl libs (at the time of this post).
Edited by MickJT on 2020/3/3 3:48:12
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Re: Odyssey 1.23 progress
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Posted on: 2020/3/1 6:23
#45
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Quite a regular
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@kas1e
While it's not a straight ./configure && make, I didn't do anything specific for Odyssey, but just some tweaks to get it to compile on OS4. There's a document openssl-os4-howto.txt in the Documentation/ directory with notes on how to compile it.
At the time I built 1.0.1q for you, there was already a 1.0.2 series, but 1.0.2 couldn't connect to some sites while the latest in the 1.0.1 series connected to most, and if I remember correctly, some sites were moving away from an old cipher. I can see in the readme on OS4Depot that I was already building the 1.0.2 series at that time.
The 1.1.0/1.1.1 series has some API changes, but I suspect if you can tweak Odyssey to work with it, it'd be able to connect to more sites, although that doesn't help in the JS/HTML/CSS department.
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Re: Porting to AmigaOS4 thread
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Posted on: 2020/1/5 11:23
#46
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Quite a regular
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@daveyw
Regarding ffprobe, can it do something that ffmpeg can't do if running ffmpeg -i <input> to see what type of file something is?
Edit: Grammar.
Edited by MickJT on 2020/1/6 3:12:27
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Re: Can lha pack files with spaces ?
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Posted on: 2019/12/23 14:50
#47
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Quite a regular
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Dopus4 uses XAD in some situations. Definitely when double-clicking. Maybe when clicking the Extract button too? Can't remember off the top of my head. Of course, it also matters what settings you have.
Edit: Just had a quick look. Default settings for Dopus4 are to use XAD for the Extract button. Doesn't seem to be any default for Click-M-Click (at least not after deleting DirectoryOpus.CFG).
Edit 2: Mine is set up to use "xadUnFile" to extract lha. I didn't manually configure it that way, so it must be a default somewhere (just not after removing the .CFG).
Edit 3: OK, after deleting the .CFG, it is xadUnFile for click-m-click for lha (under ARC class) but for some reason it isn't working until I put my old .CFG back.... which has the same settings. Weird. Can't even drag files from left to right sections to copy them, not that I usually use that method anyway. Hmm.
Edit 4: I discovered a bug in Dopus4 4.18.44. If you delete the .cfg, the "Default" filetype is the command "Co" for Click-M-Click and "SmartRe" for LMB Double-click instead of "Copy" and "SmartRead", and the default class has MatchName with no pattern to match, instead of a #? pattern.
Edited by MickJT on 2019/12/23 15:06:15 Edited by MickJT on 2019/12/23 15:09:30 Edited by MickJT on 2019/12/23 15:17:00 Edited by MickJT on 2019/12/23 15:26:55 Edited by MickJT on 2019/12/23 15:42:24 Edited by MickJT on 2019/12/23 15:44:38
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Re: Streaming twitch.tv on AmigaOS 4.1
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Posted on: 2019/10/24 15:34
#49
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Quite a regular
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@BSzili
Is that with MPlayer or ffplay? MPlayer has issues (that also exist on PC).
AmiSSL isn't required for either player.
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Re: Flower Pot OS4 installation problems.
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Posted on: 2019/10/10 17:49
#50
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Quite a regular
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@xenic
Sorry I got the tooltype wrong, it's BOARDTYPE=uaegfx. Glad you got it going. There's no need to copy over any Picasso96 files, or any library files whatsoever, nor the .card file. Merely the files in DEVS:Monitors/ is all that's needed.
I don't have rtg.library, uaegfx.card, emulation.library, Picasso96API.library or any Picasso96 directory in LIBS:, and it's all working well. My "UAEGFX" file in DEVS:Monitors is a copy of OS4's PicassoIV file, 6560 bytes in size.
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Re: Flower Pot OS4 installation problems.
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Posted on: 2019/10/9 21:36
#51
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Quite a regular
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Make a copy of PicassoIV and PicassoIV.info from SYS:Storage/Monitors/, rename them to UAEGFX(.info), put them in DEVS:Monitors/ and edit the .info file and set BOARDTYPE=uaegfx
Then make sure WinUAE has "UAE Zorro III" set as the RTG Graphics Card and set a small (at first) amount of memory for it. I'm using 32MB.
I assume one of the PCI bridgeboards is already enabled.
Then save the settings, restart WinUAE, open SYS:Prefs/ScreenMode and all the UAE screenmodes should be there.
Note that the AmigaOS splash screen when booting up will no longer show.
Edit: Correction, BOARDTYPE not BOARDGFX
Edited by MickJT on 2019/10/10 17:59:30
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Re: MP3 player supporting streaming via https transport?
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Posted on: 2019/10/6 7:55
#52
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Quite a regular
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mplayer and ffplay will do it, but those don't have a nice GUI.
If someone is able to port the latest stunnel, that would allow you to use existing players.
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Re: Freedroid 1.0 soon, make?
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Posted on: 2019/10/6 5:11
#53
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Quite a regular
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@K-L
Did you try freedroidRPG 0.16rc2 on OS4Depot? That should be using the same older SDL I was using before. I'm curious if you had issues with that one.
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Re: SDL1 open issues
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Posted on: 2019/10/5 15:41
#54
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Quite a regular
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That solved it, thanks.
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Re: SDL1 open issues
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Posted on: 2019/10/5 15:08
#55
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Quite a regular
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Yes please.
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Re: SDL1 open issues
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Posted on: 2019/10/5 14:54
#56
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Quite a regular
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Re: SDL1 open issues
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Posted on: 2019/10/5 14:45
#57
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Quite a regular
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When porting freedroidRPG and linking against the latest libSDL ( 1.2.15), I'm getting no transparency in the game's menu. Problem: https://i.imgur.com/D68EOWg.pngHow it should look: http://os4depot.net/filedata/snapshot/9499_1_snap.jpgAny ideas? Note these pics are from 2 different versions of the game. So just take the 2nd one as an example of how it should look. Edit: Clarification about which exact libSDL version has the issue.
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Re: Freedroid 1.0 soon, make?
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Posted on: 2019/10/5 14:42
#58
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Quite a regular
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@kas1e
Good to see it works for you.
The OpenGL mode needs GLEW which we don't have or I couldn't find it anywhere.
I know about the stack cookie stuff, I'm just lazy :)
@K-L Try this link but I also want to know if 0.16rc2 on OS4Depot has the same crash for you.
Edit: Updated binary using libSDL built by @kas1e Edit 2: Link removed.
Edited by MickJT on 2019/10/5 15:42:56 Edited by MickJT on 2019/10/11 6:09:33
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Re: Freedroid 1.0 soon, make?
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Posted on: 2019/10/5 7:59
#59
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Quite a regular
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I link it all statically to avoid problems with missing/mismatched sobjs. Can you also test it for me? Maybe it's just K-L having that issue?
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Re: Freedroid 1.0 soon, make?
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Posted on: 2019/10/5 7:51
#60
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Quite a regular
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@K-L
Does the old version on OS4Depot have the same crash? I'm curious. The stack trace points to libSDL. Are you running it from shell or double-clicking the icon? The icon should be setting a high stack before running the game. Make sure you're not mixing save files between the two. Does it work at 640x480?
Later tonight I'll link it against the latest libSDL. I'm currently using an older libSDL.
By the way I noticed the prob with the tutorial level also happens with the start of the main game, but it doesn't really matter there. The "Old Guy" is supposed to run up to you when you first start.
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