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snes9x.zip - emulation/gamesystem
Apr 29, 2024
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hle-pokercard.lha - game/card
Apr 29, 2024
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mce.lha - game/utility
Apr 29, 2024
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amiarcadia.lha - emulation/gamesystem
Apr 28, 2024
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ifarchive_dl.lha - utility/script
Apr 28, 2024
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kt_scripts.lha - utility/script
Apr 28, 2024
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stream.lha - utility/benchmark
Apr 27, 2024
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thumbnailmaker.lha - video/misc
Apr 26, 2024
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theme_list.lha - utility/misc
Apr 23, 2024
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faac.lha - audio/convert
Apr 22, 2024
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Re: OWB 3.22 + New features
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Posted on: 2009/12/31 11:20
#81
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Just popping in
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@Swoop
In my case it's not a case of being suspicious, rather of knowledge of the operating system I use. I like to know what files are installed and what they are used for, and I find it faster to do it by hand.
Varthall
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Re: OWB 3.22 + New features
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Posted on: 2009/12/30 13:24
#82
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Just popping in
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I'm being OT here, but just my 2 cents... I'm also one of those who prefer installing the programs by himself rather than relying on third party software. I like to be able to check for every program what files it uses, if it uses a library what's its name, what does it add in s:user-startup etc. I like to have the possibility to rename the drawer of the previous version in case I want to revert back to that version; the choice to install the program in RAM: or on my hard drive for each archive, basing on how important it is; the ability to easily store the archive to have a backup copy in case it will be not available anymore on the net. When I decide to clean up LIBS:, I can easily recognise which libraries are needed and which ones are for programs which I have in the meanwhile removed.
For this reason I don't like the way how programs are installed on e.g. Linux, it makes it difficult to have it under control.
I appreciate the work done on AmiUpdate, I use it sometimes for the SDK as many archives have too many files scattered around the drawers, and I like also that many users can't live without it. It's just that not everyone use and mantain their system in the same way. My hope is that in the future AmigaOS will remain as simple as it is now, and I don't think that an operating system to be modern must be awkward to keep under control and easy to be understood.
Varthall
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Re: ALE image processing - Hints and tips
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Posted on: 2009/12/2 15:07
#83
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Just popping in
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@Chris
Cool, I have always wanted to have a tool for OS4 which supports image stitching, I have made in the past some multiple panoramic shots which I'd like to join in a single photo. Thanks!
Varthall
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Re: mencoder problem
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Posted on: 2009/11/25 16:15
#84
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Just popping in
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@Vulture
My plans for mencoder are to release a final version of the old 1.0rc2 version which includes all the libraries that have been requested to be included. After that I'd like to start to port the latest SVN version and to try to make Altivec and 440EP optimized versions as well.
Varthall
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Re: mencoder problem
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Posted on: 2009/11/23 23:36
#85
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Just popping in
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@lazi A first beta with libxvidcore compiled in can be found here: http://digilander.libero.it/varthall/mencoder_1.0rc2_02_b01.lhaI have tried it with the command line options you mentioned and at least it doesn't complain anymore about -xvidencopts, let me know if it works for you. Varthall
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Re: DNS server problem? How to solve it?
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Posted on: 2009/11/17 10:34
#87
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Just popping in
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@BrandonLee
Ok, so if I have understood correctly, you have to use DHCP since you're directly connected to the DSL line, but you also need to be able to set the DNS manually. Under Windows this is indeed possible to set DHCP to only get the IP address, while the DNS can be manually set separately. I'm not in front of my AmigaOne now, try to see under Roadshow if there's an option to set DHCP for automatic IP address only. With a router this will be much easier, as you'll be able to set both IP and DNS manually and disable DHCP.
Varthall
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Re: DNS server problem? How to solve it?
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Posted on: 2009/11/16 22:25
#88
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Just popping in
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@BrandonLee
To make sure that Roadshow is using the DNS you want, open the file Devs/Internet/name_resolution and check the "nameserver" field. E.g. mine contains
# DEVS:Internet/name_resolution # File generated by Internet 53.1 (4.7.2008) # On Sreda, 22-Jul-09 at 22:02:21 nameserver=208.67.222.222
Varthall
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Re: mencoder problem
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Posted on: 2009/11/14 14:26
#89
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Just popping in
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@salass00
Sorry, yes, I meant libxvidcore. Thanks for your work, I'm going to use it to recompile mencoder, and the Altivec support is a welcomed bonus.
Varthall
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Re: mencoder problem
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Posted on: 2009/11/14 10:56
#90
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Just popping in
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@lazi
That's because for that first release of MEncoder I have compiled it using only the supplied libraries, so it lacks libxvidbase. I might make a new release compiled with that library in the next few days, if I can find some spare time.
Varthall
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Re: best vertical shooter on OS4.x ?
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Posted on: 2009/10/25 8:42
#91
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Just popping in
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@328gts
IMHO, the best are Open Tyrian and rRootage, the latter has yet to be re-released though, it required a beta MiniGL which wasn't available at the time of release.
Varthall
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Re: AmigaOne XE OS 4.1 Can't Soft Reboot Anymore [Solved]
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Posted on: 2009/9/28 6:35
#92
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Just popping in
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@danwood_uk
Nice to hear that you have solved it. To me it sounds like a bug of Rexxmast. Is BTW Rexxmast still 68k?
Varthall
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Re: Easter Eggs?
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Posted on: 2009/9/16 22:54
#93
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Just popping in
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@all
I have found the following Easter eggs in IBrowse 2.4 shipped with OS 4.1, I don't know if they have been included in the normal, non-OEM version of IBrowse, too. Just type one of the following in the URL field:
about:girls about:amiga about:beer about:padrino
The "beer" one is amusing :)
Varthall
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Re: Easter Eggs?
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Posted on: 2009/9/15 10:08
#94
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Just popping in
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@johan Cool, I hope that it will be discovered sooner or later! The only easter egg I know of was included in UBoot, I'm not sure if it's still in the latest 1.1.1 version: http://www.gregdonner.org/workbench/wb_4x.htmlVarthall
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Re: Unrealtournament 99?
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Posted on: 2009/8/23 11:18
#95
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Just popping in
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@LiveForIt Quote: LiveForIt wrote: @Varthall The *.h (header files) are not header files contain just declarations, but they contain the source code, fully defined functions.
Not all the functions have the code in the headers (and btw I don't understand why would someone put all the code inside headers...). For example, all the CORE_API functions have only a definition, e.g. Quote: CORE_API void appInit( const TCHAR* InPackage, const TCHAR* InCmdLine, FMalloc* InMalloc, FOutputDevice* InLog, FOutputDeviceError* InError, FFeedbackContext* InWarn, FFileManager* InFileManager, FConfigCache*(*ConfigFactory)(), UBOOL RequireConfig );
is called in 3 different places, defined in Core/Inc/UnFile.h, but no actual code, and it's referenced in core.lib.
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Re: Unrealtournament 99?
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Posted on: 2009/8/19 10:30
#96
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Just popping in
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@yssing
I didn't know that, I have searched around but haven't found any more information, do you have any link?
Varthall
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Re: Unrealtournament 99?
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Posted on: 2009/8/16 22:04
#97
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Just popping in
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@LiveForIt
The directory listing is a bit vague, as it states that it contains the "components" of both core and the engine. If you take a look at the source, the Core and the Engine directories contain header files and two libraries, Engine.lib and Core.lib. By hex reading them, you see that they contain calls to core.dll and engine.dll which aren't included. Anyway, these are x86 compiled dlls, and without their sources you can't do much.
Still, I'd die to see an UT 99 port :)
Varthall
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Re: Unrealtournament 99?
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Posted on: 2009/8/14 11:44
#98
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Just popping in
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@magic Quote: magic wrote: @Varthall
Linux has an installer(using the windows cd for the game), any way os4 could do the same?
OPENUT
The installer uses the Linux x86 compile of the engine, made by Loki Games, which is closed source. It seems that parts of the Unreal Engine 1 source code are still present in the latest Engine 3, that might be a reason why Epic Games wouldn't like to open source it. Varthall
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Re: Unrealtournament 99?
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Posted on: 2009/8/14 1:41
#99
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Just popping in
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@LiveForIt
That's only the part of the source code of UT required to make mods for the game, it does not contain the source code of the Unreal Engine, required to port the whole game on OS4, unfortunately.
Varthall
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Re: static libjpeg, libpng, libz on OS4 SDK?
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Posted on: 2009/7/25 10:59
#100
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Just popping in
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@ShInKurO
libz isn't visible to libpng and yuor program, try moving -lz at the end of the gcc linking command line.
Varthall
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