Hugor request/improvement - for RealNC

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Expand view Topic review: Hugor request/improvement - for RealNC

Re: Hugor request/improvement - for RealNC

by RealNC » Tue Sep 14, 2021 7:04 am

Jizaboz wrote: Mon Sep 13, 2021 11:27 pm Hey RealNC..

I was just talking to Roody and was wondering.. have you dabbled in being able to port Hugor to iOS at all? If so, did it feel like a lost cause?
I didn't. But it's doable. Hugor's evil twin, QTads, was not too hard to port to iOS (at least just enough of it so it could run Thaumistry.) Hugor is a simpler terp compared to QTads. It was initially a copy&paste of QTads with about half of it stripped out, as Hugo didn't need much of the stuff.

I don't have any plans to do port it, but if someone else wants to, it shouldn't be very hard.

Re: Hugor request/improvement - for RealNC

by Jizaboz » Mon Sep 13, 2021 11:27 pm

Hey RealNC..

I was just talking to Roody and was wondering.. have you dabbled in being able to port Hugor to iOS at all? If so, did it feel like a lost cause?

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Aug 09, 2021 1:51 pm

I had my two desktop speakers set to be 5.1 surround sound. They aren't that! When I changed it, it worked. I'll send something out to people with surround sound later.

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Aug 09, 2021 9:51 am

I have a weird thing going on with Hugor - after I recreated my Windows system, I am seeing the audio appear to act like it is sped up really fast:

This is a video with sound of what is going on:

Any idea what could be happening here? I did not specifically install Creative Labs Sound Blaster Z drivers. I am downloading the 150 (!!) MB executable now, and will try that for starters.

(Kent's hewin.exe program does not appear to have this issue, but I discovered today that the game almost instantly crashes using that, so that will be a fun one to debug.)

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 1:02 pm

Okay, I opened it up. I changed Fallacy of Dawn to look like this:

Image

So right now I do not need that feature. It'd be a "nice to have" for Cyberganked but that's at least a while away. And Jesus, you are doing all of this in your spare time so please don't think I am pestering you about it in any way!

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 12:56 pm

I am happy to do that. I will do that! And thanks again for Hugor. It's important to me that you know how much I appreciate it.

Re: Hugor request/improvement - for RealNC

by RealNC » Mon Oct 05, 2020 12:16 pm

Ice Cream Jonsey wrote: Mon Oct 05, 2020 10:43 am I changed a file called dawn.cfg to look like this:

Code: Select all

[Identity] 
; Default Fixed Font for Windows.
fixedFont = "Terminal,11"   
Previousiy the authorName was my name. By changing it, my understanding is that I create a new registry key.

However, when I did that, the fixedFont defaulted to Courier New at 11 points instead of picking up Terminal 11. Is it possible that Hugor is not reading those values correctly? I can put a zip up if that would help troubleshoot.
That's because I never actually got around to implement that and then forgot about it :mrgreen:

It would be nice if you could open feature requests for stuff like that here:

https://github.com/realnc/hugor/issues

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 11:26 am

OK, I changed Fallacy of Dawn to not have a cyan inventory window. It's just black so it looks like it lines up.

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 10:51 am

And ACTUALLY, rather than fight the world on this (I am fighting the world on this) I am going to change the box on the right to not be of a different color.

Re: Hugor request/improvement - for RealNC

by Ice Cream Jonsey » Mon Oct 05, 2020 10:43 am

You're right, putting text in those boxes rather than just images is going to result in problems. What I'm saying is that relying on a specific font and size is not gonna work. For example, "Terminal" at 10pt is just too tiny for me. And I assume for other people too. It's not a scalable font. It's a bitmap font, and as such 10pt means different things for, say, 20" monitors and 27" monitors if they both are 1920x1080. On a 20", 10pt is going to be tiny. It will not scale.

I'll include a CFG override that you can set something like:

fixedFont = "Terminal,10"
I tried this out today and I might have messed something up?

I changed a file called dawn.cfg to look like this:

Code: Select all

[Identity] 
; Application name. 
; If this is set, authorName must also be set. 
appName = Fallacy of Dawn

; Author/organization name. 
; If this is set, appName must also be set. 
authorName = Jolt Country

[Display] 
; Start in fullscreen mode. 
; true or false. 
fullscreen = true

; Maximum display width in fullscreen mode. 
; The value is in pixels. 
fullscreenWidth = 1920 

; Hide the menu bar. 
; true or false. 
hideMenuBar = true 

; Left/right margin in pixels. 
marginSize = 5 

; Size of proportional-width font. 
; The value specifies a point size, not pixels. 
propFontSize = 15

; Size of fixed-width font. 
; The value specifies a point size, not pixels. 
fixedFontSize = 11

; Default Fixed Font for Windows.
fixedFont = "Terminal,11"   

; Use a bilinear filter when scaling images. 
; true or false. 
imageSmoothing = true 


[Media] 
; Pause audio when application loses desktop focus. 
; true or false. 
backgroundPauseAudio = true

Previousiy the authorName was my name. By changing it, my understanding is that I create a new registry key.

However, when I did that, the fixedFont defaulted to Courier New at 11 points instead of picking up Terminal 11. Is it possible that Hugor is not reading those values correctly? I can put a zip up if that would help troubleshoot.

by Ice Cream Jonsey » Sun May 07, 2017 4:30 pm

by RealNC » Tue Dec 27, 2016 11:44 pm

Btw, this is the new audio engine:

https://github.com/realnc/SDL_audiolib

by RealNC » Tue Dec 27, 2016 11:42 pm

I'd need to implement native MIDI for all three platforms. And on Windows it's a deprecated API (but since it's Windows, they'll be providing the API anyway for probably the next 10 years or so.)

The old audio engine is just SDL_mixer, which does implement MIDI for all platforms (and thus Hugor 1.0 has MIDI support), but it has shitty support for non-MIDI stuff. Which is why I wrote a new audio engine.

However, that also means I now need to support MIDI myself, and doing three implementations for each platform is more work. What I want to do is just do MIDI synthesis in the interpreter and ship a soundfont (SF2 file) with it. Which also means it will sound better, and most importantly, will sound exactly the same on all platforms. In Hugor 1.0, MIDI sounds completely different between Windows, Linux and Mac.

I'm also toying with the idea of letting the game use its own soundfont.

Right now, all parts are actually in place. The only thing that's missing is finding a soundfont file that a) sounds good, b) is small (something like 5MB), and c) is redistributable without worrying about copyright infringement.

by Ice Cream Jonsey » Tue Dec 27, 2016 9:28 am

Is the MIDI thing something that Hugor won't have? (Not me trying to give you work to do, just asking because I can't find if there was a discussion on it.)

by RealNC » Wed Dec 21, 2016 1:09 pm

Oh, and no MIDI support. So Crimson Spring's MIDI music won't play.

by RealNC » Wed Dec 21, 2016 1:05 pm

These builds lack opcode support, but otherwise, they should be fine.

by Ice Cream Jonsey » Mon Dec 19, 2016 8:07 pm

RealNC wrote:Just finished all new builds:

http://83.212.107.13/~realnc/hugor/icj/Hugor-icj.zip

All builds use the shiny new audio engine, so there's no license problems, no chipmunk speed with some of the MP3s and no horrible audio quality when resampling is needed.

MIDI and Video support is disabled.

All the previous info on how to package the game still applies:

http://www.joltcountry.com/phpBB2/viewt ... ght=#82020
Nikos, is it correct in saying that this is the latest build for Hugor?

by Ice Cream Jonsey » Mon Sep 12, 2016 9:56 pm

Yes, making this a sticky right now.

by Ice Cream Jonsey » Mon Jun 06, 2016 8:55 am

Hello!

I am going to create individual downloads that have Hugor for Mac, Linux and Windows for Necrotic Drift.

What version of Hugor should I be grabbing? I am going to create a sticky here on JC. And I think we were also using IF Wiki for this. (Which reminds me, I should update IF Wiki for Hugor, and I will.)

by RealNC » Fri Sep 11, 2015 2:43 pm

You're right, putting text in those boxes rather than just images is going to result in problems. What I'm saying is that relying on a specific font and size is not gonna work. For example, "Terminal" at 10pt is just too tiny for me. And I assume for other people too. It's not a scalable font. It's a bitmap font, and as such 10pt means different things for, say, 20" monitors and 27" monitors if they both are 1920x1080. On a 20", 10pt is going to be tiny. It will not scale.

I'll include a CFG override that you can set something like:

fixedFont = "Terminal,10"

but you should keep in mind that many people will change it. And whatever default you choose will only work for Windows. Linux and Mac don't have a "Terminal" font, and even if they did, it would result in different sizes.

The defaults for each platform are defined here: https://github.com/realnc/hugor/blob/ma ... gs.cc#L138

On Windows, it's Courier New at 12pt, on the Mac it's Andale Mono 15pt, and on Linux it's whatever the user has configured his desktop to use as the default fixed font.

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