MFH-Alarian Mod v2.900 - New releases here!

Discuss mods and get help with mods ONLY
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PQED
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Postby PQED » Mon Sep 08, 2008 9:43 pm

Ubuntu can be installed/uninstalled from within Windows without the need for a separate partition or virtual machine.

Edit: Wubi
Last edited by PQED on Mon Sep 08, 2008 10:01 pm, edited 1 time in total.
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blackfriday
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Postby blackfriday » Mon Sep 08, 2008 9:51 pm

death_au wrote:Maybe... But if you use andLinux to recompile it, it will most likely recompile for linux. I don't know if you can use anLinux to recompile things for windows... I doubt it.

By the way...
++Figure out why the background of "Song List Settings -> Select Song Library" now shows the "Options" background underneath instead of black

I haven't really done much testing on this, but I don't think it's just selecting the song library, I think it's everything in the menu... Remember how you had to add the extra background in for the neck select?
I'd have to do more testing, but I believe if you have a smaller than required image on some menus, or transparent images, things like that, the options background shows through that, too.
Dunno if it helps you or not.

EDIT:
blackfriday wrote:That's weird MFH, my FoF is actually MUCH slower. Not laggier, just slower loading, and I have a very fast Mac.
myfingershurt wrote:No, I just optimized a lot of laggy code. See first post for current status of 2.985.


EDIT 2:
Oh wait, you said slower loading... yeah, not sure if these lag fixes would help that at all. That's a separate issue entirely.

:(
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death_au
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Postby death_au » Mon Sep 08, 2008 10:34 pm

At least some of it has improved over time. I mean, the main menu loading is way faster now than I ever remember it. And loading song lists doesn't seem to take too long. If you think about what it's doing when it's loading a stage, it isn't actually that bad really
(says me who doesn't use animated stages)
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Postby evilynux » Mon Sep 08, 2008 10:40 pm

@MFH, upcoming 2.985: Nice!

@MFH, GNU/Linux distro et al.:
I'm using Debian GNU/Linux (i'm an official maintainer). But I would highly recommand you to use Ubuntu as it's based on Debian, there's a nice cooperation both ways and Ubuntu is Desktop/user oriented while Debian is server (stable branch) or always-on-the-edge-developer (unstable branch) oriented.

Now, out of curiosity, you seem very keen to build pygame yourself, may i ask why?

Keeping a working frozen executable of this very mod for the first time wasn't an easy task. Building something is usually not that much of a pain, but in this case, there were many obstacles.

Among them, I had a freakin' hard time finding amanith's sources as it seems the upstream authors pulled the plug on it, forked, and closed the source.

Moreover, I spent a couple of hours fighting with PyOpenGL to finally realized (thanks to trinidude4 iirc) that it just wouldn't work with version 3.0.

Any way, this belongs in another thread if anyone is interested in the full process.
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Postby evilynux » Mon Sep 08, 2008 10:55 pm

2.981 MFH-Alarian Patch (GNU/Linux¹ 64bit) [Direct download or Mediafire]
+ Code merge with unofficial releases
+ All changes from MFH's 2.980 and 2.981

2.981 MFH-Alarian Patch (GNU/Linux¹ 32bit) [Direct download or Mediafire]
+ Same as 2.981 (64bit) above.
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Postby mrhoeivo » Mon Sep 08, 2008 10:55 pm

MFH, I think that the down arrow works as a fallback so that, if all else fails, you can always navigate the menus if your set keys for "up movement" and "down movement" are somehow inaccessible or unresponsive.
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Postby Lysdestic » Mon Sep 08, 2008 11:00 pm

evilynux wrote:2.981 MFH-Alarian Patch (GNU/Linux¹ 64bit) [Direct download or Mediafire]
+ Code merge with unofficial releases
+ All changes from MFH's 2.980 and 2.981

2.981 MFH-Alarian Patch (GNU/Linux¹ 32bit) [Direct download or Mediafire]
+ Same as 2.981 (64bit) above.

Awesome dude, Thanks evilynux, and everyone else, MFH especially. :)
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Postby myfingershurt » Mon Sep 08, 2008 11:01 pm

Wellllll...... I'm hesitant to say why I want to rebuild pygame because I don't want to excite everyone before I've gotten far enough to know that what I want to attempt is possible....

Let's just say I want to modify the source code that actually handles the audio streams, sample by sample. For a couple reasons / potential features that I've gotten working in other applications / projects.

Anywho - the compiled .PYO files that result from building pygame should be platform-independent, no matter what OS they are built in.... right? Not going to rebuild fretsonfire.exe, just the \pygame folder in the library.zip. Or do PYO files already contain platform-specific instructions?

If that's the case, then I guess I'll just have to figure out how to get it all to build correctly in Windows, but that's been terribly painful so far :)

edit: oh well, that's for later anyway. Back to 2.985...

edit2: mrhoievo - that sounds like a good explanation to me, I'll leave that as it is - less work woot!
Last edited by myfingershurt on Mon Sep 08, 2008 11:04 pm, edited 1 time in total.
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Postby evilynux » Mon Sep 08, 2008 11:04 pm

Here are more translation fixes as requested by Alexfighter and Fablaculp: diff file
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Postby evilynux » Mon Sep 08, 2008 11:11 pm

@MFH: Ooops, i didn't want to spoil your... hmm... secret plan[?]
I must say that i don't know much about pyo files... they show up as: "python 2.4 byte-compiled". Hence i'm assuming they're python version dependant but platform independant.

I know this won't help you much at the moment, but i can easily [re]build pygame.
1) Get the source + Debian/Ubuntu packaging files: `apt-get source python-pygame`
2) Rebuild from source and create Debian/Ubuntu [binary] package: `debuild -B`

If you're comfortable with a shell, i can provide you with a shell account on my amd64 machine running Debian. Alternatively, i can apply your modifications, build pygame and send pyo files over to you. Let me know.

Edit: Perhaps we should start by trying if pyo files are really platform independant... what about i send you over some pyo files?
Last edited by evilynux on Mon Sep 08, 2008 11:13 pm, edited 1 time in total.
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myfingershurt
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Postby myfingershurt » Mon Sep 08, 2008 11:19 pm

Thanks for the .diff file, it pointed out one translation fix I hadn't caught yet.

That's what I was hoping to hear, awesome -- worst case, you can build pygame. Here's the main page I've been working from, there's an SVN command there I had to use to retrieve the source trunk folder for pygame 1.7.1 (not the latest, obviously)...

let me find the info and i'll edit this post.

edit1: That's a good idea, send me a PYO you compiled and I'll insert into library.zip and see if my game still works (I'll use a library.zip from 2.981)


edit2: here's the Ubuntu pygame build wiki.
http://www.pygame.org/wiki/CompileUbuntu?parent=index

...compare that to the Windows pygame build wiki:
http://www.pygame.org/wiki/MingW?parent=index
Last edited by myfingershurt on Mon Sep 08, 2008 11:29 pm, edited 1 time in total.
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Happ E Nose
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Postby Happ E Nose » Mon Sep 08, 2008 11:29 pm

myfingershurt wrote:Wellllll...... I'm hesitant to say why I want to rebuild pygame because I don't want to excite everyone before I've gotten far enough to know that what I want to attempt is possible....

Let's just say I want to modify the source code that actually handles the audio streams, sample by sample. For a couple reasons / potential features that I've gotten working in other applications / projects.

I think I have an idea what you're talking about! :cool:
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evil-doer
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Postby evil-doer » Mon Sep 08, 2008 11:41 pm

Happ E Nose wrote:I think I have an idea what you're talking about! :cool:

i have no idea what it could be.

could you maybe pitch a few ideas out there or would that bend the rules?
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myfingershurt
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Postby myfingershurt » Mon Sep 08, 2008 11:43 pm

lol
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Happ E Nose
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Postby Happ E Nose » Mon Sep 08, 2008 11:47 pm

Haha I dunno about bending, I was thinking pitch though. :D

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