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August 5th 2008, 02:24 PM
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Beuc
Peasant He/Him France
 
> > Could you send me screenshots?
> ok

Cool (my bad, forgot to apply Dink palette in Dinkedit). I think this is fixed now. (rebuilt binaries pending)

> additional D-Mods directory in DFArc options is very convenient
> considering limited/super user stuff so it would be nice if
> this was a freedink option instead

I see what you mean now. I think it's best to keep freedink simple and flexible, and let the front-ends organize D-Mods as they wish (like, managing several additional D-Mods directories).

About --refdir, looking at your other post:
> Note this is with "override the Dink .. dir.." OFF. (I put /usr/games/dink in there and
> turned it on as a workaround.)

Now I got it. DFArc2 always specify '--refdir'. If the refdir isn't configured, it tries standard locations /usr/local/share/dink and /usr/share/dink. This is because the front-end needs to inspect that refdir to find D-Mods installed for everybody such as 'island', and list them.

DFArc2 doesn't ask freedink about its default refdirs. If you
used a non-standard refdir, then that's where you use
the "Override the Dink Smallwood directory" option.

At least that's how I designed it. Does that make sense?

Btw, you expect freedink to find /usr/games/dink/ as a refdir without using '--refdir'. I don't see how this could work for you
Which one matches "/usr/games/dink/" ?
. | exedir | $datadir/share/dink | /usr/local/share/dink | /usr/share/dink

> - freedink tries to write debug.txt in a protected
> dir (i.e. refdir/dink) instead of ~/.dink/dink where it
> probably should be

Yeah I haven't put much though in managing DEBUG.TXT and the verbose debug output yet. The plan is to make it possible to filter all the output (namely: information vs. real errors), and tell the user appropriately. For example: warn the user that the game couldn't be saved because they was no diskspace left, tell the developper that there's a broken sprite in the current screen, etc.

I think we can put this on lesser priority for now.

> - Ubuntu uses PulseAudio to allow multiple applications to
> share sounds, but freedink doesn't work with it properly. So
> freedink sound doesn't work if another program that has used
> sound is open until it is closed.

Apparently PulseAudio breaks several games, including ETQW and Wesnoth. That's probably not something I can help with right now :/

I saw people stopping/restarting pulseaudio as a workaround:

pulseaudio -k
freedink
pulseaudio -D

(Geez, it sounds like I'm lazying my way through bug reports
/me starts fixing yesterday's remaining bugs to show good faith )

DaVince:
> From an old experience, MIDI would not work because it tried to
> use Timidity through SDL or something while I want it to output
> to a normal MIDI channel, which I "forward" through to
> fluidsynth's MIDI port. I'm not in Linux right now, so I'll ask
> it here: has this been fixed to just use a regular MIDI port?

SDL_mixer can use both hardware and software sequencer. If /etc/timidity/timidity.cfg is present, it will use that first. You can remove that file if you want to use /dev/sequencer
directly

We also saw that there are some issues if /dev/sequencer is present but not functionnal, so best use TiMidity by default for common Dinkers, and just remove /etc/timidity/timidity.cfg if you know better