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Messages - Pieter Hulshoff

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1306
General Discussion & Help / Re: Linux xsession focus issue
« on: December 24, 2016, 08:38:37 AM »
I remember that issue as well, but that was different. In that case, two SDL programs were fighting for input focus. In this case the emulator properly grabs focus when it is started, but RetroFE does not take focus back when I close the emulator. Since there's no window manager I cannot grab focus manually (via mouse or alt-tab) either. So far it's baffling.

1307
General Discussion & Help / Linux xsession focus issue
« on: December 23, 2016, 06:05:14 PM »
I recently switched to Mint, and tried to set up a RetroFE xsession today. The .desktop file was easily created, and RetroFE starts properly, but when I return from a game my RetroFE window refuses to take focus. This setup worked perfectly fine on my previous Kubuntu setup. Any ideas what might be causing this problem?

To be clear: this problem only exist if I run RetroFE without a window manager. Under KDE everything works without a hitch.

1308
Announcements / Re: New features
« on: December 23, 2016, 05:58:32 PM »
That doesn't sound like something I touched recently. 😀

Which code did you compile exactly?

1309
Announcements / Re: New features
« on: December 23, 2016, 04:40:36 PM »
Changes were made, so I'm very interested in the error messages. I do not have a Windows compile environment.

1310
No worries; if I add it for the database fields I'll add it for all database fields. :)

1311
Not at the moment, but it sounds like a good feature to add. I'll put it on my list. :)

1312
Announcements / Re: New features
« on: December 23, 2016, 07:35:45 AM »
I think those messages should be (changed to) INFO messages. Those are optional files that do not need to be there.

Thank you for the changes by the way. It's great that RetroFE will also be working on MAC-OS. :) Next step is to have someone do a Windows build to make sure everything still compiles on that OS; I may need to change some code in the hierarchical rom directory support for that.

1313
Announcements / Re: New features
« on: December 22, 2016, 11:43:42 AM »
Thanks. :) Looking forward to seeing your work. I'm hoping to get some people to test on Windows soon; I'm not 100% sure all changes I made will compile under Windows.

1314
Announcements / Re: New features
« on: December 22, 2016, 09:13:48 AM »
Normal procedure is to merge my latest code with your branch, double check, and then do a pull request. Version 0.7.20 is fine, but for the future I'd prefer it if you leave the version numbering to me. :)

I'm aware of the crash, but I haven't been able to reproduce it yet, so I haven't been able to debug the problem yet either. It's on the todo list though, but if you feel like debugging it before I have time, please feel free. :) I'd appreciate the help in this regard.

1315
Announcements / Re: New website
« on: December 20, 2016, 06:59:26 AM »
That's great news! :)

I believe there's an icon in the current distribution release, but if it's not I'll grab it from my own set, and send it to you.

How does that RETROFE_PATH work exactly? I haven't needed to set any path variables under Linux; it just uses the path it's executed in as base, which allows for a portable RetroFE installation. Could you elaborate a bit?

1316
I had a closer look; I think I may have found a way to speed things up. I've made some changes to the code that seem to work for me, but I'll do a few more tests before releasing it to the public.
Basically what it currently does is load all art when a new menu item is selected, but the wheel art doesn't need to be reloaded when a wheel was just spinning (new items are automatically added already). With normal wheel art that shouldn't cause much delay, but with box art, like Aeon Nox uses, that can be quite a lot of MBs to read from the HDD/SDD. I've removed the reloading of menu art, and that does appear to speed things up a bit. As said: I'll do some more testing. :)

1317
Hyperspin can only load a few pieces of art per game, so that's understandable. I would not have expected this problem to show up while using SSDs to be honest, but you should consider taking a look at the size of your artwork. At one point in time I was loading 20-30 MB of data per game (not counting the video, which is loaded a small piece at a time), which on a normal HD can take quite a bit of time. I'm currently running my setup from a portable HD, and the slowdown is very noticeable.

1318
Off Topic / Re: Just saying hello
« on: December 16, 2016, 09:13:10 PM »
Thanks, Agent47. 😀
We do our best.

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1319
Are you certain that when you turn off video this problem does not exist? In other words: is it the video or the whole set of art that needs to be loaded that is the problem?

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1320
Share your theme / Re: Raw
« on: December 16, 2016, 05:47:33 PM »
Is this different from what's on the download page right now?

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