Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pieter Hulshoff

Pages: 1 ... 99 100 [101] 102 103
1501
General Discussion & Help / Re: Linux xsession focus issue
« on: December 24, 2016, 09:59:42 AM »
It looks like the problem is SDL related, and has to do with keyboard functionality rather than window focus. When I launch an xterm, and launch an SDL program from there (like MAME or RetroFE), and then close that program, my keyboard doesn't work. If I launch a non-SDL program like Firefox in stead, no such problem occurs. It's as if the SDL program grabs the keyboard, and refuses to release it even after it's closed down. Very very odd. It works perfectly well when I use KDE, just not when I don't use a window manager.

1502
Announcements / Re: New features
« on: December 24, 2016, 08:39:58 AM »
Any useful information in the log.txt perhaps?

1503
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.

1504
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.

1505
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?

1506
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.

1507
No worries; if I add it for the database fields I'll add it for all database fields. :)

1508
Not at the moment, but it sounds like a good feature to add. I'll put it on my list. :)

1509
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.

1510
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.

1511
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.

1512
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?

1513
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. :)

1514
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.

1515
Off Topic / Re: Just saying hello
« on: December 16, 2016, 09:13:10 PM »
Thanks, Agent47. 😀
We do our best.

Sent from my SM-G920F using Tapatalk


Pages: 1 ... 99 100 [101] 102 103