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Messages - KMetalMind

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31
Hi all,

Is it possible to use the layout scrolling text facility to display the game name from the database?  I see that the wiki only mentions that scrolling text can be used to pull from a text file.

Ideally, I'd like to replace the reloadableText used for the game name tag in a layout to reloadableScrollingText so that the text scrolls horizontally when the game name has too many characters for the space.  Replacing the tag doesn't show any text - is what I'm after possible without generating thousands of text files?

Wow, nice suggestion! I certainly would use it on my build  ;D

I'm planning to support it in the future, but a larger database (stories are generally larger than all the other info combined) will not improve the speed of RetroFE.

Sent from my SM-G920F using Tapatalk

Is retroFE currently storing all the metadata even if you don´t own the game while navigating? It may make the loading slower, but maybe using only the metadata of the found games could improve the overall speed?  :o

32
General Discussion & Help / Re: New intro video for 0.7.20?
« on: January 21, 2017, 08:50:01 AM »
It looks cool  ;)

I may be nitpicking, but the only thing that somewhat needs fixing is getting a cool logo that stays over time. It´s confusing changing it so many times. Settle with one and everybody contributing to art should use it  ;)

33
General Discussion & Help / Re: Roms located on a NAS
« on: January 21, 2017, 08:45:52 AM »
You mean Roms and Media I suppose

Everything:
* retroFe sits on the NAS
* All media and metadata is on the NAS
* All emulators and roms are on NAS
* Even PC games are installed on NAS

Everything works perfectly. retroFE behaves correctly and navigating the same installed build at two PCs at once doesn´t break anything in any of them. Emulators work as expected on all my tests, and even PC games can be played on LAN perfectly with just one installation folder. From my understanding, the only things that can be troublesome are:
* If too many computers access at the same time I suppose it will get slower (no problems on mine using two).
* If the emulator/game stores the saved files or temporary files on the emulator/game folder, obviously changes in one computer affect the other.

We have tested even emulators like dolphin with demanding games like F-Zero GX on two computers and the same time from the same folder on NAS, and it works perfectly.

Just try it for yourself  ;)

34
Announcements / Re: RetroFE development
« on: January 21, 2017, 08:39:08 AM »


Just a quick question? Would it be possible to keep animating images which are not reloadable just like menus? That would make everything even more smoother.

Can you give me an example of what you're looking for?

Reading twice I may have confused the improvement. Is the change that button presses keep getting triggered while art is loading, or does the menu art continue to be animated while art is loading? I thought it was the later one, so I was asking if that could happen too to the image tag too (currently while loading art all image animations freeze while loading next art, even the no reloadable ones).

Just got word tonight that someone's already on it. I currently have 3 potential helpers on the coding front.


I haven´t been able to spend much time on retroFE on last weeks, but all the last changes in bitBucket are totally amazing. Keep up the good work!!  ;D ;)

35
Announcements / Re: New website
« on: January 21, 2017, 08:26:32 AM »
From what I understand it has something to do with the PHP session ID being part of the URL, though how and why is still unclear to me. If anyone has any suggestions: I'm all ears. I'll try to contact hosting support later this week to see if they have any answers.

Edit: I've just disabled almost all WordPress plugins to see if that helps any. Let me know if you still have issues, preferably with details that I can show to the helpdesk.

Edit: Do you by chance have cookies disabled?

Yeah, cookies disabled. One F5 press each first time and then no problems, as guest or after login.

36
Announcements / Re: New website
« on: January 09, 2017, 04:20:32 PM »
Minor question about the forum: I need to press F5 every time I enter them, or I can´t access any of the forums. Does it happens to anybode else?  :o IE11 on W7.

37
General Discussion & Help / Re: Roms located on a NAS
« on: January 09, 2017, 04:18:03 PM »
I´ve my entire retroFE setup on a NAS and it works perfectly. I´ve tested running it from two computers at the same time and there´s no problem. Even the most demanding emulators like dolphin or PCSX2 work perfectly, so don´t worry about having everything on NAS  ;D

38
Announcements / Re: New features
« on: January 09, 2017, 04:15:37 PM »
Now it works perfectly on Windows. Thanks guys!!!  ;)

With the last changes, the menus are a lot smoother, but it loads a lot faster on Windows too. For some reason, retroFE usually needed around 4-5 minutes after loading all to show up, but that doesn´t happen now.

Just a quick question? Would it be possible to keep animating images which are not reloadable just like menus? That would make everything even more smoother.

39
Announcements / Re: New features
« on: January 04, 2017, 06:18:05 PM »
Thanks to all of you who make the hard work! With my knowledge I can just do some basic tests ;) It still doesn´t work, but I think we are really close. I´ve isolated the line which makes retroFE crash on Windows, and it´s just this one:

Code: [Select]
std::string home_load = std::getenv("HOME") + std::string("/.retrofe");
Any ideas?

40
Announcements / Re: New features
« on: January 03, 2017, 05:18:12 PM »
I haven´t had enough time yet to do more detailed tests, but you are on the right track, Tom: If I start retroFE from the commandline, it just quits silently (it doesn´t even start the log). I have tested a quick change on configuration.cpp, on intialize, based on your first changes. After commenting the new lines on that specific part of the code, it correctly executes  ;D

Code: [Select]
void Configuration::initialize()
{
    const char *environment = std::getenv("RETROFE_PATH");
    std::string environmentStr;
//    std::string home_load = std::getenv("HOME") + std::string("/.retrofe");
//    std::ifstream retrofe_path(home_load.c_str());
    if (environment != NULL)
    {
        environmentStr = environment;
        absolutePath = environment;
    }
//    else if (retrofe_path.is_open())
//    {
//    std::getline( retrofe_path, absolutePath );
//    retrofe_path.close();
//    }
    else

So thanks for the explanation!  ;)

41
Announcements / Re: New features
« on: January 01, 2017, 10:11:12 PM »
It seems it has something to do with the Mac build too  :o I´ve tested it and retroFE works on Windows up until last 2016/12/21 commit. If I try the first 2016/12/22 change (initial Mac build), I get the cmake error you have been already discussing. Fixing only the cmake files using the changes from the last RetroPrime fix, but not changing anything else, gets the "retroFE stopped working" error on Windows.

I will do more tests on next days if you need them  ;)

42
Announcements / Re: New features
« on: January 01, 2017, 11:56:35 AM »
I´ll take a look if I find some time too :) Could it be a specific VS problem?

43
Help / Re: Custom XML lists
« on: January 01, 2017, 11:52:48 AM »
I seriously want custom metadata properties too  :D I´ve started to collect info about what games are single player, cooperative multiplayer or competitive multiplayer. It´s really helpful for me as sometimes we want to try a new coop game in home and that way we can find them easier, as most multiplayer games are usually competitive.

It´s also one of the few features I miss to finish my WIP layouts, although I´ll start releasing them earlier anyway  ;D

44
General Discussion & Help / Re: XML editor
« on: January 01, 2017, 09:21:54 AM »
I have had that problem for most of the year, but I´ve found a good enough solution on Windows. Surprisingly, MS Office Excel 2003 and later versions support editing XML better than ever many Visual Studio editions. If you already have Excel on your computer give it a try. You can open the XML and edit it easily. In 2003, the only problem is adding new fields, which should be added on Notepad before opening on Excel. Once the XML is edited as an Excel sheet, you can filter, replace, etc, easily  ;)

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