Re: FreeSCI

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Brilliant!  I've got it packaged and am ready to submit NAGI for review. 
The only thing holding me up now is when I was testing, I ran into a
problem where trying to save a view object to a game in AGIStudio will
segfault.  GDB complains about something at line 313 in view.cpp, which
makes sense given that all other objects save just fine.

I'll contact upstream unless someone cares to look and sees something
obvious.

> Jon Ciesla wrote:
>> It builds with these patches, but when I run it from a directory
>> containing a known working AGI template game:
>>
>> [limb@fawkes agigame]$ ~/fedora/nagi/bin/nagi
>> New Adventure Game Interpreter (NAGI) v2.07 beta
>> Copyright (C) 2000-2002 Nick Sonneveld & Gareth McMullin
>> Author: Nick Sonneveld (sonneveld@xxxxxxxxxxx)
>> Linux port by RaDIaT1oN (g_mcm@xxxxxxxxxx)
>>
>> Based upon the Adventure Game Interpreter (AGI) v2.917 and v3.002.149
>> Copyright (C) 1984-1988 Sierra On-Line, Inc.
>> Authors: Jeff Stephenson & Chris Iden
>>
>> Initialising Simple DirectMedia Layer (SDL)...done.
>> Initialising SDL video subsystem... done.
>> font_init(): Unable to find appropriate font for current resolution.
>> Segmentation fault
>>
>
> Found it, that is because the 00_xxx debian patch makes it look for font
> files
> under /usr/share/nagi. So the trick is to copy the font files in the bin
> dir of
> the nagi source tarbal to /usr/share/nagi. Also you should install the ini
> files in the bin dir under /etc/nagi. For me it works well then, atleast
> with
> the link you send.
>
> In my previous mail I was talking about using sgml2man to generate a
> manpage,
> then I thought the docbook file was part of the nagi sources, but its a
> debian
> add on I've attached it for your convenience.
>
> Regards,
>
> Hans
>


-- 
novus ordo absurdum

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