- Jul 21, 2018
- 1,351
- 1,906
The Linux build I provided has sound, just make sure to enable it in game *and* in menu, then navigate to a new 'screen' and it should immediately take effect. The only QSP player capable of handling the custom API backend used by this version of JONT is the F95 one(s), or from the gitgud JONT. Save files are usually bigger because of the method of serializing info for the objects on Linux, probably double-encoded by accident but this is relating to the Qsp player's base src author(s), nothing done here. If you aren't using a case-insensitive filesystem you'll find a lot of hell happening, the version I pushed has a home-made path bruter for that with cached dictionary lookups and *limits increaser to handle the stupid Qt backend issues (run from shell to see). Also has path escaping. The backend wasn't thought out ahead of development, given the time period the original Qsp came out. Also fixes a lot of sound issues. Saves are not currently interchangeable with the Windows builds, might double-check why (if it is a case of double-serialization, I can probably fix that sometime). I'd need someone to create a save on Windows at, say, the start screen, then I'd do the same for Linux and compare.sound not working for me on linux - and every single other qsp player (including standard fastqsp) can't handle the format used here
(edit: builtYou must be registered to see the linksand... the menus dont work )
still think it's extremely odd that sound works on ivanowich's version but not this one...
so it turns out its because the f95 version needs wmf for whatever reason... kinda big pain
solved by building fromYou must be registered to see the links
kinda cringe but i guess it works. if anyone wants a janky version that works on linux feel free to @ me or something
note: weirdly enough, save files are twice as big as windows version (and incompatible)
(after looking at the savefiles... it seems to be using utf-32 or something. quite odd.)