@REQUIRE plugin not found

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Juan Carlos
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@REQUIRE plugin not found

Post by Juan Carlos »

The command with Hollywood 11 @REQUIRE and the name of plugin on MorphOS the plugin installed in Sys:Libs/Hollywood cannot be found given the error requester when with previous Hollywood versions the plugins were found without problems, I haven't tested in other Amiga systems as AROS, AmigaOS4 and Amiga68k if also the problem is there, but on MorphOS yes, the only solution is to copy the plugins inside the drawer join the Hollywood program or game.
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Juan Carlos
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Re: @REQUIRE plugin not found

Post by Juan Carlos »

Well, tested in 68k the problem also happen.
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airsoftsoftwair
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Re: @REQUIRE plugin not found

Post by airsoftsoftwair »

Yes, that's a change in Hollywood 11 to reduce memory consumption. Plugins will no longer be loaded automatically. If you want the old behaviour back, just add the following to your script:

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@OPTIONS {AutoLoadPlugins = True, GlobalPlugins = True}
Then everything will work like before. More information on this here.
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Juan Carlos
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Re: @REQUIRE plugin not found

Post by Juan Carlos »

airsoftsoftwair wrote: Sun Jan 25, 2026 6:37 pm Yes, that's a change in Hollywood 11 to reduce memory consumption. Plugins will no longer be loaded automatically. If you want the old behaviour back, just add the following to your script:

Code: Select all

@OPTIONS {AutoLoadPlugins = True, GlobalPlugins = True}
Well, thank you for the answer, it is good don't load all plugins into the memory, in this case the best option will be link the plugins neccesary for the program, in this case only the program use them and not all.

Then everything will work like before. More information on this here.
bitRocky
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Re: @REQUIRE plugin not found

Post by bitRocky »

From the API Changes guide:
"so only the plugins that the scripts explicitly requests by using the @REQUIRE preprocessor command will be loaded now."

So if I have this

Code: Select all

@REQUIRE "RapaGUI", {Version=2, Revision=2}
HollywoodPlayer will only try to load the Plug-In from the directory where HollywoodPlayer is in (sys:Utilities/PlugIns/) not the script!

Only if I add

Code: Select all

@OPTIONS {GlobalPlugIns=True}
It tries to load from Libs:Hollywood/.

Is this really intended this way?

I like it that it only load the PlugIns which are required, but they should be IMHO also searched in Libs:Hollywood/.

Also the "-quiet" option of the player seems to be no longer supported!?
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airsoftsoftwair
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Re: @REQUIRE plugin not found

Post by airsoftsoftwair »

bitRocky wrote: Mon Jan 26, 2026 2:49 pm HollywoodPlayer will only try to load the Plug-In from the directory where HollywoodPlayer is in (sys:Utilities/PlugIns/) not the script!
Yes, it was deliberately designed this way because Hollywood applets are platform-independent so IMHO it doesn't make sense to load plugins from the applet's directory because applets are platform-independent so if you distribute your project as a Hollywood applet instead of an executable it doesn't really make sense to include plugins in your distribution because plugins obviously are *not* platform-independent...
bitRocky wrote: Mon Jan 26, 2026 2:49 pm Only if I add

Code: Select all

@OPTIONS {GlobalPlugIns=True}
It tries to load from Libs:Hollywood/.
Is this really intended this way?
Yes, it is. It is described here.
bitRocky wrote: Mon Jan 26, 2026 2:49 pm I like it that it only load the PlugIns which are required, but they should be IMHO also searched in Libs:Hollywood/.
But that's what the "GlobalPlugins" tag does. Just set it to TRUE and it should do exactly what you want. Loading plugins from LIBS:Hollywood for compiled scripts is just not the default behaviour anymore...
bitRocky wrote: Mon Jan 26, 2026 2:49 pm Also the "-quiet" option of the player seems to be no longer supported!?
True, this seems to be a bug. Of course, Hollywood 11 is stricter about accepting console arguments and will only allow them if "EnableArgs" has been set to TRUE in @OPTIONS but even in that case "-quiet" doesn't seem to work so this seems to be a bug. But you can use this as a workaround to make the player quiet:

Code: Select all

@OPTIONS {Quiet = True}
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