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I haven’t checked the posts lately, but when I got the notice the games was updated I had to check it out. The UI looks allot slicker, very nice. I can’t wait to get my pendrive replaced so I can go ahead and play it at home.
I haven’t tried using RPMS across different systems, should it be repackaged for SuSE etc. If so I can try undertaking it for SuSE, otherwise I’ve just been keeping it compiled for myself. Are there some files that should help out, I already got the release source at home waiting compilation.
If the drop point could also be resizable so that your team wouldn’t nescessarily be an open target to things like funky bombs.
I know the last time I tried compiling, awhile ago, the aclocal stuff was in the wrong directory, presumably because I had compiled wx windows myself. I copied it from /usr/local/share/a(something) to the /usr/share/a(something) equiv. I don’t get online with the machine I did this on so I can’t tell you exactly. If you got time you might want to try and see if this works for you. It seems anyone compiling without installing wxwindows is gonna get the problem here with autogen instead of with the configure script and a pretty message.
Is including a generated configure script in cvs after the aclocal info updated an option? I don’t know anything about the autoconf stuff to say if this would be a big hassle.
HEHE, if you make one between 2 and 4pm EST (New York) on a Tuesday or Thursday I’ll risk getting in trouble the next few weeks to play. Don’t do thanksgiving though.
I vote that there’s already enough features I want in it to do a release. Of course I could get CVS but I assume you’d be happier with the release if it was a stated release which would mean better quality for me. I read that someone, possibly Linux Torvald ( did I spell that right? ), couldda been another person, said open source stuff should be released often This gets you feedback and keeps the hardcore community involved. I think this is especially true for bug fixes. I think CVS will let you do that too, have a bug fix trunk, while playing with other features in a branch. That branch could then be merged into the main trunk for the next major release. That’ll require some CVS magic, but it might be worth it. Then again maybe I should find some time to learn how I would do such a thing. But still, I think monthly is good development time providing something was done.
But that’s just my 2 cents after all. Love the game btw, keep it up 😉
I’ve got quite a few graphical problems. I’ve got a Radeon 9600 on AMD Athalon 2ghz. I get the squres for rendering. I tried compiling the latest CVS btw and autoconf was missing some things, was too big a pain to go through with.
Anyways, I do get the stark difference between the wall water and the liquid, doesn’t matter which I do. I also get allot of flickering no matter what I do. I heard you guys thought this was because of memory, but I’ve got a 256 MB card, so that’s unlikely. A few other games like TuxRacer and Chromium run fine. I’d expect Scorched to be more intensive, but not like that.