There is a -nosound option, but I just tested it and it didn't work, so I have fixed that now. If you "bzr pull" the latest code, do a "make veryclean" followed by "make", hopefully it might actually run for you :)
If you want to try debugging it, you can install the "gdb" package and run it with this command: gdb ./rempel
Then when rempel crashes, gdb will catch the crash and you can enter the "bt" command to show a backtrace -- posting that would be very helpful for me to try and diagnose the problem. If rempel just seems to hang, you can click in the terminal and press CTRL-C and gdb should stop the program running, and the same "bt" command will show where it was stopped.
(BTW do not run gdb when fullscreen mode has been enabled, or when it crashes you won't be able to get out of fullscreen mode to do anything)
Looks like the sound was initialized correctly, since it shows the frequency and other info.
Do you get any error message, e.g. Segmentation fault or "caught signal 11" ?
Also, do you have a 64-bit machine? It is quite possible that this codebase won't work on 64 bit cpus without some fixes (perhaps major fixes, I dunno). Unfortunately I don't have access to a 64-bit machine to do testing on.
I will add a README shortly -- but once you have the needed libraries installed (SDL and ogg/vorbis) then just "make" to build the binary and ./rempel to run it.
Today I worked on the logic for taking a vague map, where each square holds a material like GRASS or WATER, and picking the closest-fitting tile. See screenshot below.
Now I need to make it handle the DIRT material too, and then I will muck around with code to create simple buildings that the player can enter and (eventually) unlock with the right key.
Most of the time since the last report has been spent on the engine, such as:
- supporting alpha channel of images and sprites
- the logic for sound spatialization
- getting gamma working
- improving how characters move
- changed the basic font and able to draw it in different colors
- getting the console to play nicely with the menus
- joystick support
- and today I spent a lot of time improving the way tile data is transmitted from the server to the client.
At least the engine is feeling more polished now, and I have a better idea on where the actual game is going -- for example I originally planned for it to be an endless dungeon-crawl kind of game, but now I'm planning to have a fixed number of worlds (each with their own name and style) and an actual goal to complete.
There is a -nosound option, but I just tested it and it didn't work, so I have fixed that now. If you "bzr pull" the latest code, do a "make veryclean" followed by "make", hopefully it might actually run for you :)
If you want to try debugging it, you can install the "gdb" package and run it with this command: gdb ./rempel
Then when rempel crashes, gdb will catch the crash and you can enter the "bt" command to show a backtrace -- posting that would be very helpful for me to try and diagnose the problem. If rempel just seems to hang, you can click in the terminal and press CTRL-C and gdb should stop the program running, and the same "bt" command will show where it was stopped.
(BTW do not run gdb when fullscreen mode has been enabled, or when it crashes you won't be able to get out of fullscreen mode to do anything)
Looks like the sound was initialized correctly, since it shows the frequency and other info.
Do you get any error message, e.g. Segmentation fault or "caught signal 11" ?
Also, do you have a 64-bit machine? It is quite possible that this codebase won't work on 64 bit cpus without some fixes (perhaps major fixes, I dunno). Unfortunately I don't have access to a 64-bit machine to do testing on.
Been working on ability to use the mountain tileset, obligatory screenshot below.
Now if I can some rivers and waterfalls on there (and some bridges to cross them), I'll be pleased as punch.
I will add a README shortly -- but once you have the needed libraries installed (SDL and ogg/vorbis) then just "make" to build the binary and ./rempel to run it.
It's in a Bazaar repository (with a bunch of other projects) here: http://sf.net/projects/awwports
(I probably should've made a new SF project for this -- though I wasn't sure at the time if I'd keep working on it).
BTW, I just made an exit building
Today I worked on the logic for taking a vague map, where each square holds a material like GRASS or WATER, and picking the closest-fitting tile. See screenshot below.
Now I need to make it handle the DIRT material too, and then I will muck around with code to create simple buildings that the player can enter and (eventually) unlock with the right key.
Progress report #2:
Most of the time since the last report has been spent on the engine, such as:
- supporting alpha channel of images and sprites
- the logic for sound spatialization
- getting gamma working
- improving how characters move
- changed the basic font and able to draw it in different colors
- getting the console to play nicely with the menus
- joystick support
- and today I spent a lot of time improving the way tile data is transmitted from the server to the client.
At least the engine is feeling more polished now, and I have a better idea on where the actual game is going -- for example I originally planned for it to be an endless dungeon-crawl kind of game, but now I'm planning to have a fixed number of worlds (each with their own name and style) and an actual goal to complete.
Thanks from me too.
looks good so far.
We enter the competition at the end of the month (when our games are "complete", hehe)
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