Ambrosia Garden Archive
    • QUOTE (Ianator @ Apr 16 2009, 12:37 AM) <{POST_SNAPBACK}>

      THIS JUST IN : So I tried the libvorbis thing again. It couldn't find (I think) libvorbis-0 and then libogg-0. So I copied them in, tried it again and HOLY CRAP THE MUSIC KEEPS IT FROM CRASHING!!!

      So yeah, there's my problem. Still got the fuel gauge problem, but at least I can play now!

      Your issue was due to the issues the older windows installer had, those issues should no longer exist with newer versions.

      Fuel gauge is a known problem. I'll hopefully be able to release a 0.3.8.1 this weekend which will be a binary only release fixinga couple of things, mainly:

      • fuel gauge wackiness
      • segfault when you die
      • explosions now affect your ship
      • collective distraction mission now will never leave you stranded

      Unless someone finds something else I have to fix, that's about it.

    • When's Mac binary coming?

    • QUOTE (Geek @ Apr 16 2009, 08:42 AM) <{POST_SNAPBACK}>

      When's Mac binary coming?

      When either the Mac OS X porter pops up again or someone else offers to make the Mac OS X binary. Sorry, I have no direct control over that.

    • Could you PM me instructions? I can go so far as installing git and any other app I need.

    • QUOTE (Geek @ Apr 16 2009, 09:43 AM) <{POST_SNAPBACK}>

      Could you PM me instructions? I can go so far as installing git and any other app I need.

      I actually have virtually no information on how to do it. You should probably try reading the guide:

      http://www.wesnoth.org/wiki/CompilingWesnothOnMacOSX

      The only differencies will be that you need the dependencies listed at:

      http://code.google.com/p/naev/#Dependencies

      Also to start the compile you'll only need the command:

      make OS=MACOSX

      and it should work. The current porter said he did virtually no changes, but not sure how valid that is.

    • Thanks for that info. I'll let you know if I decide to try porting it.

    • NAEV 0.3.9 released. Should fix a number of issues people were seeing. Windows binary isn't up yet, but should be soon. No news from Mac OS X porter so no Mac OS X binary is planned yet.

    • Hey Bobbens, I just stumbled across your project here and I'm very excited about what may come of it. Please, keep up the good work!

    • <_< wahoo. yippie. no mac ppc support

    • There haven't been any PPC Macs made in over 3 years. Time to move on, I think.

    • Bugs in 3.9 for linux 86-32:
      1. the file "conf.example" does not actually change any of the keys if u change it
      2. the audio preferences do not stay at the level you set them when you close and reopen NAEV, so you must reset them every time u open it
      3. there is no way to capture ships or just "greet" them, only to take their cargo/creds/fuel and to bribe them/get them to refuel them

      These are only minor bugs that dont affect gameplay much, and otherwise the gameplay is excellent.

      This post has been edited by oryhara : 02 June 2009 - 06:21 PM

    • I'd be very surprised if there's anything in the code limiting it to Intel Macs. Most Linux code that can compile on one can compile on the other. Just a matter of build settings.

    • i have a copy of developer tools 2.0. how would i compile it?

    • QUOTE (friend of doom @ May 30 2009, 11:50 PM) <{POST_SNAPBACK}>

      <_< wahoo. yippie. no mac ppc support

      There's no reason it shouldn't run on ppc at the moment other then the fact I have no one making binaries for me. I only have Linux, but some guy does the windows binaries for me. The guy that did the 0.3.8 mac os X binary didn't know how to do the PPC version and since he's disappeared that means no more intel versions either until someone takes his spot. This is in no way discrimination against ppc.

      QUOTE (oryhara @ May 31 2009, 07:07 PM) <{POST_SNAPBACK}>

      Bugs in 3.9 for linux 86-32:
      1. the file "conf.example" does not actually change any of the keys if u change it
      2. the audio preferences do not stay at the level you set them when you close and reopen NAEV, so you must reset them every time u open it
      3. there is no way to capture ships or just "greet" them, only to take their cargo/creds/fuel and to bribe them/get them to refuel them

      These are only minor bugs that dont affect gameplay much, and otherwise the gameplay is excellent.

      1. That is because the actual used config file is in ~/.naev/conf.lua or equivalent on Mac OS X / Windows.
      2. The fact that you can't save the configuration file in 0.3.x doesn't allow that feature. That's already fixed in trunk (aka 0.4.0 developement version). Soon more options will be added.
      3. That's because the "escort" implementation is pretty poor in 0.3.x. It's much much better in trunk, but that's not implemented yet. Will be implemented before the final release.

      There's also many cool features like dynamic zoom and such not to mention others that will be implemented for 0.4.0.

      QUOTE (friend of doom @ May 31 2009, 09:33 PM) <{POST_SNAPBACK}>

      i have a copy of developer tools 2.0. how would i compile it?

      I actually have no idea how that works in Mac OS X. When I released 0.3.8 some kind fellow offered to make binaries and I helped him get it working. The details on how he got it working escape my grasp. I haven't been able to get in touch with him since, so I have no idea how one would set it up. In theory it shouldn't be that hard if you have a proper environment, ideally something very similar to UNIX.

      So sorry, I have no idea how to get that started of Mac OS X. The only thing I recally he used was something called "fink" for dependencies.

    • NAEV 0.4.0 has been released. There's binaries for linux, mac os x (10,5+ universal) and windows.

      Changes since 0.3.9:

      UI:

      • Friendly error message when ndata not found.
      • Zoom scales dynamically with ship speed and target distance.
      • Concept of "security" added to system map.
      • Faction territory graphics added to map.
      • On-screen display of mission information.
      • Landing window and subwindows completely revamped.
      • Higher-resolution graphics.
      • Ships now have engine glows.
      • More sorting.
      • In-game configuration editing.
      • Controls are able to be set in-game.

      Gameplay:

      • Complete rebalancing.
      • Outfit system wholly rewritten, now uses slots.
      • Unused outfits are stored in an inventory.
      • Escort ships are now persistent.
      • Many new outfits, ships, missions, systems, songs, and sounds.
      • Equipment now affects ship manoeuvrability.
      • New Great House (Proteron).
      • Energy recharges like an RC circuit.

      Back-end:

      • OpenGL rewrite to be more modular and advanced.
      • Multiple sound back-ends including OpenAL with support for EFX extension.
      • Added Replaygain.
      • Event system added.
      • Configuration saving.
      • Many bug fixes.
      • Now 100% DFSG-compatible!
    • damn. to say it's heavily inspired is... correct.
      It's practically a TC with a few engine changes.

      By the way, from the video, I can tell you I love the zooming feature. I missed that in ARES. It means you could have a really really large ship in a plug and it wouldn't mess up the gameplay experience. Everything can stay in their proper proportions, and yet when you fly a small ship you can still see yourself, and when you fly a big ship you can still see the rest of the screen. This is something I had hoped EV would have. A dreadnought sized ship is only fun when you're fighting it. When your flying it, it takes up the whole screen.

      oh great job btw

    • QUOTE (gray_shirt_ninja @ Mar 12 2009, 05:39 AM) <{POST_SNAPBACK}>

      My first complaint is that something about the way the starfield moves (or doesn't) makes me feel like I'm not moving. Without keeping an eye on the radar I can't tell that my ship is actually moving around the system.

      You need some asteroids, clearly.

      I've been playing the game. I like it a lot, especially the music and radio chatter. It's really cool.

      I don't like the targeting sound though. It should be mild like in EV. Because we like to cycle through the targeting computer like mad.

      You need to work on the on-planet menus, they are too dull. The planet should feel like a refuge. Right now it's so plain I just want to take off. Make the landing pics larger.

      Also wondering if there is a possibility to make graphic plugins and if it's easy. (I like your graphics, by the way. Just wondering if this game could hypothetically become a better platform than EVN)

      This post has been edited by Insomniac : 20 September 2009 - 04:19 PM

    • QUOTE (Insomniac @ Sep 20 2009, 11:16 PM) <{POST_SNAPBACK}>

      You need some asteroids, clearly.

      I've been playing the game. I like it a lot, especially the music and radio chatter. It's really cool.

      I don't like the targeting sound though. It should be mild like in EV. Because we like to cycle through the targeting computer like mad.

      You need to work on the on-planet menus, they are too dull. The planet should feel like a refuge. Right now it's so plain I just want to take off. Make the landing pics larger.

      Also wondering if there is a possibility to make graphic plugins and if it's easy. (I like your graphics, by the way. Just wondering if this game could hypothetically become a better platform than EVN)

      There's some ideas on asteroids, but there's a few more important things on the todo list. On the sounds, we use whatever we can get since we do not have a dedicate sounds guy.

      There's been talk about making the landing pictures larger, personally I only tend to read it once and mainly spend my time in the equipment tab.

      On plugins, the current philosophy is to integrate work into the main of the game instead of fragmenting with plugins, which is a fancy way of saying there is no plugin support and won't be until the main plot and missions are bigger fancy and more developed.

    • This seems to fix some of the issues that I have with the EV3 engine. I congratulate you, bobbens, for what that is worth. Once this is ready for plug-ins (or is it possible that you could release the data file format?) I will flip my gourd.

    • Thoughts on NAEV ( good and bad ) -
      I really like how much work you've put in this game and how well it runs. I really love how the screen kinda shakes when you get hit, and that the map autoroutes to the destination. I also like how it asks to continue after dying instead of having to reload. The gameplay is smooth and very EV like, but there are many things that annoy me since I've seen better implementations in both EV and Ares. Like the planet menu, it looks plain, the buttons are in a bad location ( I don't know of any other program that puts the tabs on the bottom ), when you switch to a new tab it doesn't have the item you're most likely to use selected, so you have to do another action to select items with the keyboard. While flying the zooming can get annoying when the target is non-hostile and far away since you can't see WTF you're doing in a small ship. It also took me awhile to figure out where it displayed my fuel since it wasn't inherently obvious. And dying was annoying, I mean why does it go into movie mode to show you die? Is it really necessary to insult the player more than usual by doing that? But the thing that really ticked me off, was all the graphics and sounds, were all from VegaStrike. That just seemed very unprofessional to me, even if those graphics are free to use, it just doesn't seem right.