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Posts: 473 | Thanked: 141 times | Joined on Jan 2009 @ Virginia, USA
#31
Is there a strategy guide for BosWars?
 
Posts: 2 | Thanked: 0 times | Joined on Mar 2009
#32
Anyone know how to create new png-based maps? I've been testing with the canyon map with a custom terrain.png, but the class-no-pass.png file doesn't do anything (what's the point of it anyway?). The "unpassable" tiles are based off of the access-unpassable.lua file, and I'm not planning on spending hours manually typing in the new tile numbers for my custom map. There's got to be some other way?
 
Bec's Avatar
Posts: 876 | Thanked: 396 times | Joined on Dec 2009
#33
Would this work on N900?

Could somebody maybe recompile it and add it to maemo5 extras testing/devel?
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Posts: 68 | Thanked: 24 times | Joined on Jan 2010
#34
I get the impression this is based on Stratagus so maybe it could be simply run with the stratagus binaries?
 
2disbetter's Avatar
Posts: 365 | Thanked: 98 times | Joined on Nov 2009
#35
got stratagus already out there on the n900 repos. So if it is using the stratagus engine, then we would just need the data files. Should be easy enough if true.

2d
 
Posts: 543 | Thanked: 181 times | Joined on Aug 2009 @ Universe,LocalCluster.MilkyWay.Sol.Earth.Europe.Slovenia.Ljubljana
#36
Last I checked boswars uses a modified engine.
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For any repos or anything else I might have working on my N900 see:
http://wiki.maemo.org/User:Ruskie
A quick list of what I have in the repos
zsh|xmms2|fcron|gtar|gcoreutils
 
Bec's Avatar
Posts: 876 | Thanked: 396 times | Joined on Dec 2009
#37
Stratagus was left behind for warcraft and starcraft ports and the developers started their own RTS and modified the engine in the process.
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smoku's Avatar
Posts: 1,716 | Thanked: 3,007 times | Joined on Dec 2009 @ Warsaw, Poland
#38
Originally Posted by Bec View Post
Would this work on N900?

Could somebody maybe recompile it and add it to maemo5 extras testing/devel?
Here you are: http://maemo.org/packages/view/boswars/

So far I only packaged it and removed OpenGL code to compile in SDK.
It obviously needs more work to be usable with touch screen.

Hint: First thing after running, go to options and select 640x480 + fullscreen.
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Last edited by smoku; 2010-05-14 at 08:53.
 

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Posts: 176 | Thanked: 149 times | Joined on Dec 2009
#39
Is there any way to get the res to 800x480? Thanks for getting it up and running, I will test it out a bit today.
 
F2thaK's Avatar
Posts: 4,365 | Thanked: 2,467 times | Joined on Jan 2010 @ Australia Mate
#40
works great @ 640x480

played a game yesterday

its hard, I lost!
 
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