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From: Lincoln P. <sa...@sb...> - 2006-07-05 21:25:58
|
Eric McDonald wrote: > Eventually, xConq might become more object-oriented, since there are > some advantages to that (using STL to provide a consistent, more > maintainable linked-list implementation, for example), but I am still > quite some ways from achieving that ambition. xConq is mostly the same > legacy C application that it was 7 years ago. > Hmmm...are there any places where Xconq currently uses linked-lists where it might be more efficient to use a different data structure (e.g. binary search tree, heap, hash table)? Might be worth thinking about, since using C++ templates could dramatically simplify such changes. And, yes, I *have* observed that Xconq slows down considerably when the games get very large. -- Lincoln Peters <sa...@sb...> BOFH excuse #360: Your parity check is overdrawn and you're out of cache. |
From: Lincoln P. <sa...@sb...> - 2006-07-05 21:17:40
|
Edward Hurst-Frost wrote: > I've written a GDL to teach myself about the various features. I > started writing it against the version at sources.redhat.com > <http://sources.redhat.com> which I mistook for the latest version > (can't we disable CVS access there to save confusion?). But have since > migrated to the sourgeforge version. > > Now that I'm on the latest version I'm getting a low_init_warning > saying 'Testing side against garbled sideclass expression'. > > There's no linenumber, and after a little investigation I can't see > why intro.g works and mine doesn't. In the time since we stopped using the sources.redhat.com repository, I seem to remember several changes that broke compatibility with older games. I'm pretty sure we updated all of the games in the library to work with the changes, but if you were writing a game based on the documentation on sources.redhat.com (also outdated), you could certainly be running into one of those changes. However, I don't remember there being any changes to the kernel that forced changes to intro.g since the move to SourceForge, so maybe it's something else. I can feel your pain, though. I was collaborating with Elijah on a turn-based RPG (similar to Angband), but since the game was guaranteed to do things that no Xconq game has ever done before, we decided to write a suite of much simpler games that could each test a single idea. One of these (plutonium.g) had a problem involving research that nobody was able to figure out. Maybe the time has come for me to revisit it, though. -- Lincoln Peters <sa...@sb...> Be wary of strong drink. It can make you shoot at tax collectors and miss. -- Lazarus Long, "Time Enough for Love" |
From: SourceForge.net <no...@so...> - 2006-07-05 21:04:10
|
Feature Requests item #1220850, was opened at 2005-06-14 17:29 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220850&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Eric McDonald (eric_mcdonald) Assigned to: Nobody/Anonymous (nobody) Summary: Unit-Private Advances and Tech Initial Comment: Currently all advances researched for a particular side belong to the side as a whole. Similarly for tech that is developed. It would be nice for certain kinds of units (spellcasters in a fantasy setting, or perhaps scientists in a modern/futuristic setting) to be able to privately accumulate advances that cannot be shared with their side as a whole. Likewise for tech (think private companies, for example). ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-07-05 14:04 Message: Logged In: NO You might look at the toolup mechanism, as per future.g. It's missing a lot of functionality (e.g. can't make toolup depend on materials), but it might come close enough to what you envision that it could be made to work more easily than rewriting the tech and/or advances code. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1220850&group_id=124062 |
From: <ms...@an...> - 2006-07-05 12:09:29
|
On Wed, 5 Jul 2006, Eric McDonald wrote: > Edward Hurst-Frost wrote: > > > Is it possible to have different images for different sides, without > > defining different unit types? > > Not that I recall. You can have different namers for units on different > sides, but not different per-unit-type images. If you are creating the units explicitly (so each side has a predefined army at the start), I think you can define a per-unit image for each one. I'd be inclined to go ahead and make them separate unit types, though. That gives you more flexibility for defining other differences between the sides. You can use the "change type on capture" feature to make the units automatically switch between the types should they change sides, and that's something that would be tricky to get right if you tried to keep them all one type with only the pictures different between the sides. -- Matthew Skala ms...@an... Embrace and defend. http://ansuz.sooke.bc.ca/ |
From: Eric M. <mcd...@ph...> - 2006-07-05 11:51:26
|
Edward Hurst-Frost wrote: > Is it possible to have different images for different sides, without > defining different unit types? Not that I recall. You can have different namers for units on different sides, but not different per-unit-type images. > I've seen a 'color' attribute on the side declaration, > but I'd like more control over the shading that some automatic > application of colour to a mono image. Good thought. Kind of like classic Empire. > Currently I've used the side number as an offset into the array of > images for a unit (yes I've written my own drawing code), Excellent! >and I've > defined multiple images for each unit, one of each colour, but I'm > pretty sure this is not going to be compatible with the REAL reason that > units have have multiple images. Random selection is the real reason they can have multiple images. Some games, such as Opal, use them, IIRC. > Is it possible to have rotations of units so > they face where they're going? Unfortunately not in the current code. That idea has been discussed before, though. If you wanted to implement it, I am sure there would be some grateful players. Eric |
From: Edward Hurst-F. <ed...@hu...> - 2006-07-05 10:49:55
|
Thanks Eric, I'll try to isolate the problem and post the files. On a slightly different note I have some questions about the capabilities of the GDL. Is it possible to have different images for different sides, without defining different unit types? What I'm really after is a unit definition that is identical for all sides, but unit images shaded with different colours and slight modifications. I've seen a 'color' attribute on the side declaration, but I'd like more control over the shading that some automatic application of colour to a mono image. Currently I've used the side number as an offset into the array of images for a unit (yes I've written my own drawing code), and I've defined multiple images for each unit, one of each colour, but I'm pretty sure this is not going to be compatible with the REAL reason that units have have multiple images. But I couldn't work out what the point of multiple images for each unit is. What is it used for? Is it possible to have rotations of units so they face where they're going? Ed On 7/5/06, Eric McDonald <mcd...@ph...> wrote: > > Hi, > > Edward Hurst-Frost wrote: > > > Now that I'm on the latest version I'm getting a low_init_warning saying > > 'Testing side against garbled sideclass expression'. > > Could you submit the file in question to the support requests tracker > and include a description of what you are trying accomplish and point > out what you think should work, but doesn't? > https://sourceforge.net/tracker/?group_id=124062&atid=698373 > > Or, if the file is small, you might provide it as inline text in a > message to this list. > > Thanks, > Eric > |
From: Eric M. <mcd...@ph...> - 2006-07-05 10:17:02
|
Hi, Edward Hurst-Frost wrote: > I started > writing it against the version at sources.redhat.com > <http://sources.redhat.com> which I mistook for the latest version > (can't we disable CVS access there to save confusion?). The 'sources.redhat.com' site is out of our hands. Likely the xConq creator, Stan Shebs, can do something about it, but he hasn't shown much interest in xConq since about 2001. (He did give his nod regarding the setup of the Sourceforge site though.) > Now that I'm on the latest version I'm getting a low_init_warning saying > 'Testing side against garbled sideclass expression'. > > There's no linenumber, and after a little investigation I can't see why > intro.g works and mine doesn't. > > Can someone help me work out what I need to do to make it work on the > latest version? Could you submit the file in question to the support requests tracker and include a description of what you are trying accomplish and point out what you think should work, but doesn't? https://sourceforge.net/tracker/?group_id=124062&atid=698373 Or, if the file is small, you might provide it as inline text in a message to this list. Thanks, Eric |
From: Edward Hurst-F. <ed...@hu...> - 2006-07-05 09:52:47
|
Hi all, I've written a GDL to teach myself about the various features. I started writing it against the version at sources.redhat.com which I mistook for the latest version (can't we disable CVS access there to save confusion?). But have since migrated to the sourgeforge version. Now that I'm on the latest version I'm getting a low_init_warning saying 'Testing side against garbled sideclass expression'. There's no linenumber, and after a little investigation I can't see why intro.g works and mine doesn't. Can someone help me work out what I need to do to make it work on the latest version? Thanks, |
From: Eric M. <mcd...@ph...> - 2006-07-03 11:10:22
|
mar...@ae... wrote: > My knowledge of C+ Windows programming is scarce at best. Not much knowledge of Windows programming is needed, unless you intend to make a native Windows interface for xConq. And, most of xConq is actually just plain ANSI C; some C++-isms have been added as of late. For the time being, you just need to have a decent working knowledge of C, plus knowledge of how C++ namespaces and function overloading work. Eventually, xConq might become more object-oriented, since there are some advantages to that (using STL to provide a consistent, more maintainable linked-list implementation, for example), but I am still quite some ways from achieving that ambition. xConq is mostly the same legacy C application that it was 7 years ago. > pratical example: in a "combat" between 2 units instead of the simple > shot a zoomed map zone (same engine) would appear with a bit more > detail where each "main unit" is represented by 3 or 5 single units... > The tactical (zoomed ) zone would be composed by the 6 hexs > surrounding the main one. This has been discussed several times in the past. Currently, xConq is tied to one map per game. (The interfaces use one map _view_ and one world map _view_ per game window, but all views of the same map.) To achieve what you are proposing, you will likely have to introduce an auxiliary or tactical map, in addition to the main map. Also, there is the issue of unit decomposition/recomposition: a decent mechanism must be specified for decomposing an unit into subunits for use on the tactical map, and then recomposing them back into a regular unit for use on the main map. Given that xConq already has the concept of container units (commonly referred to as "transports"), you may be best served by simply unloading units from a transport when a tactical map is entered, and then reloading them back onto the transport when the tactical map is exited. This, however, requires additional bookkeeping, such as remembering which transport the tactical units are associated with -- not to mention which map units are presently on. In conjunction with this, xConq likely needs to have more precise mechanisms for damage distribution to occupants, occupant effects on transports, etc.... > But I want to help... Great! > Regarding the windows GUI only one critical comestic change is > required: the inclusion of the "Next Turn" in a button. Just a note: there is no "Windows" GUI. The primary GUI is the Tcl/Tk GUI, which is portable across multiple platforms, including Linux and Windows. > Although I need some points regarding compiling in the win32 I am > using DevC and GCC as compiler to start this project. > any comments ? I have provided a pre-built Dev-C++ project in the 'pkg' subdirectory of the 'xconq' source tree. It is now probably somewhat out-of-date, but it should be easy to bring up-to-date. You may wish to read the accompanying README file that I provided in that directory. MinGW32 gcc works fine for building xConq. All of the Windows binaries that I have released were built with this compiler. Have Fun, Eric |
From: <mar...@ae...> - 2006-07-03 10:07:43
|
only recently have found XConq and got hooked almost instantly... But for my dismay I have found that it is almost stalled... :( My knowledge of C+ Windows programming is scarce at best. nonetheless I would like to contribute to the re-start of this project. My usual game platform is Windows so some redesign for this platform is needed... :) I do have several ideas like this: Instead of a single level of strategic, a 2 or 3 level of strategy/tactical format is the idea, as some else one posted in one of the forums something of Age of wonders, HOMM, Master of Magic. Although using the same engine in the process like zoomed combat. =20 pratical example: in a "combat" between 2 units instead of the simple shot a zoomed map zone (same engine) would appear with a bit more detail where each "main unit" is represented by 3 or 5 single units... The tactical (zoomed ) zone would be composed by the 6 hexs surrounding the main one.=20 How to accomplish this ? I do not know , yet ...=20 But I want to help... Regarding the windows GUI only one critical comestic change is required: the inclusion of the "Next Turn" in a button. I still have some other ideas but that one is the main one... Although I need some points regarding compiling in the win32 I am using DevC and GCC as compiler to start this project. any comments ? =20 Thanks in advance=20 Mark Marques _________________________________________________________ CEAC - Cursos Forma=E7=E3o Profissional. Saiba mais aqui.: http://ceac.online.pt |
From: SourceForge.net <no...@so...> - 2006-07-02 14:22:41
|
Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3804211 By: matthewskala It's not dead, it's... resting. When there is developer discussion, it mostly occurs on the mailing lists rather than these Web fora; subscribing to the mailing lists would be a good idea. As for how to help, I'd suggest you check out a copy of the sources from CVS, play with it a bit, then figure out what you want to do and do it. I'm not sure there's a really clear plan of what needs to be done; bug fixes, certainly. If you ask on the mailing list, other developers will probably comment with their favourite needed enhancements. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: SourceForge.net <no...@so...> - 2006-07-02 14:08:20
|
Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3804186 By: markmarques Is this project dead? Only recently had found this engine and I would like to help. To whom my I call ? ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: Lincoln P. <sa...@sb...> - 2006-06-18 17:14:48
|
Ed Hurst-Frost wrote: > This helps units with a move_range over 1, however it probably doesn't > compensate for multiple slides between ox,oy and x,y. But I don't feel > I understand border_slides enough yet to fix it completely. Border sliding is a very awkward mechanism for movement, and I think the general consensus now is that it never should have existed in the first place. There has to a better way to get the same results. I'm also pretty sure that there are no games in the library that actually support moving a unit more than one cell in a single action, so I wouldn't be surprised if you found bugs there (Xconq has an unfortunate history of being loaded with new features that don't get tested until years later). By the way, it looks like you're posting to the old site that was hosted by Red Hat, which has not been updated for about two years (although the mailing lists still function). The Xconq project is now being hosted on SourceForge: <http://sourceforge.net/projects/xconq> -- Lincoln Peters <sa...@sb...> The devil finds work for idle glands. |
From: SourceForge.net <no...@so...> - 2006-04-13 02:51:53
|
Feature Requests item #1469476, was opened at 2006-04-12 19:50 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: Combat Group: None Status: Open Resolution: None Priority: 2 Submitted By: Sammual (sammual) Assigned to: Nobody/Anonymous (nobody) Summary: Tactical Combat Screen Initial Comment: As an added option allow for a Tactical Combat Screen. When non-allied unit stacks enter the same HEX take all units in that HEX and any adjacent HEX and move them to a Tactical Combat Screen. Allow them to move / fight here. (See Master of Magic or Age of Wonders for an example). ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2006-04-13 02:51 Message: Logged In: YES user_id=1158352 Thanks for volunteering to help out with xConq. I was on a 10-month vacation from it until recently, and no one else had really done anything with it in that time. Currently, I am restructuring the sources in CVS, __refactoring and documenting the code as I go. So, the main trunk in CVS is going to be in a state of flux for the next few weeks at least. Hopefully the final result will be more navigable code and thus a smaller learning curve. ---------------------------------------------------------------------- Comment By: Sammual (sammual) Date: 2006-04-13 02:39 Message: Logged In: YES user_id=1500783 I am a huge Master of Magic fan who is learning C++ in order to do a remake of MoM. I just found out about Xconq a few days ago. As soon as I am up to speed I plan on attepting to help out. Sammual ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2006-04-13 01:02 Message: Logged In: YES user_id=1158352 We have discussed this before on mailing lists or now-extinct fora. But, it looks like this idea never made it into the feature request tracker. Thanks for adding it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 |
From: SourceForge.net <no...@so...> - 2006-04-13 02:39:38
|
Feature Requests item #1469476, was opened at 2006-04-12 19:50 Message generated for change (Comment added) made by sammual You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: Combat Group: None Status: Open Resolution: None Priority: 2 Submitted By: Sammual (sammual) Assigned to: Nobody/Anonymous (nobody) Summary: Tactical Combat Screen Initial Comment: As an added option allow for a Tactical Combat Screen. When non-allied unit stacks enter the same HEX take all units in that HEX and any adjacent HEX and move them to a Tactical Combat Screen. Allow them to move / fight here. (See Master of Magic or Age of Wonders for an example). ---------------------------------------------------------------------- Comment By: Sammual (sammual) Date: 2006-04-13 02:39 Message: Logged In: YES user_id=1500783 I am a huge Master of Magic fan who is learning C++ in order to do a remake of MoM. I just found out about Xconq a few days ago. As soon as I am up to speed I plan on attepting to help out. Sammual ---------------------------------------------------------------------- Comment By: Eric McDonald (eric_mcdonald) Date: 2006-04-13 01:02 Message: Logged In: YES user_id=1158352 We have discussed this before on mailing lists or now-extinct fora. But, it looks like this idea never made it into the feature request tracker. Thanks for adding it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 |
From: SourceForge.net <no...@so...> - 2006-04-13 01:02:38
|
Feature Requests item #1469476, was opened at 2006-04-12 19:50 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: Combat Group: None Status: Open Resolution: None >Priority: 2 Submitted By: Sammual (sammual) Assigned to: Nobody/Anonymous (nobody) Summary: Tactical Combat Screen Initial Comment: As an added option allow for a Tactical Combat Screen. When non-allied unit stacks enter the same HEX take all units in that HEX and any adjacent HEX and move them to a Tactical Combat Screen. Allow them to move / fight here. (See Master of Magic or Age of Wonders for an example). ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2006-04-13 01:02 Message: Logged In: YES user_id=1158352 We have discussed this before on mailing lists or now-extinct fora. But, it looks like this idea never made it into the feature request tracker. Thanks for adding it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 |
From: SourceForge.net <no...@so...> - 2006-04-12 19:50:52
|
Feature Requests item #1469476, was opened at 2006-04-12 19:50 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Game Engine: Combat Group: None Status: Open Resolution: None Priority: 5 Submitted By: Sammual (sammual) Assigned to: Nobody/Anonymous (nobody) Summary: Tactical Combat Screen Initial Comment: As an added option allow for a Tactical Combat Screen. When non-allied unit stacks enter the same HEX take all units in that HEX and any adjacent HEX and move them to a Tactical Combat Screen. Allow them to move / fight here. (See Master of Magic or Age of Wonders for an example). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1469476&group_id=124062 |
From: SourceForge.net <no...@so...> - 2006-03-08 01:16:38
|
Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3617128 By: eric_mcdonald I worked on Xconq for about 2 years, but then became burnt out. I still have some AI changes and speed improvements that I was working on that I should probably finish up and add to Xconq at some point. However, I really have no motivation to work on Xconq right now. If other people submit some patches, I might get interested enough to finish up the changes I was working on. I doubt this will happen, since Xconq's user base is so small. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: SourceForge.net <no...@so...> - 2006-03-05 22:11:27
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Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3612148 By: lmpeters The xconq.org website was never an official Xconq website (it was developed by a contributor who seems to have now lost interest). As far as I can tell, development of Xconq has stalled since last October. I can't speak for anyone else, but I've found myself simply too busy to contribute since then (one of the greatest hazards facing ANY open-source project). Hopefully I will be able to get back into working on Xconq in the not-too-distant future. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: SourceForge.net <no...@so...> - 2006-03-04 21:55:36
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Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3610942 By: avonpok Hi everyone. The web page www.xconq.org is no more available and all other recourses seamed to be outdated. Is xconq still in development? I like it very much and it would be very bad if development is canceled. Thanks, Adrian (a german xconq-fan...) ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: SourceForge.net <no...@so...> - 2005-12-10 02:07:12
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Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3468555 By: eric_mcdonald If I get back into working on Xconq again, my next release should be against Tcl and Tk 8.4, now that my primary development machine has been upgraded to them. ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: SourceForge.net <no...@so...> - 2005-12-09 22:20:00
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Read and respond to this message at: https://sourceforge.net/forum/message.php?msg_id=3468383 By: yottzumm When will the packages be upgraded to tk8.4? ______________________________________________________________________ You are receiving this email because you elected to monitor this forum. To stop monitoring this forum, login to SourceForge.net and visit: https://sourceforge.net/forum/unmonitor.php?forum_id=422597 |
From: SourceForge.net <no...@so...> - 2005-11-17 01:03:30
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Feature Requests item #1358580, was opened at 2005-11-17 00:19 Message generated for change (Comment added) made by eric_mcdonald You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1358580&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: linux ppc port Initial Comment: It will be possible to have a linux ppc port in the future? ---------------------------------------------------------------------- >Comment By: Eric McDonald (eric_mcdonald) Date: 2005-11-17 01:03 Message: Logged In: YES user_id=1158352 Matthew is right. Just try compiling the sources. If you run into problems, let us know. If you were wondering about Yellowdog RPMs or something like that, then, no, we don't have them, and I have no way of testing them, if I did make them. However, if the particular distro you are using supports RPMs, you may be able to easily create a reasonable RPM from the existing Fedora Core-compatible spec file. If you are using Gentoo, then there is already an ebuild of Xconq 7.4.1 for PPC; if you are looking for an ebuild of the 7.5 prereleases, then you may have to wait. I was working with somebody on this, but I haven't heard from him for a few months. ---------------------------------------------------------------------- Comment By: Matthew Skala (matthewskala) Date: 2005-11-17 00:23 Message: Logged In: YES user_id=1167698 Have you tried compiling it for Linux PPC? I'd hope that it should already work there; if not, it shouldn't be too hard to make it work. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1358580&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-11-17 00:23:45
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Feature Requests item #1358580, was opened at 2005-11-16 19:19 Message generated for change (Comment added) made by matthewskala You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1358580&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: linux ppc port Initial Comment: It will be possible to have a linux ppc port in the future? ---------------------------------------------------------------------- >Comment By: Matthew Skala (matthewskala) Date: 2005-11-16 19:23 Message: Logged In: YES user_id=1167698 Have you tried compiling it for Linux PPC? I'd hope that it should already work there; if not, it shouldn't be too hard to make it work. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1358580&group_id=124062 |
From: SourceForge.net <no...@so...> - 2005-11-17 00:19:30
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Feature Requests item #1358580, was opened at 2005-11-16 16:19 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1358580&group_id=124062 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: linux ppc port Initial Comment: It will be possible to have a linux ppc port in the future? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=698375&aid=1358580&group_id=124062 |