Porting its not the same as programming :) Programming are much-much time consuming and much harder.
Quote:
just tried loading it & get: 'alien_breed_window: file is not executable' from both workbench and shell
Strange ..(strange because its packed by lha, so executable bit should be there). Anyway if you have problems then set protect bit for all that files (protect filename +e). Or just run it from shell like: Quote:
[quote] just tried loading it & get: 'alien_breed_window: file is not executable' from both workbench and shell
Strange ..(strange because its packed by lha, so executable bit should be there). Anyway if you have problems then set protect bit for all that files (protect filename +e). Or just run it from shell like: Quote:
amiga shell:> python wiigameengine_win.py
ok pythoin shell command worked fine though it'd be nice to run from wb
it's 'almost' playable on my Samflex@800 just need a wee bit more speed..any optins available to try to squeeze out a few more fps
ok pythoin shell command worked fine though it'd be nice to run from wb
You can just check how it runs, and add protect bits to files which not have that (or i can do it myself a bit later, when i will fix save-option). Did you try to run it from icons ?
Quote:
it's 'almost' playable on my Samflex@800 just need a wee bit more speed..any optins available to try to squeeze out a few more fps
There in theory HW acceleration should works (dunno will it works with python or not). Maybe reducing to 640x480 also will helps (will check it later).
As i see it based on CUBE engine, which someone back in the past ported already to MiniGL (there is screenshot from Hanz's site). But i can't found it on os4depot, so i assume it was never released for public.
In other words, very possible that this game can be ported too (downloaded right now and will check)
Did you use lha program to extract the archive instead of unarc or xadfs? In that case depending on what filesystem you are extracting to you may have to use a command line option to force lha to preserve file attributes.
@Joeled & samo79 Good news: After few hours of boredom , i compiled ac_client binary !
Bad news : it's of course happy crashes when something should be shown -> need some time to understand why and how to fix it.
But all in all it already compiles (so no shaders, or some strange dependences). Still game use "enet" and "libintl" 3d party libs, and pretty possible that crash related to all that "gettext" thinks (which i hope to fix with help of AxfGroup or HunoPPC (they have libintl/gettext stuff) ).
Just a question, i know that you didn't test yet but how do you feel about speed ?
Would be playable on Sam440/Flex ?
Right now i downloaded win32 version, and tried to run it on 1.1ghz celeron / radeon 7000, and it runs, but the whole game-textures are in some brown color. Looks like radeon7000 are not enough.. Will test it more deeply..
About speed - it should be the same as quake3 imho.
Tried AlienBreed on my sam.. slooooow... that's a pity..
As i see, on some sams configs, all python games works on 3-5 fps. Its include not only that one (which use plain python/sdl), but also all the games which based on PyGame. That make me think, that something can be wrong with python itself for those configs (like some bad compilation of python modules for these cpus). But to be sure need to do some tests programs to found the problem.
@Joeled, samo79
Recieved linintl/getext stuff from Huno, include it to the game as it should, but problem still here:
1. If i use data files from SVN, then on running stage it trying to generate some files, and happyly crashes on some render fucntion.
2. If i just use data from win32 version, it go to the MainLoop (i.e. all textures loads, all sounds initis and so on), and when game should starts, i again have crash, in exactly the same fucntion as if i trying to use SVN data files.
Will try to invistigate it more deeper. In end there is forum on site of game, maybe devels of game can help as well when i will out of ideas.