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by Krillancello
Fri Sep 08, 2006 1:59 pm
Forum: Editing (Archive)
Topic: Slade 2.0 alpha on Linux (and Unicode)
Replies: 40
Views: 4109

I just checked out r67 and built it, there were no errors at all (I didn't even have to apply any of Jim's diffs). When I execute slade, it complains that it can't find slade.pk3 unless I'm in the parent directory of a data_files (ergo, unless I'm in the slade root directory). Also, most of the text ...
by Krillancello
Wed Sep 06, 2006 7:32 pm
Forum: Editing (Archive)
Topic: Slade 2.0 alpha on Linux (and Unicode)
Replies: 40
Views: 4109

Okay, I did an rm -Rf on my slade directory, did an svn checkout, and gunzipped and patch -p0'd the r61 diff; but the make still gave the same error as Grubber mentioned at the beginning of his first post: hjuki slade # make g++ -c -O2 `wx-config --cxxflags` -Dstricmp=strcasecmp -Dstrnicmp ...
by Krillancello
Tue Sep 05, 2006 11:40 am
Forum: Editing (Archive)
Topic: Slade 2.0 alpha on Linux (and Unicode)
Replies: 40
Views: 4109

Siggi: Do you have wxWidgets (GTK version) aka wxGTK, and wxScintilla, installed properly?
by Krillancello
Tue Sep 05, 2006 11:20 am
Forum: Editing (Archive)
Topic: Slade 2.0 alpha on Linux (and Unicode)
Replies: 40
Views: 4109

Grubber wrote:After fixing error in render.cpp at line 1234 (cannot convert 'wxChar *' to 'const char *') and commenting out one of get_image_from_pk3 in archive.cpp or editor_window.cpp I was able to compile it.
Could you give a diff of these changes or

Code: Select all

 them?
by Krillancello
Sat Sep 02, 2006 11:56 pm
Forum: Tutorials
Topic: The official "ZDoom on Linux" thread.
Replies: 805
Views: 311567

scen's ZDoom ebuild isn't in Portage. You have to get it from his attachment and put it in either /usr/portage/games-fps/zdoom, or /usr/local/portage/games-fps/zdoom if you have the overlay setup. Then removing the ~x86 and doing emerge zdoom -avt will give you whatever version of ZDoom is in the ...
by Krillancello
Sat Sep 02, 2006 11:51 pm
Forum: Editing (Archive)
Topic: example of unbind/rebind script
Replies: 10
Views: 920

script 25 (void) { SpawnSpot("summonfriend Android",28); print(s:"\cCServe your master"); } weaponsection Android alias android "puke 25" defaultbind P "android; alias android; wait 255; alias android \"puke 25\"" addkeysection "android" spdivk_keysection addmenukey "droid" my_newbind I think this ...
by Krillancello
Sat Sep 02, 2006 12:10 pm
Forum: Tutorials
Topic: The official "ZDoom on Linux" thread.
Replies: 805
Views: 311567

Well, for those of us on Gentoo it looks like scen's ebuild has survived a ZDoom version upgrade. I copied his zdoom-2.1.4.ebuild to zdoom-2.1.5.ebuild and unmasked it (changed a line in /etc/portage/package.keywords from =games-fps/zdoom-2.1.4 ~x86 to =games-fps/zdoom-2.1.5 ~x86)... I now have 2.1 ...
by Krillancello
Fri Sep 01, 2006 10:48 am
Forum: General
Topic: on-topic IRC channel?
Replies: 26
Views: 1271

Large, popular networks are for suckers.

SorceryNet FTW. :laff:
by Krillancello
Thu Aug 31, 2006 1:11 am
Forum: Tutorials
Topic: The official "ZDoom on Linux" thread.
Replies: 805
Views: 311567

Personally, I don't see the point (at the current time) of x86-64. Sure, it's theoretically exponentially more capable than x86, and the proc's even perform in 32-bit mode better than x86's. But unless you have a serious, high-end application such as a very powerful server/farm or x86-64 program ...
by Krillancello
Wed Aug 30, 2006 5:23 am
Forum: Tutorials
Topic: The official "ZDoom on Linux" thread.
Replies: 805
Views: 311567

This is severely off-topic, but I'm sure it would have some appreciation. If you're looking for basic games to pass the time (a la Spider/Solitaire, etc.) in 'nix, here are some of the games I have (I haven't necessarily played them though). Adventure uqm (Interesting space action/exploration type ...
by Krillancello
Tue Aug 29, 2006 10:41 pm
Forum: Editing (Archive)
Topic: Where'd the new smileys come from? (was: new player sprites)
Replies: 28
Views: 1421

Heh, I just noticed I have access to the smiley control, I could add your others. :) I'd need codes for them though, I'm not good at thinking those up. I doubt he'd mind, but maybe you should talk to Randy first; unless he's already expressed that you don't need his permission to do such things. I ...
by Krillancello
Mon Aug 28, 2006 1:10 am
Forum: Editing (Archive)
Topic: SLumpEd (v0.5 release page 12)
Replies: 331
Views: 20935

I'm pretty sure SlayeR has already stated that he wants to keep SLADE and SLumpEd as separate, stand-alone applications.
It's better to have individual applications whole-assing individual tasks than a multi-purpose application half-assing multiple tasks. ;)
by Krillancello
Sun Aug 27, 2006 4:57 pm
Forum: Editing (Archive)
Topic: SLumpEd (v0.5 release page 12)
Replies: 331
Views: 20935

SlayeR: Trying to compile SLumpEd 0.4 under linux gave me the following. hjuki slumped # make g++ -c -O2 `wx-config --cxxflags` -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNO_MAP_VIEWER=1 -o gfx_area.o gfx_area.cpp In file included from gfx_area.h:4, from gfx_area.cpp:9: image.h:2:23: FreeImage.h ...
by Krillancello
Sun Aug 27, 2006 3:37 pm
Forum: Editing (Archive)
Topic: SLumpEd (v0.5 release page 12)
Replies: 331
Views: 20935

Sir_Alien: Your first suggestion in regard to frame jump comments would look something like this? TROO A 10 TROO A 10 // Jump Here: 2 TROO A 10 TROO A 10 TROO A 10 TROO A 10 // Jump Here: 6 TROO A 10 // Jump Here: 7 TROO A 10 TROO A 10 TROO A 10 // Jump to End: 10
by Krillancello
Mon Aug 14, 2006 2:35 pm
Forum: TCs, Full Games, and Other Projects
Topic: RELEASE: Wolfenstein 3D TC Version 3.1
Replies: 1529
Views: 346254

It's been mentioned before; I don't know if AFADoomer has found a way to fix it yet, but if he has I don't think he's applied it and I'm pretty sure he hasn't discussed it.

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