To report bugs use the Codeberg project issue tracker or send email (address in the Git Author field).
debspec.b: Fix SDL 1.2 dev package.
bump_version: Remove -b option and read from dist/bump_ver.b by default.
bump_version: Remove -b option and read from dist/bump_ver.b by default.
copr: Add -f option to use CFLAGS, CXXFLAGS & LDFLAGS.
copr: Make cache-dir parent directories.
test/Makefile: Add no-fibre target for package builds.
Bump version to 2.96.1.
scripts/bump_*: Update include paths (changed in commit f0564f0a).
boron.spec: Fetch archive from Codeberg.
primal.spec: Build with CXXFLAGS & LDFLAGS.
Bump version to 0.1.1.
Update math3d.* to match latest version in support project.
Enable multisampling at 8x by default. Add -m CLI option.
BModel: Use explicit_uniform_location.
DTerrain: Use explicit_uniform_location.
Allow shader creation with automatic version & explicit_uniform_location.
btree_c.b: Add CLI options and support converting keywords.
Add btree_c.b.
debspec.b: Fix BuildRequires parsing to not eat the first newline.
Examples: Add glv_create multisample argument.
imagemgr.cpp: Fix GCC -Wmaybe-uninitialized warning.
project: Include core/update-world.b in archive.
Bump version to 0.1.0.
Rename UT macro to avoid conflict with symbol in qt6/QtCore/q20utility.h.
Add Linux .desktop and RPM .spec files.
project.b: Use built-in .qrc rule.
Fix picking with fractional display scaling.
MCamera::wheelEvent: Handle small delta values from trackpads.
Fix fragment alpha in shaders.
Add copyright headers to some of the main files.
Add copyright headers to some of the main files.
DTerrain: Support 10-bit PPM export and increase PGM depth to 16 bits.
Fix recycle bug in foreach.
bump_version: Add -g option to perform Git commit and tag.
bump_version: Add -v option to write a new version into the file.
Install cproj (copr.b) & bump_version scripts with developer files.
Makefile: Use AR variable to support Android.
Add collect /deep option. This changes the default behavior.
project.b: Look for zlib in USR_DIR when using MSVC.
Move public headers to include/boron subdirectory.
configure: Add --fibre option.
dev_manual: Document Blocks & Cells.
qt: Fix quit on close with Qt 6.
port_thread.c: Don't use mutex for fibre queues.
Implement fibre task switching with fibre, sleep, and wait functions.
DTerrain: Change PGM export to PPM with 10 bits stored in red/green channels.
terrain: Experiment with blending edges (X axis only).
project: Add rocks option so terrain can be used without Bullet library.
project.b: Update for copr.b v0.4.0.
DTerrain: Allow heightmap export as PGM image.
Show Qt version on About dialog.
DTerrain.cpp: Add progress dialog for terrain_rainAndDrain operation.
LayerWidget: Add static pixmap and paintLayers() method.
download: Replace Fedora 40 links with 43.
I've made a 1.4 release for Debian & Fedora which adds a couple more ChangeLog items: GUI aspect ratio is now constant; no more squashed text! Fixed a crash when the Demo mission ended. The next version is being ported to a small game engine using OpenGL 3 so improved graphics are in the works.
I've made a 1.4 release for Debian & Fedora which adds a couple more ChangeLog items: GUI aspect ratio is now constant; no more squashed text! Fixed a crash when the Demo mission ended. The next version is being ported to a small game engine using OpenGL 3 so improved graphics are in the works.
debspec.b: Add GLFW and SDL 1.2 packages.
If you only make one change my suggestion would be to turn the "FrameRate Limiter" default back to ON.
Sorry for the late response, but I was expecting an email notice from the forum for any reply (which never came). I found the frame-rate limiter by looking at the source and config file. My system has a Ryzen 5 CPU and GeForce GTX 960 GPU, which is now 8 years old. Note that with the frame-rate limited LAC runs at 69-71 fps, so some tweaking is needed to get to your target of 60 fps. To address the text aspect ratio you can look at my Apply aspect ratio on all screens commit in a fork of GL-117 which...
x11: Add comment showing how compatibility profile is enabled.
Add multisample argument to glv_create().
README: Update Shared Libraries chart using Fedora 41 libraries.
android: Add glv_dataPath().
android: Remove duplicate KEY_ASCII macro.
Add android/Makefile.
Replace glv_filterRepeatKeys() with state GLV_MASK_REPEAT mask.
I've converted the CVS archive to Git and pushed it to Codeberg. There is a refactor branch which contains the year of work done by Thomas for version 2. Personally, I find the new directory layout a bit too hectic, so I just did some cleanup from a bit after the 1.3 release and created some Fedora RPMs on Copr. Here's the current ChangeLog entry for the changes: - Settings are now stored in ~/.config/gl-117 on UNIX. - Added "computa2.xm" music. - Added a Linux .desktop file. - Replaced Autoconf...
xu4.desktop: Remove deprecated Encoding key.
Hello bbosen, Three issues jump out at me about your project: The out-of-the-box experience was very poor for me. Here's a few examples: a. On startup the screen is distorted as there's no aspect correction. Text is hard to read. b. The interface seems flaky as I could not toggle the mouse control mode or exit the game by using the window close widget. c. Because modern systems will render at 500+ frames per second the game is unplayable until the magic 512 number is subtracted from the NetworkMode...
The first thing to check is if your video driver supports OpenGL 3.3.
debspec.b: Add gypsy-dev.
debspec.b: Add libwebp-dev.
debspec.b: Add flac & openal packages.
project.b: Set RUNPATH in Linux binary.
Add GLV submodule and update to version 0.6.0.
project.b: Set RUNPATH in Linux binary.
Add GLV submodule and update to version 0.6.0.
TexFont.c: Add UNIT_TEST.
jni/app_main.c: Remove LOCAL_RENDER test code.
Cleanup jni/Android.mk. Use audio_fuan.c and include GLV.
Android: Add extract-data function.
Add Faun audio backend.
Remove a few PHP items from index.html and Makefile.
Update links to the download page.
make-page.b: Add *ln-file function to replace PHP statinfo lines.
Change github.com URLs to codeberg.org.
Change download page to HTML.
Change download page to HTML.
Makefile.common: Fix GLFW build.
The Module Tools archive has been updated to include an u4-party tool that will convert the C64 save files to the DOS version. Example usage: ./u4-party s1a s80 -p party.sav
download: Update tools archive link.
The saved game files are stored in the settings directory. On Windows this is %APPDATA%\xu4.
Please post the archive here or email it to me so I can look at them. I've started studying the file formats, but my own files from running the game in VICE seem odd (they are a couple bytes too long and have no recognizable player names). [Update] The first two bytes get ignored and the strings use some uscii encoding.
I updated the dumpsavegame utility to accept the s1a & s80 files and write a party.sav. Please try the attached party.sav file in xu4 and check that everything looks OK. I haven't looked at what s7e & s7f contain yet, and probably won't tackle that for some time.
Please post the archive here or email it to me so I can look at them. I've started studying the file formats, but my own files from running the game in VICE seem odd (they are a couple bytes too long and have no recognizable player names).
I'm not aware of an existing tool. Conversion shouldn't be too hard as the Remastered project can be used as a guide. The first step would be to collect the four save files (s1a, s7e, s7f, s80) into an archive for processing on a Linux or Windows machine.
The branch is gone now so you can close the issue. Thanks for running gc. It's a pity users cannot do this themselves.
The code is still there so perhaps --prune=all or some such is needed. I'd like the branch starting at e1899048250 and ending at 582579fe670 to be removed.
The repository I'd like to run "git gc" on is https://sourceforge.net/p/xu4/engine. You didn't say if garbage collection is ever done automatically. If so, how often is that scheduled?