NB mouse seems to work ok in windowed mode, possibly a unity issue with a known work-a-round ??
Recent community posts
game runs fine in fullscreen, however the mouse click doesn't working in any menu. can't actually get anything to happen so presumably clicks inside the game also don't work?
I'm running Void Linux with HD5500 graphics
2.0 is quite out of date, and 3.0 is awesome, look at upgrading (will make your life easier in the long run!)
Exception in thread "LWJGL Application" java.lang.ExceptionInInitializerError
Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
... 2 more
This is the usual output I get from LWJGL 2.0....
for probably months, I wasn't having any luck running SR on my Linux laptop (intel HD5500 gpu), It could be either the on going development of SR (nice to see an indi game not abandoned!) or possibly the rolling update of Void - maybe both...
But either way I'm glad its working. :-)
Interesting game, noticed you can "fall out" of the console, possibly if you forget to logout and leave a station? only way to get the ship colsole back seems to be to login/out of a station
email mentions a file, no ls/dir command?? ctr-o open file just opens a screen editor without option to navigate/specify a file ??
worth working on to meet the player half way, could be an interesting game...
Void Linux its a rolling release so no "version"
do let me know if I can help you with any further information....
./DLS: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.21' not found (required by ./DLS)
/usr/lib/libstdc++.so /usr/lib/libstdc++.so.6 /usr/lib/libstdc++.so.6.0.20
gcc (GCC) 4.9.3
same OS (Void Linux) and similar CPU only difference really is the GeForce GT 640
I'll experiment with some of the Mesa environment variables and let you know if I get any joy!
I've specifically said emulate and not simulate here!...
basically as you get close to the ground increase thust. The nearer the ground the higher the ground effect.
Notice how with a real quad if you set the throttle so you're sinking gently if you do nothing you'll bounce against the ground repeatedly as the ground effect increases and decreases with altitude.
While this has little to do with racing, it will add just that touch of subconsious reality....
go below the surface and everything goes black! even the tutorial unplayable, without the ability to configure buttons, who knows what does what on my joystick, keyboard doesn't respond....
twin towers level is the best out of both apps!
It's great for just tooling about in acro mode, but I have noticed that in timed trial that from one direction the "stars" are invisible except for the light they cast.... (sometimes if you miss, you might have to do a check point from the other direction...)
I just wish you could take that terrain, and place different trees, gates and other models ( you'd only have to allow them moving on the lanscape with the height set to the ground level at that point)
the ability to spit the "level" out as xml would be fairly trivial - done it in a few apps myself - this would allow community sharing of race tracks....
I'm running Void Linux, and seem to remember sound with recharged when I first got it, so maybe a recent change?
I've implemented extra view points using opengl and java and initially thought it would be crazy hard to do, (but in fact was dead easy!) I bet on Unity there are LOADS of example (rear view mirrors etc)
Its not like it would take lots of extra memory or even design time...
just make the area (at least) 4 times larger and plonk down a few dozen extra trees...
a very simple object placer would be nice
1/ select height field.(possibly from image)
2/ select prefab model (park bench / tree / race gate etc)
3/ select X,Z ground coordinate, app places it on ground (Y)
4/ if not finished goto step 2