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chris_camacho

26
Posts
12
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1
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A member registered 1 year ago

Recent community posts

seems there are incorrect line endings (CR/LF) instead of (LF) ...

Created a new topic odd issue on Linux

crash report says 

[2017-10-14 @ 00:54:21.410] [launch/native] err: /usr/bin/env: ‘bash\r’: No such file or directory

if I run 

/usr/bin/env bash

it works as expected don't know where the : single quotes or \r came from!

Posted in Linux feedback

NB mouse seems to work ok in windowed mode, possibly a unity issue with a known work-a-round ??

Created a new topic Linux feedback

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

Works well, thanks!

oh sure use it! I've been using the LWJGL3 "driver" in libGDX for a while now, it just works as far as I can tell...

2.0 is quite out of date, and 3.0 is awesome, look at upgrading (will make your life easier in the long run!)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

at com.badlogic.gdx.backends.lwjgl.LwjglGraphics.setVSync(LwjglGraphics.java:555)

at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:122)

Caused by: java.lang.ArrayIndexOutOfBoundsException: 0

at org.lwjgl.opengl.LinuxDisplay.getAvailableDisplayModes(LinuxDisplay.java:954)

at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:738)

at org.lwjgl.opengl.Display.<clinit>(Display.java:138)

... 2 more


This is the usual output I get from LWJGL 2.0....

Created a new topic woot it works again !

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. :-)

bit of a puzzler...

(Edited 1 time)

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...

my intel hd4000 could run minecraft at a decent rate, how do you thing my intel hd5500 will handle this game?

sure but it seems very odd, as the Nvidia machine (my desktop) usually even runs cludges like Unity just fine, at least I can still use it on my laptop...

seems to work fine, thanks for taking the time.

...yeah - have you actually built gcc? on gentoo its far from a trivial sized package needing substantial build time not to mention hassle, I'd rather be patient ;)

Void Linux its a rolling release so no "version"

GLIBCXX_3.4
GLIBCXX_3.4.1
GLIBCXX_3.4.2
GLIBCXX_3.4.3
GLIBCXX_3.4.4
GLIBCXX_3.4.5
GLIBCXX_3.4.6
GLIBCXX_3.4.7
GLIBCXX_3.4.8
GLIBCXX_3.4.9
GLIBCXX_3.4.10
GLIBCXX_3.4.11
GLIBCXX_3.4.12
GLIBCXX_3.4.13
GLIBCXX_3.4.14
GLIBCXX_3.4.15
GLIBCXX_3.4.16
GLIBCXX_3.4.17
GLIBCXX_3.4.18
GLIBCXX_3.4.19
GLIBCXX_3.4.20
GLIBC_2.3
GLIBC_2.2.5
GLIBC_2.14
GLIBC_2.4
GLIBC_2.18
GLIBC_2.17
GLIBC_2.3.2
GLIBCXX_DEBUG_MESSAGE_LENGTH

do let me know if I can help you with any further information....

Posted in DLS comments
(Edited 1 time)

./DLS
./DLS: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.21' not found (required by ./DLS)

ls /usr/lib/libstdc++.so*
/usr/lib/libstdc++.so /usr/lib/libstdc++.so.6 /usr/lib/libstdc++.so.6.0.20

gcc --version
gcc (GCC) 4.9.3

I'm only seeing purple blocks on black background at the menu (like you're missing material or shader) with the "experimental" build and the "old" build I'm seeing a small purple cube at an odd angle....


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!

(Edited 1 time)

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....

(Edited 1 time)

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....

show us on youtube or it never happened... :-p

to me it just looks like its a sprite that isn't being rotated to face the camera? or is the trigger behind the normal direction of travel ?

Created a new topic Loving the twin towers,

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....

everything else works fine, which is why I was wondering has there been a change with recharged??

I've got sound when I play with FPV Freerider, but not when playing with FPV Freerider recharged, I get no sound, any ideas?


I'm running Void Linux, and seem to remember sound with recharged when I first got it, so maybe a recent change?

If I knew recharge existed, I'd have never bought the basic edition :( is there any kind of upgrade path? I don't quite feel cheated, but certainly less than happy.... there really should be a link on the freerider page that makes it obvious recharged exists...

once I have everything textured I can export to a wide range of formats also happy to provide you full copyright ownership in order to improve this app, which I feel has great potential!

can you import blender models? I could knock up a prototype if you wanted

https://www.youtube.com/watch?v=Parubk_HUj8 this....

I'd have bigger maps as a priority! anyone playing a demo could be quickly put off by the size of the worlds, and implementing larger should take very little time....

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)

Created a new topic Teensy tiny worlds...
(Edited 1 time)

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

Created a new topic LoS pip when using FPV

It would be nice when using FPV mode if you could (optionally) have a second small PiP (picture in picture) which would show you the Line of Sight view