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ko2fan

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Everything posted by ko2fan

  1. V13 is on the skydrive now, waiting on chris to distribute. Only about 1.5gb with the normal alpha assets.
  2. I don't think theres any benefit of a tarball over the zip file.
  3. The engine used is playground created by playfirst who own the diner dash series of games.
  4. I have uploaded a new binary to skydrive. You can follow the instructions in the README.txt with it if you are unfamiliar with copying files into a .app
  5. The asset issue is only an issue with this first dev build. After this weekend I will have the stripped down assets from Chris, and we won't need to worry about the 4GB size anymore.
  6. The skydrive has a space limit and im a few hundred kilobytes away from it. I have my own server but a 20gb bandwidth limit per month, but if people are comfortable with inserting new files inside the .app I can upload just the executable, which would save you guys needing to download another 4+gb.
  7. We're currently right at the limit size wise, but maybe after Chris strips down the assets for V13 we can try. Right now each build is over 4gb.
  8. Looks like its loading up the game, so its not missing libraries. I will try to create a new build to test with a fix.
  9. Can you launch from Terminal? The crash reports are notoriously useless at actually telling you the problem, whereas its often output to the terminal. Its likely due to missing assets or libraries. Edit: I never got any crash log, my email is ko2fan [at] gmail [dot] com
  10. Current Known Issues on the Mac port: Radar - Sometimes acts funny when first placing the base. TU on ground - Glitch with showing the time units on the ground. invisible civilians - Most of the time the civilians are invisible, pretty sure this is an issue with case sensitive filenames. No Ctrl-clicking on inc/dec buttons - currently removed No right clicking - Should have this resolved pretty soon, but right now, it brings up a context menu upon right clicking, although if you left click to make it go away, the unit will still turn. Unable assign a single scientist at a time - you can assign 10at a time with a right click. Please let me know here if you guys find any other issues. Edit: Saving and Loading now works for me. Not completely tested though.
  11. The Mac port is currently being tested by a couple of people, whilst theres a few known issues, I think we should be able to release alongside the new windows build, and if not, it should only be a couple days after.
  12. The website was recently restored from an old backup. Its possible some stuff broke. Best to report the error to Chris and see if he can fix it. Edit: Looks like Chris fixed this issue now.
  13. Great. Can you PM me an email or gtalk I can contact you at?
  14. Throwing coders at the project would likely cause more delays. Read the mythical man month to find out why.
  15. Did you pre-order? You can get your pre-order badge from http://www.goldhawkinteractive.com/forums/showthread.php/145-How-to-claim-your-Pre-Order-forum-badge%21
  16. Its called playground sdk and seems to have been mostly abandoned since about 2010. They are non responsive to emails or voicemails. Maybe turning up on their doorstep with a fat check would change their mind but I doubt it at this point.
  17. We need testers for the Mac version. These builds will be less stable then the regular alpha builds, due to less testing so far. I would be most interested in OSX 10.5 (leopard) and 10.6 (snow leopard) users since I currently have only tested on 10.7 (Lion). Let me know what model mac you have, OS version and what gen (ie mid-2011 imac with i5 proc running 10.7) You need to be willing to get your hands dirty with terminal and chat with developers on any mac specific issues you find. Edit: We have enough testers to last until V13 is released, thanks.
  18. They use the playground sdk which is why they cant make a native linux version. There is a mac version of the engine though, so there will be a native mac version.
  19. The Mac version is being worked on but was not ready at the time of release of V12. The hope is that it will be ready for a future alpha build.
  20. The size of the game has nothing to do with the programming. The art assets are the vast vast majority of the size as they are on all modern games. I think it could be reduced some, but the most common ways to save space would make modding more difficult and I think most people prefer the ease of modding right now.
  21. The Mac version isn't ready for the current alpha build but will hopefully be available in a future alpha build.
  22. I sent you a PM with the details. Thanks for helping test.
  23. http://www.kicktraq.com/projects/69341191/xenonauts/ Looks like its been doing better last couple of days, over $2000 a day.
  24. Are there any ubuntu users that would be able to test a .deb package of the demo?
  25. Xenonauts will not run on the raspberry pi or any other non intel processor based systems.
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