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Messages - Etherdreamer

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1
Package SDL2_image was not found in the pkg-config search path.
Perhaps you should add the directory containing `SDL2_image.pc'
to the PKG_CONFIG_PATH environment variable
No package 'SDL2_image' found
Package SDL2_ttf was not found in the pkg-config search path.
Perhaps you should add the directory containing `SDL2_ttf.pc'
to the PKG_CONFIG_PATH environment variable
No package 'SDL2_ttf' found
/bin/sh: 1: astyle: not found
Cannot run an astyle check, your system either does not have astyle, or it is too old.
g++  -DRELEASE -DGIT_VERSION -DTILES -DLOCALIZE -ffast-math -Os -Wall -Wextra -fsigned-char -Werror -std=c++11 -MMD -D_REENTRANT -I/usr/include/SDL2 -DSDL_SOUND -I/usr/include/lua5.3 -DLUA -I/usr/include/SDL2 -D_REENTRANT -c src/game.cpp -o obj/tiles/game.o
In file included from src/game.cpp:110:0:
src/cata_tiles.h:6:21: fatal error: SDL_ttf.h: No such file or directory
compilation terminated.
Makefile:687: recipe for target 'obj/tiles/game.o' failed
make: *** [obj/tiles/game.o] Error 1

Anything of this makes no sense to me, I installed the dependencies that says the compile file. Or dunno, nothing it´s really clear to me.

2
Title. Even tried to read the guides for that, maybe because my language issues / no knowledge about Linux, I can´t understand at all how to compile a graphical version of the game.

Maybe a step by step guide somewhere, please? There is a error with some libraries that don´t let me run the tiles version and I installed and tried several guides for installing the libraries and never worked at all.

distro- Linux Mint

3
The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« on: August 08, 2016, 04:27:19 AM »
Oh thanks for the explanation.

4
So you guys are receiving ideas or you all are adding stuff already?

5
The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« on: August 08, 2016, 12:49:46 AM »
Care to explain? that means it´s already added to the vanilla mod pack? or it´s not going to be update soon?

6
The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« on: August 07, 2016, 10:52:39 PM »
It´s your Bioweapon mod dead? I can´t even reply and the links are dead. Sorry I was away for some time.

7
I just kinda skimmed.  Sorry if this has already been asked.  Does it update itself too? :P
Really awesome idea, btw.
I'd suggest instead of just making a backup folder that you actually backup the entire thing to an archive file or some such. I usually was doing it manually with winrar.

In a future update, yeah.

8
I see the forklift, but they don´t have much space also, I don´t think they "catch" items on ground when you run over. Or they do?

9
Actually all those little "offtopic" we said, are related or pokes around the system.

(click to show/hide)

So we can expect some tools around this? oc, there is lesser cheap tools, and complicated machines. Like when you need a full powered welder rig with gasoline / solars.

10
They are a lot of little things like this than bugges me, but for now you need to choose just dump that upside in big cargo carriers.

There is something for dump stuff like a caterpillar? for sure no, but I wish.

(click to show/hide)

11
I usually use them and runs just fine without getting hit (in my experience). You can still plate them, unless dunno what you do to destroy your sides.

You can still test an city run.

12
Yep, because they are doors that opens the whole wall if oc, you installed all shutter doors, because that zone for sure is not going to get hit a lot, you can sacrifice the boards but you will save a lot of time dumping stuff inside the cargo carriers.

13
General Discussion / Cube of Cursed Dreams
« on: January 03, 2016, 12:28:51 AM »
So I see this name and says "architect´s cube", maybe a relation with the Lemarchand's box? or just a coincidence and is created at random?

14
You can add shutter doors where the cargo spots are, so you don´t need to load yourself, unfold an wheeled shopping car /wheelbarrow, load it with the loot you want and pull it to the open shutter door next to your cargo carriers. that would speed up the looting.

15
In dwarf Fortress you can spend all starting points for tune up your dorfs and buying items that comes when you embark start the game. Maybe you can add a "Starting cash" and you should expend all in the survivor creation, it will use the actual cost of the item when you trade with NPCs.

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