I'm sorry Spleen, but as I told on the webpage already, this is for Ubuntu 10.04 and up. I cannot support older ones, because I don't know if it would run fine with dependencies.
If you have an older Ubuntu version I can only suggest you getting the source and trying to compile it with the older libraries
Sorry for that
Future of Commander Genius
I just came up with an idea and the trac is down (or at least I can't access it) so I figured I'd post it here.
Basically, I think we should have an option at the startup screen that takes you to level packs and determines if you have the episode necessary to load it. Then it examines the file names, loads those instead, and any levels on the map not used in the level pack are set to done so that you can explore more freely.
This would allow easier testing and playing of level packs without a lot of extra files.
Basically, I think we should have an option at the startup screen that takes you to level packs and determines if you have the episode necessary to load it. Then it examines the file names, loads those instead, and any levels on the map not used in the level pack are set to done so that you can explore more freely.
This would allow easier testing and playing of level packs without a lot of extra files.
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I don't know, but if the goal is to test levels, I wouldn't make it that complex.
Maybe I never told that. I'm not sure, if it's in the readme, because there was a huge bug, but in the latest version you can launch CG using the following command:
It will take you directly to game X level Y, of the game. That way you can rapidly check your levelpacks. It will take you directly to the level and playgame environment.
The problem about the levelpack detection is that you have to be able reading those in any packed format. I think it is better and easier, that if someone wants to test levelpacks, builds it's own game into a separate folder.
It was a bit buggy, because for long time there was an uninitialized variable that didn't work. But now this is fixed.
Of course, if you want to implement that, you are welcome
Maybe I never told that. I'm not sure, if it's in the readme, because there was a huge bug, but in the latest version you can launch CG using the following command:
Code: Select all
CGenius -gameX -levelY
The problem about the levelpack detection is that you have to be able reading those in any packed format. I think it is better and easier, that if someone wants to test levelpacks, builds it's own game into a separate folder.
It was a bit buggy, because for long time there was an uninitialized variable that didn't work. But now this is fixed.
Of course, if you want to implement that, you are welcome
Good idea, pizza, I was searching for a way to make levelpacks more accessible. But remember that some levelpacks come complete with their own map.
I was picturing a custom levelloading system (similar to using selfmade maps in Warcraft 2 for example), but that would be even more complicated
I was picturing a custom levelloading system (similar to using selfmade maps in Warcraft 2 for example), but that would be even more complicated
Last edited by tulip on Thu Jun 24, 2010 9:28, edited 1 time in total.
You crack me up little buddy!
I don't want to make it complex. I would probably tie it in with the new menu loader I have had planned for quite some time. It will feature graphics to make it a bit more custom.gerstrong wrote:I don't know, but if the goal is to test levels, I wouldn't make it that complex.
Basically, split the screen in half with the top selection vorticons, and the bottom galaxy. When you select one it gives you four options, Episode (1/4) Episode (2/5), Episode (3/6), and Mods. The mods selection brings you to a screen like our current one, except it would only display mods for the three games selected, and using the menu of whichever one was selected (Keen Galaxy would use the wristwatch).
I think this would make for a nice menu, but I could be wrong, please post with any improvements to my design.