hi there,
first of i would like to say, through the creation of this game and through choosing to do so the GPL way we will soon have the best strategy known to wo/man.
i would like to point out the blender foundation to you guys.
http://www.blender3d.org
and to think a little bit about supporting opensource tools whiles you are in the go of creating a opensource game, i read in some thread about a new unit format, and i was thinking about a plugin perhaps.
as a thanks for a linux port you will have the support of the whole linux community for the following years as long as you treat them as you would your own.
i have already heard the rumble in the jungle.
"i can still remember the first time i beat a friend in TA, in his basement..."
and as a good start for my linux community i was/have been thinking about creating a package (like a windows installer) for the game but am wondering about the datafile, is it allowed to distrubate?
it will not contain the datafile, it will only download it, much like a script would.
our community has for a looong looong time wanted a game that would be worth spending time on, there arent that many good linux games around, and imho this game will be what i have wanted for a long while.
on a personal note, i would like to announce that i am more then happy to help out with any artwork requests you may have, i was hopeing to help out with the gui art perhaps, or splashscreens or whatever.
"i have entred taspring.clan-sy.com as my browser starting page."
bla blabla bla
/skruw
thank your for the linuxport ta brothers.
Moderator: Moderators
thank your for the linuxport ta brothers.
Last edited by skruw on 08 Nov 2005, 23:16, edited 4 times in total.
Yes but the networking is not yet working and so are other parts. Either that, or the linux port mailing list is not actively reporting enough 
I don't know how far AI loading goes already, in case the AI code is already connected to the SharedLib interface, you should try compiling one of the global AI's. I know at least mine should easily compile on gcc, I defined macros for all the known compiler differences.(except for the WINAPI define, that should be changed to nothing when building on linux...)

I don't know how far AI loading goes already, in case the AI code is already connected to the SharedLib interface, you should try compiling one of the global AI's. I know at least mine should easily compile on gcc, I defined macros for all the known compiler differences.(except for the WINAPI define, that should be changed to nothing when building on linux...)