[SOLVED] How to compile Dungeon Crawl?

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dio444
Posts: 33
Joined: Thu 20 Nov 2008, 11:57

Hi

#21 Post by dio444 »

I actually already made this one too, but as you noticed, it requires SDL with OpenGL for the tiles version. This is obviously an issue for puppy, as by default puppy includes no openGL or dri support.

I didn't post mine to the forums, like my 0.4.3 and 0.4.5 pets, due to that issue. Personally, I don't know why they decided to go from XAW output to SDL+OpenGL for tiles, as there is no advantage to be gained that I can think of.

Anyway, best of luck to you on this. I found that if you aren't using the proprietary OpenGL drivers for Nvidia or ATI, that the game is REALLY slow. So in puppy, I've just been playing 0.4.5, except on my home machine where I have full Nvidia DRI+OpenGL.

Tom
djnrempel
Posts: 34
Joined: Tue 29 Sep 2009, 03:58

#22 Post by djnrempel »

You're right, Tom - it is kind of slow.

I'm finding though that if I don't use the mouse, the game is quite playable. The mouse highlight takes forever to move around.

The game is fortunately designed to be completely playable by keyboard. In a way, this is nice - it brings the game back to it's ascii/keyboard roots a bit.

I suppose playing the ascii version would avoid the slowness, but there mouse control is not an option anyway. There may be other frustrations I have not encountered, but without using the mouse, again, the game runs quite smoothly. Auto-explore may be a little slower, but that's not necessarily a bad thing.

Technosaurus, I'm sad to say that "Technosaurus the Draconian Paladin" was killed on Dungeon level 1 by a humble kobold.

I wonder if they'll consider reversing the change to OpenGL? We'll leave that one for the philosophers - I have giant rats to skewer and a dungeon to loot!
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technosaurus
Posts: 4853
Joined: Mon 19 May 2008, 01:24
Location: Blue Springs, MO
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#23 Post by technosaurus »

Switching to SDL makes sense since it is easily portable to many platforms. Perhaps the OpenGL mode is for "future developments"... maybe not. A small part of the speed may be because I compiled against Puppy's builtin, shared sqlite3 (would have done the same for lua too but it is not installed by default) The game should not really be as large as it is for what it is, but this likely a portability issue (win32 platforms can't handle symbolic links so there are often several duplicated files.)

P. S. Can you edit the title post to add SOLVED - I will post the updated pet to the Games section tonight when I get back home.
Check out my [url=https://github.com/technosaurus]github repositories[/url]. I may eventually get around to updating my [url=http://bashismal.blogspot.com]blogspot[/url].
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