Mailinglist Archive: opensuse (4600 mails)
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Game - Neverball
- From: Russ <bigrig64@xxxxxxxxxxx>
- Date: Sat, 10 Jan 2004 18:28:56 -0800
- Message-id: <4000B4E8.9090507@xxxxxxxxxxx>
Hi All,
I wanted to install the newest version of NeverBall. So I downloaded the newest version: http://icculus.org/neverball I then extracted it but how do I get it up and running? There is no executable file. The ReadMe wasn't much help for me (still a newbie here)
Below is the ReadMe if it will help
Thanks
Russ
* Neverball *
Tilt the floor to roll a ball through an obstacle course within the
given time. If the ball falls or time expires, a ball is lost.
Collect 100 coins to save your progress and earn an extra ball. Red
coins are worth 5. Blue coins are worth 10.
Neverball requires:
SDL http://www.libsdl.org/download-1.2.php
SDL_image http://www.libsdl.org/projects/SDL_image/
SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
* THANKS TO
Max Gilead (Debian packaging)
Michael Sterret (Gentoo ebuild)
Christoph Frick (OSX port)
Jeremy Messenger (FreeBSD port)
Countless others for play testing and bug reports.
http://www.happypenguin.org
http://www.flipcode.com
* BUILDING
make (Unix)
or
nmake /fMakefile-W32 (Windows with MSVC)
The executables will be copied to the base directory. Maps will be
processed and copied into data/sol/. By default, an uninstalled build
may be executed in place.
* RUNNING
./neverball
Click Play to begin. The floor tilts in the direction of the mouse
pointer.
Spacebar pauses and resumes. Escape ends a game, and escape at the
title screen exits. F9 toggles a frame counter. F10 takes a
screenshot. F11 saves the current demo recording. F1, F2 and F3
select the camera type (see below).
Pause releases the pointer grab. I get email about that so I'm gonna
yell it really loudly here so that I can say "RTFM" from now on.
PRESS SPACEBAR TO RELEASE THE POINTER GRAB
* DEMO REPLAY
Neverball includes a simple mechanism for recording and replaying
games. Each level played is recorded to the file .neverballrp. This
file may be found in your home directory under Unix, or in the game
data directory under Windows.
The "Demo" item of the main title menu plays back the most recent
recording. Press F11 to copy the current recording to a sequentially
numbered file. This allows you to save a replay without immediately
overwriting it by playing the next level. If a recording is preserved
while it is being created, it will be truncated.
Currently, the only way to select a numbered recording for demoing is
to copy it on top of the existing .neverballrp file.
Note that replay files are not currently portable between machines of
different byte order.
* INSTALLATION
The game executable may be moved as desired.
However, game assets are described using relative path names. Thus
the game must run within the data directory in order for asset names
to resolve correctly. Upon starting, the game will attempt to change
into this directory, as defined in config.h.
If the data directory is to be renamed or moved for installation, the
CONFIG_PATH variable in config.h must be changed to match.
Alternatively, the CONFIG_PATH variable may be set to "." if the game
is started from within the data directory. Even MORE alternatively,
the data path may be specified as the first command line option.
* CONFIGURATION
Global settings are stored in the file .neverballrc. This file is
created when the game exits, and should be found in your home
directory under Unix, or in the game data directory under Windows. It
consists of key / value pairs. Some of these values are configurable
using the in-game options screen. Other meaningful keys and their
default values follow.
mouse_sense 300
This key controls mouse sensitivity. The value gives the
number of screen pixels the mouse pointer must move to rotate
the floor through its entire range. A smaller number means
more sensitive.
camera 0
This key selects from 3 different camera tracking
modes. Throughout development, a few different camera control
strategies were tried. Each had its propents, but none could
claim a majority.
0 - Strict camera stays behind the ball by cueing off of the
velocity of the ball. It is very responsive, but sometimes
confusing. Press F1 to select this camera in-game.
1 - Lazy camera chases a point a set distance from the ball.
It is seldom surprising, but at times it is not sufficiently
responsive. Press F2 to select this camera in-game.
2 - Locked camera does not rotate except by player command.
Press F3 to select this camera in-game.
fps 0
This key enables an on-screen frames-per-second counter. Press
F9 to toggle this flag in-game.
niceness 1
This key enables a delay function after each frame is
rendered, forcing a context switch and ensuring that the game
does not utilize 100% of the CPU. 0 is off, 1 is on.
If the frame rate is not fast enough for you, or you simply
want to test the performance of the game on your hardware,
disable it.
Press F8 to toggle this flag in-game.
high_level 1
This key gives the number of the highest level you've opened.
You can cheat by setting this to a big number. It's open
source, so there's absolutely no way to keep players from
cheating. Might as well just document it.
joy 0
This key enables joystick control. 0 is off, 1 is on. The
game may still be controlled with the mouse even while gamepad
control is enabled. However, random noise from an analog
controller at rest can disrupt normal mouse input.
axis_x 0
Joystick horizontal axis number
axis_y 1
Joystick vertical axis number
button_a 0
Joystick menu select button
button_b 1
Joystick menu cancel button
button_r 2
Joystick counter-clockwise camera rotation button
button_l 3
Joystick clockwise camera rotation button
button_exit 4
Joystick exit button
* KNOWN ISSUES
At the time of this writing, there are known issues with certain 3D
accelerater boards that may impact or even preclude the game's
function. While it is good that the 3D hardware market is very broad,
it is an unfortunate fact that OpenGL support varies in quality from
one configuration to another. It is impossible for a developer to
work around bugs in all boards, so some configurations must simply be
declared unsupported.
- The Intel i8xx series is not supported under Linux. Its broken
multi-texturing and texture clamping make Neverball unplayable.
Windows support is fine.
- Several older Radeons including, but not limited to, the Mobility M5
and some models of the All-In-Wonder series are not supported under
Windows. Note that the Mobility M6 and all tested PCI Radeons down to
the 7500 are known to be very good.
<rlk@xxxxxxxx>
I wanted to install the newest version of NeverBall. So I downloaded the newest version: http://icculus.org/neverball I then extracted it but how do I get it up and running? There is no executable file. The ReadMe wasn't much help for me (still a newbie here)
Below is the ReadMe if it will help
Thanks
Russ
* Neverball *
Tilt the floor to roll a ball through an obstacle course within the
given time. If the ball falls or time expires, a ball is lost.
Collect 100 coins to save your progress and earn an extra ball. Red
coins are worth 5. Blue coins are worth 10.
Neverball requires:
SDL http://www.libsdl.org/download-1.2.php
SDL_image http://www.libsdl.org/projects/SDL_image/
SDL_mixer http://www.libsdl.org/projects/SDL_mixer/
SDL_ttf http://www.libsdl.org/projects/SDL_ttf/
* THANKS TO
Max Gilead (Debian packaging)
Michael Sterret (Gentoo ebuild)
Christoph Frick (OSX port)
Jeremy Messenger (FreeBSD port)
Countless others for play testing and bug reports.
http://www.happypenguin.org
http://www.flipcode.com
* BUILDING
make (Unix)
or
nmake /fMakefile-W32 (Windows with MSVC)
The executables will be copied to the base directory. Maps will be
processed and copied into data/sol/. By default, an uninstalled build
may be executed in place.
* RUNNING
./neverball
Click Play to begin. The floor tilts in the direction of the mouse
pointer.
Spacebar pauses and resumes. Escape ends a game, and escape at the
title screen exits. F9 toggles a frame counter. F10 takes a
screenshot. F11 saves the current demo recording. F1, F2 and F3
select the camera type (see below).
Pause releases the pointer grab. I get email about that so I'm gonna
yell it really loudly here so that I can say "RTFM" from now on.
PRESS SPACEBAR TO RELEASE THE POINTER GRAB
* DEMO REPLAY
Neverball includes a simple mechanism for recording and replaying
games. Each level played is recorded to the file .neverballrp. This
file may be found in your home directory under Unix, or in the game
data directory under Windows.
The "Demo" item of the main title menu plays back the most recent
recording. Press F11 to copy the current recording to a sequentially
numbered file. This allows you to save a replay without immediately
overwriting it by playing the next level. If a recording is preserved
while it is being created, it will be truncated.
Currently, the only way to select a numbered recording for demoing is
to copy it on top of the existing .neverballrp file.
Note that replay files are not currently portable between machines of
different byte order.
* INSTALLATION
The game executable may be moved as desired.
However, game assets are described using relative path names. Thus
the game must run within the data directory in order for asset names
to resolve correctly. Upon starting, the game will attempt to change
into this directory, as defined in config.h.
If the data directory is to be renamed or moved for installation, the
CONFIG_PATH variable in config.h must be changed to match.
Alternatively, the CONFIG_PATH variable may be set to "." if the game
is started from within the data directory. Even MORE alternatively,
the data path may be specified as the first command line option.
* CONFIGURATION
Global settings are stored in the file .neverballrc. This file is
created when the game exits, and should be found in your home
directory under Unix, or in the game data directory under Windows. It
consists of key / value pairs. Some of these values are configurable
using the in-game options screen. Other meaningful keys and their
default values follow.
mouse_sense 300
This key controls mouse sensitivity. The value gives the
number of screen pixels the mouse pointer must move to rotate
the floor through its entire range. A smaller number means
more sensitive.
camera 0
This key selects from 3 different camera tracking
modes. Throughout development, a few different camera control
strategies were tried. Each had its propents, but none could
claim a majority.
0 - Strict camera stays behind the ball by cueing off of the
velocity of the ball. It is very responsive, but sometimes
confusing. Press F1 to select this camera in-game.
1 - Lazy camera chases a point a set distance from the ball.
It is seldom surprising, but at times it is not sufficiently
responsive. Press F2 to select this camera in-game.
2 - Locked camera does not rotate except by player command.
Press F3 to select this camera in-game.
fps 0
This key enables an on-screen frames-per-second counter. Press
F9 to toggle this flag in-game.
niceness 1
This key enables a delay function after each frame is
rendered, forcing a context switch and ensuring that the game
does not utilize 100% of the CPU. 0 is off, 1 is on.
If the frame rate is not fast enough for you, or you simply
want to test the performance of the game on your hardware,
disable it.
Press F8 to toggle this flag in-game.
high_level 1
This key gives the number of the highest level you've opened.
You can cheat by setting this to a big number. It's open
source, so there's absolutely no way to keep players from
cheating. Might as well just document it.
joy 0
This key enables joystick control. 0 is off, 1 is on. The
game may still be controlled with the mouse even while gamepad
control is enabled. However, random noise from an analog
controller at rest can disrupt normal mouse input.
axis_x 0
Joystick horizontal axis number
axis_y 1
Joystick vertical axis number
button_a 0
Joystick menu select button
button_b 1
Joystick menu cancel button
button_r 2
Joystick counter-clockwise camera rotation button
button_l 3
Joystick clockwise camera rotation button
button_exit 4
Joystick exit button
* KNOWN ISSUES
At the time of this writing, there are known issues with certain 3D
accelerater boards that may impact or even preclude the game's
function. While it is good that the 3D hardware market is very broad,
it is an unfortunate fact that OpenGL support varies in quality from
one configuration to another. It is impossible for a developer to
work around bugs in all boards, so some configurations must simply be
declared unsupported.
- The Intel i8xx series is not supported under Linux. Its broken
multi-texturing and texture clamping make Neverball unplayable.
Windows support is fine.
- Several older Radeons including, but not limited to, the Mobility M5
and some models of the All-In-Wonder series are not supported under
Windows. Note that the Mobility M6 and all tested PCI Radeons down to
the 7500 are known to be very good.
<rlk@xxxxxxxx>
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