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[Pingus-CVS] r2654 - htdocs/src
From: |
grumbel at BerliOS |
Subject: |
[Pingus-CVS] r2654 - htdocs/src |
Date: |
Mon, 15 Jan 2007 03:58:46 +0100 |
Author: grumbel
Date: 2007-01-15 03:58:45 +0100 (Mon, 15 Jan 2007)
New Revision: 2654
Modified:
htdocs/src/faq.xml
Log:
- removed some unneeded questions from the faq
Modified: htdocs/src/faq.xml
===================================================================
--- htdocs/src/faq.xml 2007-01-15 02:49:49 UTC (rev 2653)
+++ htdocs/src/faq.xml 2007-01-15 02:58:45 UTC (rev 2654)
@@ -44,11 +44,11 @@
<faq date="14 Jan 2007">
<question>Is there a Windows version?</question>
<answer>
- An official Windows version of 0.6.0 was never
- created and probably never will be. However, we hope to
- provide a Windows binary with the 0.6.1 release. It will
- be equal to 0.6.0 plus fixed fonts, corrected text, and a
- few minor bugfixes.
+ An official Windows version of 0.6.0 was never created and
+ probably never will be. There is however some hope that a
+ Windows version will follow for the next release. If you
+ search the mailing list archives you might also be able to
+ find some unofficial build for Windows.
</answer>
</faq>
@@ -97,40 +97,6 @@
</faq>
<faq date="14 Jan 2007">
- <question>How do I compile Pingus?</question>
- <answer>
- Under GNU/Linux run
- <tt class="command">./configure
- && make</tt> in the source directory.
- </answer>
- </faq>
-
- <faq date="14 Jan 2007">
- <question>What are the required built-time libraries?</question>
- <answer>
- Pingus needs specific versions of ClanLib and Hermes. Running the <tt
- class="command">./configure</tt> script will tell you if you whether
- your system has them.
- </answer>
- </faq>
-
- <faq date="14 Jan 2007">
- <question>What do I need for compiling Pingus on a Windows
system?</question>
- <answer>
- If you want to compile Pingus on Win32, you will need Microsoft Visual
- C++ Version 6 or higher. Project files are in the Pingus source tree.
- Again, you need ClanLib and Hermes. Pingus will currently not compile
- with Cygwin or Mingw, sorry, porting help is, of course, welcome.
- </answer>
- </faq>
- <faq date="14 Jan 2007">
- <question>Can I run Pingus from the source directory?</question>
- <answer>
- Yes
- </answer>
- </faq>
-
- <faq date="14 Jan 2007">
<question>I tried compiling it, but something didn't work!</question>
<answer>
Technically, this isn't a question. You have to be more specific. A
@@ -145,35 +111,11 @@
Why is Pingus still not done after being in development for so many
years?
</question>
<answer>
- There are several factors that contributed to the long
- development time. Some of them still cause delays. <br />
- First of all, Pingus was my first large C++ project. After
- all this started as a project for learning C++. As a
- result, a lot of things have been done wrong, and I needed
- to rewrite or fix them at a later time.<br /><br />
-
- Pingus also has the problem of being
- over-engineered in a few places. There was too much
- abstraction in places where it doesn't make sense and only
- caused problems. So during the first two years a lot of
- cruft accumulated which needed to be cleaned up in the next
- years. The current code is much cleaner, but it still has
- some ugly points. They are the focus of the next release.
- <br /><br />
-
- Beside the ugly-code issue one also has to realize
- that Pingus is more complex than it seems. It isn't
- a small game like a Tetris clone would be. It contains close
- to 800 unique graphics, 200 levels and 50'000 lines of code.
- All of that hasn't been created over night. It might have
- been possible to create this in a year, but motivation comes
- and goes. As a result, there were month where simply nothing
- happened and weeks where large parts of the code got
- restructured or rewritten.<br /><br />
-
- Besides all that, <em>you</em> can make the
- development go faster by contributing something to the
- project.
+ Because <em>you</em> didn't contribute! Joking asside, most
+ of the developers involved with Pingus are also involved
+ with a heap load of other projects, so it takes time to find
+ time to develop on the game. Help is of course always
+ welcome.
</answer>
</faq>
<faq date="14 Jan 2007">
@@ -217,9 +159,9 @@
<tt>pingus -g 640x480</tt><br/><br />
- Thirdly, you can run Pingus in a <em>fast-mode</em>.
- This mode disables all costly particle effects and the
- background. Thus, Pingus will look more ugly, but will
+ Thirdly, you can run Pingus in a <em>fast-mode</em>. This
+ mode disables all costly particle effects and the
+ background. Thus, Pingus will look less pretty, but will
probably be a good amount faster. Fast-mode can be turned on
with:<br />
@@ -237,12 +179,6 @@
Finally, the 'F11' key can help you a great deal in
your optimisation process by showing the frame-rate counter.
<br /><br />
-
- If you have a good configuration for your system,
- please mail it to <a href="mailto:address@hidden">Ingo
- Ruhnke</a> along with a description of your system. At a
- later point all this info could be used to write an
- auto-detection algorithm for optimizing Pingus.
</answer>
</faq>
</faq-list>
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