Comments (10)
Hi,
Thanks for taking a look at Space Nerds In Space.
Yeah, I'm afraid the game is not made for windows. The only target so far has been Linux. I also know that it has been made to work on Mac OSX by at least one person, using Mac versions of the various libraries needed (gtk, gtkglext, portaudio, etc.)
That being said, I am aware of an effort (not by me) to create a set of patches to get SNIS to use SDL instead of gtk, which, should those patches materialize, would undoubtedly make a windows port a lot easier and more likely (though still not an easy slam dunk.) I don't know whether this effort to switch to SDL will be completed, and those patches might never materialize, so don't hold your breath. I don't own any windows machines, so if a windows port does materialize, it will have to be done by someone other than me.
-- steve
from space-nerds-in-space.
I am not a cood C(++) coder, so it would be great if there was someone with enough time to switch SNIS to SDL. There are some space nerfs out there who don't even know about this game and Windows support is definitely a forward jump.
from space-nerds-in-space.
Steve, if you received pull requests for SDL support, would you be willing to merge those in or would you want that maintained as a fork?
from space-nerds-in-space.
Patches are preferable to pull request. The sdl code i am aware of is
actually quite far along. I think the most difficult part is/was the
keyboard handling.
On Feb 28, 2015 9:56 AM, "Jeffery Myers" [email protected] wrote:
Steve, if you received pull requests for SDL support, would you be willing
to merge those in or would you want that maintained as a fork?—
Reply to this email directly or view it on GitHub
#53 (comment)
.
from space-nerds-in-space.
If it doesn't get finished, let me know, it should not be too hard of a thing. Keyboard handling in SDL 2 is pretty easy.
from space-nerds-in-space.
Who is working on the sdl port? Perhaps we could split up efforts? ^^
On Feb 28, 2015 7:15 PM, "Jeffery Myers" [email protected] wrote:
If it doesn't get finished, let me know, it should not be too hard of a
thing. Keyboard handling in SDL 2 is pretty easy.—
Reply to this email directly or view it on GitHub
#53 (comment)
.
from space-nerds-in-space.
FWIW, the aforementioned port to SDL seems to have stalled, so if someone else would like to take a crack at it, feel free. If you can do it without breaking the existing stuff, that's better, but I realize that is a tall order. Also, a series of a large number of smaller patches (where each patch in the series builds and runs) is preferable to a series of a small number of large patches. Smaller patches is better, but the patches need to work all along the way to enable git bisection. (Stacked git can be very helpful in constructing such a patchset.) https://gna.org/projects/stgit
from space-nerds-in-space.
FWIW, SNIS has been built successfully on Windows 10 using the linux subsystem (i.e. using Windows 10 ability to run linux binaries, and gcc was used to compile.) There were performance issues though, since it appeared to be using a software implementation of opengl.
I'm going to close this issue now, since running the game on windows was never really a design goal, and there's not really any work going on to make it portable to windows.
If you want to run it on windows, run linux in a VM on your windows machines and run it in the VM, or boot linux on your machines using USB flash drives.
from space-nerds-in-space.
Actually I thought this issue was closed long ago due to lack of interest. It's been a while and I'm happy to see it running on Windows as well, although I've switched to Linux in the meantime.
Thanks a lot for your effort and keep up the good work 👍
from space-nerds-in-space.
Quick update on this, since I had the same challenge. I have created a fork that adds a Vagrantfile, for anyone who wants a recipe to quickly set up the game inside a virtual machine.
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Related Issues (20)
- snis_client --monitor option has been broken since the SDL2 conversion
- Bug in show_demon_3d() HOT 1
- {request} web interface single computer host HOT 8
- sudo make install - failing with specified parameters HOT 14
- inconsistencies in help function on comms screen HOT 5
- keyboard mappings and interface design for communications station HOT 9
- scan contact velocity is a single number, should be three HOT 6
- keymap & UI/UX: Science! HOT 3
- UX & keymapping wishlist for engineering HOT 5
- missile launch failure HOT 4
- wishlist item for weapon screen: autofire phaser mode HOT 2
- weapons screen wishlist item: zoom HOT 1
- weapons screen wishlist: target specific systems HOT 2
- weapons screen controls request: phaser wavelength hotkeys HOT 1
- helm controls requests HOT 7
- Allow return to lobby from ESC menu HOT 1
- Allow and display keyboard shortcuts in the quit dialogue
- implement conservation of momentum HOT 9
- Fix libglew1.5-dev installation failure; update related documentation HOT 1
- Compile issue - mathutils.c HOT 2
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