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2009-11-02
, 20:46
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Posts: 1,208 |
Thanked: 1,028 times |
Joined on Oct 2007
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#122
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If it is really true that App Manager removes automatically dependencies that were pulled in during the install of the dependent app then i can't see any more good reasons not to separate them.
Here's the plan to get this into extras:
Some things still to test: what happens on the N900s when uqm is put in the background? Does it come back up ok? It does on the SDK. What's the power draw like with it in the background?
To actually get into extras, an app is supposed to behave responsibly when in the background. I don't know what that means in the context of a game.
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2009-11-07
, 18:51
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#123
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2009-11-10
, 14:09
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#124
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The Following User Says Thank You to Flandry For This Useful Post: | ||
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2009-11-24
, 17:50
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Posts: 3,319 |
Thanked: 5,610 times |
Joined on Aug 2008
@ Finland
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#125
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2009-11-24
, 18:18
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#126
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2009-11-24
, 18:33
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Posts: 3,319 |
Thanked: 5,610 times |
Joined on Aug 2008
@ Finland
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#127
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2009-11-29
, 18:19
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Posts: 383 |
Thanked: 209 times |
Joined on Oct 2009
@ London UK
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#128
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2009-11-29
, 22:56
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Posts: 154 |
Thanked: 124 times |
Joined on Mar 2007
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#129
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The Following User Says Thank You to pillar For This Useful Post: | ||
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2009-11-30
, 10:21
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Posts: 2 |
Thanked: 2 times |
Joined on Nov 2009
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#130
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Tried this, since Star Control 2 is one my all time favorites. The keymapping was not good for my scandinavic keyboard. For those who don't know it - up and down keys are fn+left / fn+right. I wasn't able to move on the main menu. Enter worked and I was able to create a new game. In the game I was able to move the spaceship left/right, but not able to accelerate. Space took me to the menu and I was able there to move up/down.
You make a good point regarding the dual-purpose nature of the game. Those wanting to play super melee only don't need the 3do content. I'll definitely leave the 3do media as an optional package. What i'm trying to decide is whether to put the default required content in a separate package than the executable.
If it is really true that App Manager removes automatically dependencies that were pulled in during the install of the dependent app then i can't see any more good reasons not to separate them. I can't test whether this actually works as it should because App Manager doesn't work right in my SDK, so i have to use dpackage or apt to install.
Regarding network play: it compiles with network options enabled, but i am not in a position to test whether those options work. If someone could report on that, it would be helpful.
Here's the plan to get this into extras:
(1) release another update of the altstart package that includes the executable with joystick support enabled. Let the wii mote users test it (had one request for this). If Joystick support doesn't cause any problems, then...
(2) release an updated uqm and new uqm-content package that replaces the current uqm and uqm-altstart packages. These would put everything into /opt/uqm, and uqm-content would not be visible in App Manager (only a dependency of uqm).
(3) if those work properly, submit it to testing. Also provide the uqm-3do content in an optional (App Manager-visible) package.
Some things still to test: what happens on the N900s when uqm is put in the background? Does it come back up ok? It does on the SDK. What's the power draw like with it in the background? To actually get into extras, an app is supposed to behave responsibly when in the background. I don't know what that means in the context of a game, but i suspect that this could be an issue for uqm because i haven't modified the multithreaded game code. Does anyone actually expect an old DOS game to behave in a chivalrous fashion in the background? Maybe this is a non-issue.
Unofficial PR1.3/Meego 1.1 FAQ
Accelemymote: make your accelerometer more joy-ful