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Posible to compile kamr by me?

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Skypper

Knight

Posts: 436

Joined: 28 Jun 2013, 09:37

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Location: Dutch :D

Post 04 Jun 2014, 15:51

Re: Posible to compile kamr by me?

Aaad this is the begining of 100 different KaM Remake(mod) versions :P...
Greets Skypper (Totally Insane)

- Beginning map maker -
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sado1

User avatar

Council Member

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Joined: 21 May 2012, 19:13

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Post 04 Jun 2014, 16:36

Re: Posible to compile kamr by me?

I am a goddamn roasted chicken
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Michalpl

Sword Fighter

Posts: 318

Joined: 10 May 2014, 21:46

KaM Skill Level: Fair

Post 04 Jun 2014, 16:51

Re: Posible to compile kamr by me?

Fixed flags u mean?

Lewin why in the newest revision the replays are disabled?

Where are unicode letters graphic stored in what file?

Please refrain from double/triple posting. ~TDL
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Lewin

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KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

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Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 05 Jun 2014, 00:44

Re: Posible to compile kamr by me?

Aaad this is the begining of 100 different KaM Remake(mod) versions :P...
KaM Remake is open source and always has been. Anyone is free to modify it and release their own versions as long as they abide by our GPL license (most importantly, your modified work must also be completely open source).
Lewin why in the newest revision the replays are disabled?
Replays are not disabled, they work fine for me. Also this isn't a "newest version", it is you compiling directly from our repo. We accept bug reports and provide support for our own releases, but it would be a waste of our time to provide support for development versions you compile yourself. Please read what I said early:
Remember you are compiling from our working trunk, so you should expect to find buggy behavior, unfinished features and crashes. We don't need bug reports about those things because we know about them. There's a reason the next release isn't ready yet, it's still in development. Compiling from our repo won't get you the next version early, it will get you a messy unfinished development version.
Where are unicode letters graphic stored in what file?
All fonts are unicode now and are stored in data\gfx\fonts\*.fntx
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

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Location: "Pawel95" on Youtube.com

Post 05 Jun 2014, 07:24

Re: Posible to compile kamr by me?

Hmm I will contact you Michał about your compiled version privately. However I guess that it won't help me, because I can't play with my modified version multiplayer if the other players have an other remake version, right :?
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Michalpl

Sword Fighter

Posts: 318

Joined: 10 May 2014, 21:46

KaM Skill Level: Fair

Post 05 Jun 2014, 12:54

Re: Posible to compile kamr by me?

pawel95 there will be something in feature like texture packs and its low priority
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Michalpl

Sword Fighter

Posts: 318

Joined: 10 May 2014, 21:46

KaM Skill Level: Fair

Post 05 Jun 2014, 13:48

Re: Posible to compile kamr by me?

Lewin wich compiler you use to compile KaM Remake? and pls also post version of it

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