LÖVE 0.7.0 beta released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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Robin
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Re: LÖVE 0.7.0 beta released

Post by Robin »

pekka wrote:Just for general Linux-folk interest, I want to add that you can manually extract any files in a .deb by using the commands ar x FILENAME.deb and tar -xzf data.tar.gz on the resulting data.tar.gz file it spits out (or some variant, depending on compression program used for the data).
I know this, but the combination of double compression with the data being in subdirectories (to be extracted in /, normally) was enough to make me say: "meh, screw this, I'm compiling it myself"
Help us help you: attach a .love.
pekka
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Re: LÖVE 0.7.0 beta released

Post by pekka »

Löve 0.7.0 beta .deb fails to install on a fresh install of Ubuntu 10.10 32-bit. After I double click on the .deb, it brings up the Ubuntu Software Center which says:

Dependency is not satisfiable: libmodplug0c2

Looking at the package lists, I find that a package called libmodplug1 exists and is installed. This could thus be a naming conflict or a versioning problem. Do others here use 10.10 yet and can they give the .deb file a try?

I didn't try compiling it from source yet. I expect that that will work. I'm just reporting what the .deb did to me.

EDIT: I can run the binary. I don't have the time to test whether it can use the libmodplug1 package, but it starts the no game screen just fine.
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nevon
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Re: LÖVE 0.7.0 beta released

Post by nevon »

I think it may just be a problem with the deb file posted here. Newer builds from the unstable ppa works fine on Ubuntu 10.10.
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bartbes
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Re: LÖVE 0.7.0 beta released

Post by bartbes »

Yeah, it looks like they changed the version late in the process, the ppa works though.
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Re: LÖVE 0.7.0 beta released

Post by pekka »

Okay. I'll use the binary I got out of the .deb archive for now, and if I run into problems with it, I can always install the dev libs and compile my own Löve. You'll fix this snag by the time 0.7 gets out of beta, I'm sure.
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Re: LÖVE 0.7.0 beta released

Post by pekka »

Umm, so what's with all these complaints on startup? I have a compiled version now, from the source package at the first message of this thread.

Code: Select all

bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
Is it that bluetooth thing again? At least it doesn't prevent me from loading and playing ogg files, so for now I don't mind it.
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nevon
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Re: LÖVE 0.7.0 beta released

Post by nevon »

The bt_audio* stuff is from bluez-alsa, yes. The other stuff, I don't know.
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bartbes
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Re: LÖVE 0.7.0 beta released

Post by bartbes »

It's probably from the mic code still being activated, did you ever disable it anjo?

EDIT: I just noticed anjo has just fixed it in the repo, I will start a new ppa build soon.
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zac352
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Re: LÖVE 0.7.0 beta released

Post by zac352 »

When's 0.7.0 going to be not beta? I want to use framebuffers to enhance cellular structure DNA in my life game. :3
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nevon
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Re: LÖVE 0.7.0 beta released

Post by nevon »

zac352 wrote:When's 0.7.0 going to be not beta? I want to use framebuffers to enhance cellular structure DNA in my life game. :3
If I'm not entirely mistaken, there's 1 known bug that has to be fixed first. Also, bartbes -who has been appointed lead dev- is away on holiday this week. Since he wants to be able to support users during the launch, the release will have to wait for him to get back. And then finally, rude needs to be available to build the Windows builds.

But it's not like you can't start using it already. It should be released in a matter of weeks (hopefully not too many...). I'm already writing my games for it.
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