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Re: LÖVE 0.7.0 beta released
Posted: Tue Oct 05, 2010 7:12 pm
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"
Re: LÖVE 0.7.0 beta released
Posted: Tue Oct 12, 2010 2:03 pm
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.
Re: LÖVE 0.7.0 beta released
Posted: Tue Oct 12, 2010 2:18 pm
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.
Re: LÖVE 0.7.0 beta released
Posted: Tue Oct 12, 2010 2:22 pm
by bartbes
Yeah, it looks like they changed the version late in the process, the ppa works though.
Re: LÖVE 0.7.0 beta released
Posted: Tue Oct 12, 2010 5:53 pm
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.
Re: LÖVE 0.7.0 beta released
Posted: Wed Oct 13, 2010 4:23 pm
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.
Re: LÖVE 0.7.0 beta released
Posted: Wed Oct 13, 2010 4:28 pm
by nevon
The bt_audio* stuff is from bluez-alsa, yes. The other stuff, I don't know.
Re: LÖVE 0.7.0 beta released
Posted: Wed Oct 13, 2010 6:29 pm
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.
Re: LÖVE 0.7.0 beta released
Posted: Mon Oct 18, 2010 11:42 am
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.
Re: LÖVE 0.7.0 beta released
Posted: Mon Oct 18, 2010 12:19 pm
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.
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.