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1  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Smithore shenanigans. on: April 27, 2010, 09:07
Quote
The store goes omg! low mules, lets raise price so people will sell to me so we can make more, and then immediately makes them and whew! everything's ok again. In rea life it don't work that way.

apparently, you haven't heard of the US bailout and stimulus shenanigans.

it works exactly this way in real life.
2  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / netbook friendly, smartphone app, ze moneys, easy/free dedicated servers, etc on: April 26, 2010, 17:45
hi,

attached is what the game looks like on a dell mini 9 - 8.9 inch screen, 1024x600.

almost a perfect little netbook game -- if you guys had an option for the chat box to be either its own window, or sit on the side, it would be perfect.

it would, incidentally, also make the game closer to smartphone-friendly.... and the ultimate goal here is to get this on the android/iphone/etc app stores, right? right? cuz free desktop client + $5-10 smartphone client is a pretty viable business model, in case you haven't already considered it Tongue

also incidentally, us freeloading desktop users are also the ones that will be providing server services at no cost to the company - im thinking no need to separate smartphone and desktop tourneys. some good meshing going on here.

1 more suggestion: if the host of a game isn't in the game, allow the first player to join to have host privileges (kicking people, adding AI, etc). this will allow folks like me to leave one or two instances of the game running on our home desktops so that, while on the road, i can be guaranteed that a server (or several) will be up.... suddenly, it no longer matters that most players find configuring port forwarding difficult... because i can start several instances of the game and leave them on nearly 24/7. (and i would obviously be able to use ssh to guarantee myself a spot in games hosted on my desktop while im on the road, so it would still be in my own interests to do so if this game grows very large)
3  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Planetmule LiveCD? on: April 26, 2010, 13:37
ok, sweet. and good stuff, peter -- thanks.

regarding the game updating itself for multiplayer play:

what if we simply had the live-cd default to root login? when the game loads as root, it should be able to update itself, and then immediately connect for multiplayer. i don't see why this wouldn't work on a live cd. the general rule that running as root isn't a good idea doesn't apply on a live cd.
4  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: Planetmule LiveCD? on: April 26, 2010, 01:31
does planetmule require proprietary video drivers to work, or merely that X function?

if not, i could toss Masonux ( http://sites.google.com/site/masonux/ ) together with planetmule pre-installed. the .iso would be about 350 mb. the biggest advantage of using Ubuntu as the base is that a large number of wifi cards work OOB with ubuntu-based Live CDs.

This would also make planetmule playable on PS2s using the "Other OS" option that presents itself when you turn it on.

but we need approval from the developers, i think. source code or no, planetmule is not FLOSS as far as i know.

if we get that, have you seen the Linux Gamers LiveCD? http://live.linux-gamers.net/ we could suggest that they include it in their next release. Surely, they could afford 16mb.

Hey, planetmule copyright owners -- can third parties redistribute planetmule or what? Tongue
5  Planet Mule 1 / Bugs 1.2.4 / Re: cant join games mac user on: April 26, 2010, 01:23
what error messages, if any, do you see?

launch the game from a terminal if you need to, to see the full output.
6  Planet Mule 1 / Bugs 1.2.4 / Re: Game window does not appear on: April 26, 2010, 01:22
Windows Vista 64 bit, Nvidea 8400 video card.
....
  INFO [Properties.<init>]                           OS: Windows Vista 6.0 x86
....
  INFO [Main.main]                                   lpSolve: 5.5 Release 0 Build 15

Looks like the same problem 64-bit Linux users have.

I don't use windows, but the solution is very likely the same thing or similar to what we had to do. Take a look in the Linux thread.
7  Planet Mule 1 / Bugs 1.2.4 / Re: UnsatisfiedLinkError - liblpsolve55j.so - Linux 64bit on: April 25, 2010, 23:17
hi,

Using Arch 64 here.

I installed the lpsolve package, and replaced /opt/mule/data/lib/liblpsolve55j.so with the 64 bit version, as you directed.

I skipped the part about creating a link, things seem to be working fine.

I use sudo. if you don't, then you probably already know how to translate to/from sudo and # directions. don't forget to do so.

So, the Arch 64 version of this:

0. Install planetmule via the AUR. http://aur.archlinux.org/packages.php?ID=33457
Code:
$ sudo yaourt -Sy planetmule

1. Run planetmule as root, to allow it to update on it's own.
Code:
$ sudo planetmule

2. Verify that it no longer works by trying to play it.

3. Download the lpsolve .zip.
Code:
$ wget http://downloads.sourceforge.net/project/lpsolve/lpsolve/5.5.0.15/lp_solve_5.5.0.15_java.zip

3. unzip it
Code:
$ unzip lp_solve_5.5.0.15_java.zip

4. back up the 32-bit liblpsolve55j.so
Code:
$ sudo mv /opt/mule/data/lib/liblpsolve55j.so /opt/mule/data/lib/liblpsolve55j.so-backup

5. replace that one with the version you just downloaded, the 64 bit one.
Code:
$ sudo cp ~/lp_solve_5.5_java/lib/ux64/liblpsolve55j.so /opt/mule/data/lib/liblpsolve55j.so

6. verify that planetmule now works.

if it doesn't, i suppose try installing the lpsolve package from the repos and creating a link as puzzud suggested. package name is "lpsolve", in the "extras" repo.
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