Search found 79 matches

by ahwayakchih
February 18th, 2004, 7:56 am
Forum: Developers’ Discussions
Topic: How to compile on BeOS
Replies: 16
Views: 12353

I could make binary package but: - Edge (the one who made Wesnoth 4.x build for BeOS, and has Wesnoth's account on BeBits) promised he'll make package for stable release, and i don't want to start yet another fight in BeOS community (which IMHO is now broken enough). - I'm waiting for SDL_net CVS to...
by ahwayakchih
February 17th, 2004, 11:22 pm
Forum: Developers’ Discussions
Topic: System requirements
Replies: 12
Views: 1913

Dave wrote: Could I ask for the version numbers people are using?
I'm using 0.6.99.3.
by ahwayakchih
February 17th, 2004, 11:14 pm
Forum: Developers’ Discussions
Topic: How to compile on BeOS
Replies: 16
Views: 12353

How to compile on BeOS

To compile Wesnoth on BeOS You'll need: - Installed GCC 3.4.x (get it from BeBits ), because "standard" B e OS 5 compiler is too old for Wesnoth (it can't handle few "advanced" C++ things, and generates much slower code). - Installed all required libraries (with header files - so they have to be "d...
by ahwayakchih
February 17th, 2004, 10:24 pm
Forum: Developers’ Discussions
Topic: System requirements
Replies: 12
Views: 1913

Same here

I know You don't support BeOS officially, but i have the same here. I started 200x200 map with 8 players (me & 7 AI - each against all others, so 8 teams) with relatively small number of villages. After 20 turns it was taking more than 200MB ram, and after 30 turns it was close to 300MB! One thing: ...