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AJ15

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Tiro

Tiro (1/14)

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  1. Thank you very much! I installed cmake via apt-get, & retried the step that gave the error, followed the remaining steps, and produced a working copy of 0.22 on my laptop It's in my download directory, not where the system would have installed it, so I have 2 copies of different versions now, but I've learned much from the process and I'm grateful for the experience. I'm not sure how to replace the older version with the one that I built, but until I need to reclaim the hard drive space, I won't sweat it, because by then, the official sources may have been updated I can now kind of help out if anyone else has trouble getting this version built from source on Debian Stretch, ''cause I'm living proof that a novice can actually do this
  2. I've repaired the damage I've caused to Synaptic, so it's back in action, but I can't find any more recent version in stretch-backports. Presumably, it's now available in testing, but I need to read up on how to enable a testing repository first, or I'll likely mess up Synaptic (again).
  3. I was trying to enable backports, and I've messed up my sources enough that Synaptic just starts with an error, then crashes, so until I fix that, I won't be able to use that tool to do things the easy way. I was trying to push forward in the build too, and got as far as this error message, although I don't know where cmake comes from, nor how I am supposed to go about getting it on this system: I'll eventually get there, but boy is this a lotta work to play a game!
  4. Mint isn't the problem - my wife's laptop is running Mint, I added that repository, and her's is now running 0.22 of the game with no issues. I have identical hardware (both are Lenovo G-51 laptops with RAM upgrades & SSDs), but mine is running Debian Stretch (9.4). I can't or at least so far, I haven't been able to add that repository to my Debian system and get it to work at all, so I only have access to 0.21 from the official Debian repositories. (I guess to more directly answer your question, no, those commands didn't work on Debian, or at least not on my Debian system)
  5. I'm in that group of folks who've gone to Debian Stretch (9.4), and now can't seem to get the most recent version of this game too. My wife's laptop is running the most recent version of Linux Mint (18.3), and I was able to add the direct repository to hers, so she's now able to run 0.22, but I'm stuck with 0.21 and don't think I can play with her on the network :-( until I can get mine updated or hers downgraded back to 0.21. I'm willing to try building it from source, but have little clue how to do such, and the links above, seem to point to a page that shows how to build a development environment to work on the game (which I'm not trying to do, and wouldn't know where to begin doing). Can someone point me to where I can start to figure out how to build this program/game into something that I can actually play on my computer? Probably need some baby steps or a big, clear map, as I'm not a programmer. Thanks! Edit: Apparently I did build the development workspace, but didn't understand how the following was to be applied by me: My laptop has an AMD APU, and the equivalent Graphics card of a Radeon R5 (no NVidia graphics on board), so I'm pretty unsure what I'm supposed to do with any of this, or what I do next?
  6. Thanks, it was just a thought I had as a suggestion. Not sure it is a preferred solution without trying it, but I'm willing to?. I've never tried 0AD under anything but Linux, and I've never even tried playing any games on OSX/Mac (But I'm pretty impressed with 0AD on Debian 8.x, though... I must infect my wife with this bug so we can try multi-player mode!) This is so beautiful on my Debian laptop, I don't know why I'd want to switch to a different platform to play it, though.
  7. I already know how to use the mini-map, but it is not a very convenient or elegant solution to the problem that I've created by trying to play this game on a system that has more than 1 monitor. With 2 monitors, in Windowed-mode, 3 of the monitor edges will behave differently than the adjoining edge going to the next screen. I'm not trying to complain about this game, nor am I looking for help to allow me to play it better, I've been playing the M$ versions of Age of ____ since they came out, and I've gotten accustomed to that interface. I've been very impressed with this game so far, because it was the first game in installed on my laptop running Debian 8.x, and it is awesome, but when I connect the 2nd monitor, things go wonky. Since one can't switch out of the game in full-screen mode, and it wants to take over BOTH screens, things don't look right or work as well, and when switching to Windowed-mode, the appearance is restored, but the controls become inconsistent. I was just suggesting that perhaps a happy medium might be to make the border wider, so one could more easily get the same interface functionality on all 4 sides of a window without needing high-speed surgical accuracy to hit the 1-pixel wide line exactly every time, often in a pinch...
  8. Is there any way to increase the thickness of the border area that triggers the camera movement? I'm finding it requires far too much precision to hit accurately when one is trying to locate some urgent issue (like an attack)
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