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authorDenis 'Gnutoo' Carikli <GNUtoo@no-log.org>2009-12-07 20:22:51 +0100
committerDenis 'Gnutoo' Carikli <GNUtoo@no-log.org>2009-12-07 20:44:19 +0100
commit579e0bbc025ae643b1761bbb62b8b333bb36d617 (patch)
treebbf026a9f1cec11328613adfe41eb2bec634bf2b /README
parent0d0a49c2b69de16fea2e00ecd9ad1a84318ecfab (diff)
wesnoth: add version 1.6.5
First thanks to: *hrw for telling me how to solve a complicated libpng3 RDEPENDS problem: libpng is,as pb_ explained,is renamed to libpng3 in a way that we can't predict...so the solution was to add libpng3 to RDEPENDS and bitbake would have renamed it automatically,and it did. thanks a lot! *Ivanovic in #wesnoth-dev for telling me that removing the cmake script that finds boost make it uses the one shipped with cmake and so it finds more recent versions of boost Tested on: *shr/merge with om-gta02 machine *boost 1.41.0(boost 1.40.0 didn't configure for me because of a bug that made it require MPI) *640x480 resolution(the campaign don't work in 480x640 because the dialog of the character that appear at the bottom of the screen trigger assertions that makes the program abort) The solution for it would be to re-use the wml and maybe also the source code of the port wesnoth to the iphone available here: http://wesnoth.repositoryhosting.com/trac/wesnoth_wesnoth/ the wml files in question are located here: /usr/share/wesnoth/data/themes/default.cfg they contain the screen layout definitions. This recipe compiles wesnoth with tiny GUI,that is better because we can go in lower resolutions,but the in the game,the forests appear as grass (that's because of the side effects of resizing a picture)
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