Sankara wrote:The_Wanderer wrote:Yes? No?
No: AlephOne is not dead. This forum sees activity, if sparse, and netgames are still hosted.
It looks pretty dead to me ( https://github.com/Aleph-One-Marathon/alephone ).

Sankara wrote:The_Wanderer wrote:Yes? No?
No: AlephOne is not dead. This forum sees activity, if sparse, and netgames are still hosted.
patrick wrote:What is to be done?Nikolai Chernyshevsky wrote:................................................................
................................................................
in 1863, no less
The_Wanderer wrote:A. I cannot code, unfortunately.
Wrkncacnter wrote:The_Wanderer wrote:A. I cannot code, unfortunately.
As long as I've been around, this has always been the problem. The people with the strongest opinions are never willing or able to change things themselves.
Wrkncacnter wrote:Also, it seems unlikely to me that any active alephone developers (if they exist at all) will respond to your message, as I don't think any of them have posted anything to the Pfhorums in over a year.
The_Wanderer wrote:I thought that public beta test hopper did got a decent amount of replies...
Wrkncacnter wrote:The_Wanderer wrote:I thought that public beta test hopper did got a decent amount of replies...
You mean the beta test from almost 2 years ago that never resulted in an actual release?
Wrkncacnter wrote:By the way, if you think the current state of AlephOne is buggy, you should check out what's in the latest master in git!
Wrkncacnter wrote:* The mouse scroll wheel scrolls the wrong direction in the UI
* Only about 5% of each sprite renders unless you're using OpenGL shader or using high def monster/item plugins. (I didn't try software)
* Secondary fire doesn't work the first time you use it.
treellama wrote:treellama wrote:Keep hoping for that brokered convention!
Wow, this didn't age well.
The_Wanderer wrote:They're attempting to deprecate everything but the Shader renderer. While even I think the Classic GL renderer should go, they don't need to be killing off the software renderer like that. Their given justification didn't even make sense.
Wrkncacnter wrote:The_Wanderer wrote:They're attempting to deprecate everything but the Shader renderer. While even I think the Classic GL renderer should go, they don't need to be killing off the software renderer like that. Their given justification didn't even make sense.
Can you please link to the discussion on this topic? My memory is failing me.
General Tacticus wrote:8-bit and "true color" were just two different modes for the software renderer to operate in. Some old macs couldn't process 16 or 32 bit color, so 8-bit was an option for those older machines.
TrajansRow wrote:Personally, I think the number of build environments required to test patches on the desktop is an obstacle. If someone were to volunteer to put together a few Parallels or VMware images with A1 in a build-ready state, that would be super useful.
TrajansRow wrote:Admittedly, my exposure to the engine is limited to the classic renderer on mobile, but I've found the latest code from February to be surprisingly stable. I've majorly abused the codebase, and have only encountered a few crashes in A1 (all of which were easy to fix).
Personally, I think the number of build environments required to test patches on the desktop is an obstacle. If someone were to volunteer to put together a few Parallels or VMware images with A1 in a build-ready state, that would be super useful.
The_Wanderer wrote:Elaborate. I tried the last beta, which was even more unstable than the older releases (which were already riddled with bugs). I recalled seeing a recent topic on a failed build with vanilla master. I assumed it was user error and never investigated. Do you mean to tell me the codebase as-is really no longer compiles?
ravenshining wrote:ShapesFusion, on the other hand, stubbornly refuses to compile
Users browsing this forum: No registered users