[gentoo-user] How can I unsubscribe?

2006-01-16 Thread Markus Döbele
What do I have to do to unsubscribe this mailinglist?
I tried everthing that the page tells me todo.
I sent en empty mail to:
[EMAIL PROTECTED]
[EMAIL PROTECTED]

Why do you not give even one example at the page how it should look like?

And why is there not a field where I can enter my mailadress and then simply
click "Subscribe" or "Unsubscribe" ?
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-10-01 Thread Markus Döbele
Hy Gentoo,

I just uploaded Version 1.4.0 of Lost Labyrinth.
This a very good release I think.

We got a lot of new Stuff. The Windows Programmer did a Windows Version of it, 
because the new Linux Version is getting better than the Original

I did a calculation and now I invested more than 413 hours in the development 
of this little game :-)))

Markus


Am Montag, 29. August 2005 22:54 schrieb Nick Rout:
> yes well when it is in portage the file will be updated into the portage
> tree automatically. in the meantime you have to download both the ebuild
> and the wrapper script, same as for any other new ebuild. Sorry if I
> didn't make this clear in the email with the new ebuild.
>
> I don't think its correct for an ebuild to create a script on the fly,
> ie embedded in the ebuild itself.
>
>
> FYI I have found a "games ebuild howto" which may lead me to change how
> the ebuild works before committing it to bugzilla and the terrible and
> swift swords of the devs...
>
> For example i stored the highscores.dat file (which needs to be writable)
> in /usr, whereas you shouldn't have programs writing to /usr, so it
> should go in /var somewhere.
>
>
> On Mon, 29 Aug 2005 12:47:02 -0700
>
> Greg Bengeult wrote:
> > Nick Rout wrote:
> > >did you have the laby wrapper script
> > >in /usr/local/portage/games-roguelike/laby/files  ??
> > >
> > >I posted the wrapper script with the first version of the ebuild.
> >
> > Nope, I didn't keep a copy of it at the time.  To be considered
> > complete, the ebuild should either include a copy of the wrapper or
> > should create it on the fly.  The user shouldn't have to do anything
> > more than "emerge laby".
> >
> > --
> > gentoo-user@gentoo.org mailing list
>
> --
> Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-09-11 Thread Markus Döbele
Hallo Nick,

looks good.

The next release 1.1.1 will only be a bug fix release.
So this (1.1.0) is a good version for a release I think!

Markus


> --- Ursprüngliche Nachricht ---
> Von: Nick Rout <[EMAIL PROTECTED]>
> An: gentoo-user@lists.gentoo.org
> Betreff: Re: [gentoo-user] ebuild for Lost Labyrinth
> Datum: Tue, 06 Sep 2005 13:59:18 +1200
> 
> 
> On Mon, 05 Sep 2005 23:16:29 +1200
> Nick Rout wrote:
> [snip]
> 
> 
> > Please report any errors in use of the ebuild. This time I really am
> > going to post it to bugs.gentoo.org, its just that Markus keeps
> > delivering new versions.
> > 
> > In particular please make sure highscores works, I am no games player
> > and can't get into the highscores table to check it works!
> 
> I have now crerated a bug which _should_ result in this making it to
> portage one day sometime.
> 
> http://bugs.gentoo.org/show_bug.cgi?id=104971
> 
> 
> *Please* report successes and failures with the ebuild on the above bug.
> > 
> > 
> -- 
> Nick Rout <[EMAIL PROTECTED]>
> 
> -- 
> gentoo-user@gentoo.org mailing list
> 
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-09-04 Thread Markus Döbele
Hy Nick,

I just uploaded Version 1.1.0 where I have rewritten the whole laby kernel.
Now everthing works a lot better.
All known bugs are fixed too!

Please do not use the old version 1.0.5, because I discovered a lot of nasty 
bugs in this version!
The new version is a good one!

Markus


Am Montag, 29. August 2005 22:54 schrieb Nick Rout:
> yes well when it is in portage the file will be updated into the portage
> tree automatically. in the meantime you have to download both the ebuild
> and the wrapper script, same as for any other new ebuild. Sorry if I
> didn't make this clear in the email with the new ebuild.
>
> I don't think its correct for an ebuild to create a script on the fly,
> ie embedded in the ebuild itself.
>
>
> FYI I have found a "games ebuild howto" which may lead me to change how
> the ebuild works before committing it to bugzilla and the terrible and
> swift swords of the devs...
>
> For example i stored the highscores.dat file (which needs to be writable)
> in /usr, whereas you shouldn't have programs writing to /usr, so it
> should go in /var somewhere.
>
>
> On Mon, 29 Aug 2005 12:47:02 -0700
>
> Greg Bengeult wrote:
> > Nick Rout wrote:
> > >did you have the laby wrapper script
> > >in /usr/local/portage/games-roguelike/laby/files  ??
> > >
> > >I posted the wrapper script with the first version of the ebuild.
> >
> > Nope, I didn't keep a copy of it at the time.  To be considered
> > complete, the ebuild should either include a copy of the wrapper or
> > should create it on the fly.  The user shouldn't have to do anything
> > more than "emerge laby".
> >
> > --
> > gentoo-user@gentoo.org mailing list
>
> --
> Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-09-01 Thread Markus Döbele
Hy Nick,

I uploaded a new version 1.0.4 yesterday.
Maybe it would be best if you monitor the page of this game on sourceforge.
Than I can easily send you a notice everytime I upload a new version.

I am working a lot for the game right now. And so there will be a lot of new 
versions in the near future.
And I don't want to post everytime to this newsgroup. This is for gentoo and 
not for laby, i think :-)


Am Montag, 29. August 2005 22:54 schrieb Nick Rout:
> yes well when it is in portage the file will be updated into the portage
> tree automatically. in the meantime you have to download both the ebuild
> and the wrapper script, same as for any other new ebuild. Sorry if I
> didn't make this clear in the email with the new ebuild.
>
> I don't think its correct for an ebuild to create a script on the fly,
> ie embedded in the ebuild itself.
>
>
> FYI I have found a "games ebuild howto" which may lead me to change how
> the ebuild works before committing it to bugzilla and the terrible and
> swift swords of the devs...
>
> For example i stored the highscores.dat file (which needs to be writable)
> in /usr, whereas you shouldn't have programs writing to /usr, so it
> should go in /var somewhere.
>
>
> On Mon, 29 Aug 2005 12:47:02 -0700
>
> Greg Bengeult wrote:
> > Nick Rout wrote:
> > >did you have the laby wrapper script
> > >in /usr/local/portage/games-roguelike/laby/files  ??
> > >
> > >I posted the wrapper script with the first version of the ebuild.
> >
> > Nope, I didn't keep a copy of it at the time.  To be considered
> > complete, the ebuild should either include a copy of the wrapper or
> > should create it on the fly.  The user shouldn't have to do anything
> > more than "emerge laby".
> >
> > --
> > gentoo-user@gentoo.org mailing list
>
> --
> Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-08-28 Thread Markus Döbele
Just uploaded laby_1.0.3 to the Sourceforge Site.
Would be nice if you update the ebuild.

We did a lot of bugfixing. Slowly the game is really playable :-)


Am Freitag, 26. August 2005 02:14 schrieb Nick Rout:
> On Fri, 26 Aug 2005 01:36:01 +0200
>
> Holly Bostick wrote:
> > Since we know Nick's ebuild works, from the testers, Nick, why don't you
> > just send him a copy?
>
> i have
>
> > It is GPL, isn't it ;) ?
>
> assuming you are referring to the ebuild then yes it is GPL (i hadn't
> really thought too much about it but as i started from
> /usr/portage/skel.ebuild it has a GPL notice in it.)
>
>
> --
> Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-08-25 Thread Markus Döbele
Give me a hint when its in the gentoo ebuilds Database, I will publish it in 
the news of our homepages then!


Am Freitag, 26. August 2005 02:14 schrieb Nick Rout:
> On Fri, 26 Aug 2005 01:36:01 +0200
>
> Holly Bostick wrote:
> > Since we know Nick's ebuild works, from the testers, Nick, why don't you
> > just send him a copy?
>
> i have
>
> > It is GPL, isn't it ;) ?
>
> assuming you are referring to the ebuild then yes it is GPL (i hadn't
> really thought too much about it but as i started from
> /usr/portage/skel.ebuild it has a GPL notice in it.)
>
>
> --
> Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-08-25 Thread Markus Döbele
All right. Now I understand what we are talking about :-)
I Will still have a look into the Documentation. 
You never can know too much :-)


Am Freitag, 26. August 2005 01:36 schrieb Holly Bostick:
> Markus Döbele schreef:
> > Okay. Understood!
> > I would like to have a look in how an ebuild is constructed.
>
> http://www.gentoo.org/doc/en/handbook/handbook-x86.xml?part=3&chap=6
>
> This is the English version; if you would prefer to read it in German:
>
> http://www.gentoo.org/doc/de/handbook/handbook-x86.xml?part=3&chap=6
>
> Unfortunately, this section of the developers handbook appears to be
> only available in English:
>
> http://www.gentoo.org/proj/en/devrel/handbook/handbook.xml?part=2&chap=1
>
> > I figured out how to create an rpm and now want to know how it looks like
> > for an ebuild.
>
> I think you perhaps misunderstand what an ebuild is. It's not an
> 'application', it's a text file (script, actually) that instructs the
> system how to compile the application in the most common case of
> installing from source tarballs. The vast majority of programs on a
> Gentoo system are compiled from source, such compilation being
> customized for the individual system via the use of USE flags, which the
> user specifies at the time of compilation. The USE flags, generally
> speaking, conform to ./configure options that you might be more familar
> with, and the ebuild is basically a mediator between the human
> understanding of USE flags such as +gnome or -kde and the compiler's
> understanding of --enable-gnome-support and --without-kde.
>
> In the case of the relatively few binary applications that can be
> installed via Portage, the ebuild mostly contains extraction
> instructions (since a binary isn't going to be compiled, but just copied
> to the appropriate place in the filetree so that the user knows where
> it's likely to be), and sometimes whatever 'einfo' messages the user
> might want to see/know (special notes about configuring or running the
> installed program.
>
> But you've already done all the work needed, insofar as you've got a
> working binary. So you don't have to 'create' anything else other than a
> way for Gentoo users to connect to the binary with our automated package
> manager, Portage-- which is what the whole issue over moving the files
> to Sourceforge is about.
>
> Since we know Nick's ebuild works, from the testers, Nick, why don't you
> just send him a copy?
>
> It is GPL, isn't it ;) ?
>
> Holly

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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-08-25 Thread Markus Döbele
Okay, I had a look at the ebuild.
Its a very clean thing I think :-)
Like it!

Its perfectly okay with me to keep to the standards of the distributions. i 
tried to to the same thing for suse/mandrake/redhat.

I create the desktop file on the fly, because they told me when its in the 
spec it gets into the rpm database and therefore can be removed cleanly.


Am Freitag, 26. August 2005 00:29 schrieb Nick Rout:
> On Thu, 25 Aug 2005 21:53:43 +0200
>
> Markus Döbele wrote:
> > Can't the rest be automated too?
> > I mean creating the directories
> > and to check first if portage is installed?
>
> portage is already installed, or its not gentoo!
>
> > Would be easier for the users.
> >
> > Then a link should be created in PATH thet you can type laby everywhere.
>
> Alec Shaner has answered most of your questions, but please as far as
> PATH is concerned, my wrapper script is in /usr/games/bin, which is in
> your path if you are in the games group. This is standard gentoo. Thats
> why I put it there.
>
> I am not about to screw around with the gentoo-developers thoughts on
> what should be in $PATH, especially when it is un-needed.
>
> > Thats what I do in my rpm:
> >
> > mkdir -p /usr/games/laby
> > cp -r ./* /usr/games/laby
> > (Here I don't know where the source files are in an ebuild...)
> >
> > cat << EOF > /usr/games/laby/laby
> > #!/bin/sh
> > cd /usr/games/laby
> > ./purebasic.exe
> > EOF
> >
> > (The actual compiled game is named purebasic.exe in the rpm version. And
> > a new executable "laby" is created)
> >
> > chmod 755 /usr/games/laby/laby
> > chmod 666 /usr/games/laby/highscores.dat
> >
> > cat << EOF > /usr/share/applications/laby.desktop
> > [Desktop Entry]
> > Encoding=UTF-8
> > Name=LostLabyrinth
> > GenericName=LostLabyrinth
> > GenericName[de]=LostLabyrinth
> > Comment=Laby Rulez!
> > Exec=/usr/games/laby/laby
> > Icon=/usr/games/laby/laby.xpm
> > Type=Application
> > Categories=Application;Game;RolePlaying;
> > EOF
>
> Ahh yes I didn't do the desktop thing. If it is raining this weekend I
> will include the desktop file.
>
> Query: why isn't the desktop file distributed with the tarball/rpm? why
> create it "on the fly".
>
> > (This creates a link on the Desktop for Gnome and KDE Users)
> >
> > Only want to help!
>
> --
> Nick Rout <[EMAIL PROTECTED]>

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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-08-25 Thread Markus Döbele
Okay. Understood!
I would like to have a look in how an ebuild is constructed.
I figured out how to create an rpm and now want to know how it looks like for 
an ebuild.
I didn't receive the actual Mail of Nick. 
Can you send it to me again? Or can I download it from the gentoo project 
homepage?

Am Donnerstag, 25. August 2005 22:50 schrieb Alec Shaner:
> Markus Döbele wrote:
> > Can't the rest be automated too?
> > I mean creating the directories
> > and to check first if portage is installed?
> > Would be easier for the users.
> >
> > Then a link should be created in PATH thet you can type laby everywhere.
>
> Once the ebuild is officially in the portage tree, it is all automated,
> i.e., to install and run your program would be as simple as this:
>
> # emerge laby
> # laby
>
> All the steps that I followed from Nick Rout were part of using/testing
> an unofficial ebuild. Not having portage installed is akin to not having
> rpm installed on RedHat.

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Re: [gentoo-user] ebuild for Lost Labyrinth

2005-08-25 Thread Markus Döbele
Can't the rest be automated too?
I mean creating the directories
and to check first if portage is installed?
Would be easier for the users.

Then a link should be created in PATH thet you can type laby everywhere.

Thats what I do in my rpm:

mkdir -p /usr/games/laby
cp -r ./* /usr/games/laby
(Here I don't know where the source files are in an ebuild...)

cat << EOF > /usr/games/laby/laby
#!/bin/sh
cd /usr/games/laby
./purebasic.exe
EOF

(The actual compiled game is named purebasic.exe in the rpm version. And a new 
executable "laby" is created)

chmod 755 /usr/games/laby/laby
chmod 666 /usr/games/laby/highscores.dat

cat << EOF > /usr/share/applications/laby.desktop
[Desktop Entry]
Encoding=UTF-8
Name=LostLabyrinth
GenericName=LostLabyrinth
GenericName[de]=LostLabyrinth
Comment=Laby Rulez!
Exec=/usr/games/laby/laby
Icon=/usr/games/laby/laby.xpm
Type=Application
Categories=Application;Game;RolePlaying;
EOF

(This creates a link on the Desktop for Gnome and KDE Users)

Only want to help!


Am Donnerstag, 25. August 2005 16:05 schrieb Alec Shaner:
> Nick Rout wrote:
> > I know I should upload this to bugs.gentoo.org, but as we are in the
> > middle of a thread i thought I'd load it here for anyone interested to
> > try (and to criticise)
> >
> > Please be gentle with me, this is my first ebuild.
> >
> > The ebuild is attached, as is the small startup script. The way it works
> > and installs is detailed below (although the version is now 1.0.2 rather
> > than 1.0.0)
> >
> > You need to have portage overlay enabled, and assuming your overlay is
> > in /usr/local/portage, you need to make the following directories:
> >
> > /usr/local/portage/games-roguelike/laby/
> > and
> > /usr/local/portage/games-roguelike/laby/files
> >
> > the ebuild file goes in the former, the file laby goes in the latter.
> >
> > You will need to:
> >
> > ebuild /usr/local/portage/games-roguelike/laby/laby-1.0.2.ebuild digest
> >
> > and then add laby your list of unstable builds:
> >
> > echo "games-roguelike/laby  ~x86" >> /etc/portage/package.keywords
> >
> > It _should_ then emerge fine.
> >
> > As long as you are in the games group you should be able to just run
> >
> > laby
>
> Nick,
>
> I just followed your instructions and everything worked without errors.
>   So far so good.
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Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
Okay, I just uploaded the new release to sourceforge.
Its version 1.0.2

As always 3 files: binaries as tar.gz, rpm and source as tar.gz.

Don't forget to make the highscores.dat writable for the user.

And yes, I have to rewrite the waffen (weapons) and zauber (spells) readme's 
to english.
Will do this soon!


Am Mittwoch, 24. August 2005 13:41 schrieb Nick Rout:
> Right Markus I have written an ebuild that installs the package and it
> works, although I am not sure if its how a pro would have done it.
>
> It downloads the compiled version 1.0.0 from sourceforge (can't test it
> on 1.0.1 or 1.0.2 until you put them on sourceforge.) Once you have done
> that, and I have tested it, I'll make it available for others to test.
>
> Basically it downloads the compiled tarball and installs the executable
> (laby) and the support files (sounds.pak, highscores.dat, graphics.pak)
> to /usr/lib/laby/ It puts a script into /usr/games/bin. The script
> simple cd's to /usr/lib/laby and them executes laby. (It seems to need
> to be executed from the same directory the support files are in, makes
> sense really)
>
> Comments on my chosen file locations would be appreciated. They are easy
> enough to change.
>
> It also installs the readme.txt to /usr/share/doc/laby-1.0.0 (this is a
> gentoo standard location for documentation). If people think I should it
> can also put readme_waffen.txt and readme_zauber.txt into the same
> place, but as I don't know german i am unsure if they are really
> helpful, or just take up space :-)
>
> On Wed, 2005-08-24 at 20:49 +1200, Nick Rout wrote:
> > Markus, you just keep working on the program and make sure you upload it
> > to sourceforge, I'll do the ebuilds :-)
> >
> > On Wed, 2005-08-24 at 10:06 +0200, Markus Döbele wrote:
> > > Okay, but this means to me that it makes no real difference if I upload
> > > it to 2 destinations all the time.
> > > I am living in Argentina and my internet connection here is very slow
> > > :-(
> > >
> > > When we have to write a special file (ebuild) anyway so I would suggest
> > > to rename the funny name the server is giving us.
> > > We just have to insert a variable which contains the actual version.
> > >
> > > Saves me a lot of time.
> > > And I want to concentrate my efforts on making laby better and not
> > > other stuff.
> > >
> > > There is still a lot to to. And I want to beat the Windows version as
> > > soon as possible!
> >
> > --
> > Nick Rout <[EMAIL PROTECTED]>
>
> --
> Nick Rout <[EMAIL PROTECTED]>

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Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
Sometimes even programming should be allowed to be a bit of fun :-)
And the users profit of it too, because my programs there never hangs 
themselves up!

In the C Version we could always game as far as somebody found the bug. The 
mightiest monster in the Labyrinth :-))


Am Mittwoch, 24. August 2005 21:11 schrieb Uwe Thiem:
> On 24 August 2005 18:34, A. Khattri wrote:
> > On Wed, 24 Aug 2005, Markus [utf-8] Döbele wrote:
> > > The code I think is not the problem. But I think it is still a lot of
> > > work. By the way I don't like C too much (we had a C Version once and
> > > only encountered problems all the time :-( Buffer overflows and all
> > > this nice stuff is a big problem of this language!)
> >
> > You mean it requires understanding pointers and attention to detail?
> >
> > Yes it does.
> >
> > An assembly programmer should find C easy (well I did anyway).
> >
> > > I started as a Assembler Programmer on the Atari ST (68000 Rulez!!!)
> >
> > I started on the 6502, then 68000 then 8086...
>
> Donning my asbestos suit. Cannot resist the flamebait any more. I did
> assembler for 6502, Z80, 8085,... I am talking about real-world, commercial
> software with several MB of assembler source. Like software for driverless
> vehicles buzzing around in real plants among real workers.
>
> That said, once man made fire by twisting a little twig between hands while
> pressing it to some other wood. I prefer matches or a lighter. Even when in
> the bush, I prefer some fire starters I can buy. Man (actually Woman in
> most cases) once carried water in calabashes on their heads for miles on
> end. I prefer pumps and pipes and taps. Programmers once punched their code
> and their data into punchcards, handed them in to the data centre and hoped
> all would go well. I prefer editors, IDEs, compilers and linkers. ;-)
>
> Folks, we have got computing power on our desks that equals that of a
> medium sized data centre 10 years ago. Of course, I want the bloody
> computer and its tools to do all the sidetracking little tasks and
> concentrate myself on algorithms and data structures and user interfaces.
>
> If I could find enough buddies and peers I would do most of my stuff in
> languages like smalltalk that take care of freeing memory, collecting
> garbage and such. Again: That said, I still use C/C++ for most of my stuff.
>
> In short: Don't scuff someone who tries to avoid the pitfalls of C/C++ by
> using a language that does all those little things for them. Sure, I
> wouldn't use any dialect of basic but that is another issue.
>
> Uwe
> (hiding behind his desk)
>
> --
> 95% of all programmers rate themselves among the top 5% of all software
> developers. - Linus Torvalds
>
> http://www.uwix.iway.na (last updated: 20.06.2004)

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Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
You should have a look at purebasic. Inline Assembler is possible here 
too! :-)

You are right C is a lot easier than Assembler.
But Purebasic is a lot easier that C too :-)


Am Mittwoch, 24. August 2005 19:34 schrieb A. Khattri:
> On Wed, 24 Aug 2005, Markus [utf-8] Döbele wrote:
> > The code I think is not the problem. But I think it is still a lot of
> > work. By the way I don't like C too much (we had a C Version once and
> > only encountered problems all the time :-( Buffer overflows and all this
> > nice stuff is a big problem of this language!)
>
> You mean it requires understanding pointers and attention to detail?
>
> Yes it does.
>
> An assembly programmer should find C easy (well I did anyway).
>
> > I started as a Assembler Programmer on the Atari ST (68000 Rulez!!!)
>
> I started on the 6502, then 68000 then 8086...
>
> > But all this is too much effort. Purebasic has a very syntax and for a
> > basic dialect a very good performance.
>
> Shame BBC Basic isn't around anymore - it allowed you to mix assembler and
> BASIC (and that basic at the time was one of the few that allowed
> recursion ;-)
>
>
> --

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Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
I would say writing a game with a scripting language is not possible.
Or is there any?  Are our machines today powerful enough for that? 

Java totally sucks! The licence of sun is horrible! And its awfully slow.

So I am running short in options...


Am Mittwoch, 24. August 2005 14:22 schrieb Matan Peled:
> Markus Döbele wrote:
> > The code I think is not the problem. But I think it is still a lot of
> > work. By the way I don't like C too much (we had a C Version once and
> > only encountered problems all the time :-( Buffer overflows and all this
> > nice stuff is a big problem of this language!)
> >
> > Maybe a C Fan is reading this and likes to do it.
> >
> > I started as a Assembler Programmer on the Atari ST (68000 Rulez!!!)
> > But all this is too much effort. Purebasic has a very syntax and for a
> > basic dialect a very good performance.
>
> Well, the code IS the problem. As you see, Nick Rout has already made an
> ebuild, but the code is a real problem.
>
> Lets deal with the most obvious problem with not being able to compile your
> sourcecode - Archs different than x86. PureBasic seems to be able to
> compile for Windows, AmigaOS, and Linux/x86. What about Linux/PPC (Linux on
> Apple) users? Theres quite a few of them. They can't run your game without
> an emulator...
>
> Yes, is pretty low-level, and you have to take care of your own memory...
> But coming from an assembler you should be used to this, right?
>
> Anyway, I can perfectly understand your aversion from C...
>
> The "best" languages to write a cross-platform application with are (I'm
> probably going to get flamed missing some, but anyway) C, C++, Java,
> Python, and Perl.
>
> Ruling out C (you don't like it), C++ (Too much like C, and we don't need
> OO anyway), Java (Too bloody slow), we are left with the interpreted
> languages, Python and Perl.
>
> I would suggest Python, as it has a very nice syntax and is quite easy to
> pick up. Its slower than asm/c, but it may be faster than you expect.
>
> Overall, I suggest using C and SDL, coupled with a good debugger (gdb is
> good, and I hear valgrind is bloody awesome for memory related issues), but
> if you decide you don't want it, Python is good too.
>
> Binary packages are fine, but generally considered to be evil.
>
> --
> [Name  ]   ::  [Matan I. Peled]
> [Location  ]   ::  [Israel]
> [Public Key]   ::  [0xD6F42CA5]
> [Keyserver ]   ::  [keyserver.kjsl.com]
> encrypted/signed  plain text  preferred

-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
It generates Assembler code.
When you use the -c parameter you can have a look at the generated code.
You always need fasm to compile your program.


Am Mittwoch, 24. August 2005 11:30 schrieb Frank Schafer:
> further questions / info.
>
> Seems PureBasic is a direct dependency for all programs "compiled" with
> it. They will probably use the shared library which comes with
> PureBasic.
>
> I wonder ...
> There is a static library amongst the PureBasic binary too. Maybe
> PureBasic "compiles" the way VisualBasic up to version 5 did. Making a
> data block from the source leaving the source itself intact, linking a
> library with a small starting code (the interpreter) letting the
> executable interpreting the data block inside itself.
>
> ... that would stand for real speed ... interpreting ...
>
>
> Further 0,02$
> Frank
>
> On Wed, 2005-08-24 at 10:25 +0200, Frank Schafer wrote:
> > right, and that means we have to study PB's syntax ... what I'm doing
> > just now if I have some time.
> >
> > PB itself is probably written in C. A compiler with less than 140kB IMHO
> > isn't written in C++.
> >
> > BTW: Have a look at ``strings pbcompiler | more''!
> > It's VEERY interesting. Seems pbcompiler simply maps BASIC
> > instructions to assembler mnemonics.
> >
> > :-)))
> >
> > On Wed, 2005-08-24 at 11:09 +0300, Matan Peled wrote:
> > > -BEGIN PGP SIGNED MESSAGE-
> > > Hash: SHA1
> > >
> > > Frank Schafer wrote:
> > > > I think SDL has an API, don't you think too?
> > > > ;)
> > >
> > > Well, of course. But it wasn't used before, rather PureBasic's one was
> > > used.
> > >
> > > Now we need to use that API (Thats what I meant by "Talking to SDL"...)
> > >
> > > - --
> > > [Name  ]   ::  [Matan I. Peled]
> > > [Location  ]   ::  [Israel]
> > > [Public Key]   ::  [0xD6F42CA5]
> > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > encrypted/signed  plain text  preferred
> > >
> > > -BEGIN PGP SIGNATURE-
> > > Version: GnuPG v1.4.1 (GNU/Linux)
> > >
> > > iD8DBQFDDCsnA7Qvptb0LKURAkzEAJ9DFzs6ooCwL9XcC7pUWS9BIDOEpgCdGtVN
> > > RWUAxhkhZxxjm4/clhz0eM4=
> > > =hpyQ
> > > -END PGP SIGNATURE-
-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
Yes purebasic is generating assembler code out of its commands.
Anders Anderson did the assembler stuff.

And he did a quite good job I think :-)


Am Mittwoch, 24. August 2005 10:25 schrieb Frank Schafer:
> right, and that means we have to study PB's syntax ... what I'm doing
> just now if I have some time.
>
> PB itself is probably written in C. A compiler with less than 140kB IMHO
> isn't written in C++.
>
> BTW: Have a look at ``strings pbcompiler | more''!
> It's VEERY interesting. Seems pbcompiler simply maps BASIC
> instructions to assembler mnemonics.
>
> :-)))
>
> On Wed, 2005-08-24 at 11:09 +0300, Matan Peled wrote:
> > -BEGIN PGP SIGNED MESSAGE-
> > Hash: SHA1
> >
> > Frank Schafer wrote:
> > > I think SDL has an API, don't you think too?
> > > ;)
> >
> > Well, of course. But it wasn't used before, rather PureBasic's one was
> > used.
> >
> > Now we need to use that API (Thats what I meant by "Talking to SDL"...)
> >
> > - --
> > [Name  ]   ::  [Matan I. Peled]
> > [Location  ]   ::  [Israel]
> > [Public Key]   ::  [0xD6F42CA5]
> > [Keyserver ]   ::  [keyserver.kjsl.com]
> > encrypted/signed  plain text  preferred
> >
> > -BEGIN PGP SIGNATURE-
> > Version: GnuPG v1.4.1 (GNU/Linux)
> >
> > iD8DBQFDDCsnA7Qvptb0LKURAkzEAJ9DFzs6ooCwL9XcC7pUWS9BIDOEpgCdGtVN
> > RWUAxhkhZxxjm4/clhz0eM4=
> > =hpyQ
> > -END PGP SIGNATURE-
-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
Agreed C IS faster.
But no fun at all. 

Am Mittwoch, 24. August 2005 09:13 schrieb Matan Peled:
> Frank Schafer wrote:
> > Hmmm, a game IS an application (for gaming purposes) ;-))
> >
> > Fast scrolling and all of this stuff isn't made by PB but by library
> > routines (SDL on Linux). So every (I mean EVERY) language should handle
> > this if the system does it handle.
> >
> > By the way, we definitely can change the programming language by simple
> > syntax conversion if the original code is proper organized (I did this
> > more than once). A complete rewrite isn't such a big task too.
> > Programming means to describe the whole logic of an application (games
> > too ;). Use structograms, flow charts, petri nets ... as you like.
> > Translating this into a programming Language (C, C++, Pascal, BASIC,
> > Forth, Prolog ...) is pure coding.
> >
> > I remember the time we touched the hardware itself if we did need speed
> > (DOS, was it GEM on the Amiga?, the legendary Spectrum, C64 ...) but I'm
> > skeptic if modern OS will still allow this.
> >
> > 0.02$
> > Frank
>
> And C is EXTREMELY fast. I mean, I'm having real trouble believing that
> BASIC can be faster than C...
>
> Anyway, simple syntax change is not all that needed. You also need to talk
> to SDL - something I think PureBasic handled previously.
>
> --
> [Name  ]   ::  [Matan I. Peled]
> [Location  ]   ::  [Israel]
> [Public Key]   ::  [0xD6F42CA5]
> [Keyserver ]   ::  [keyserver.kjsl.com]
> encrypted/signed  plain text  preferred
-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
The code I think is not the problem. But I think it is still a lot of work.
By the way I don't like C too much (we had a C Version once and only 
encountered problems all the time :-( Buffer overflows and all this nice 
stuff is a big problem of this language!)

Maybe a C Fan is reading this and likes to do it. 

I started as a Assembler Programmer on the Atari ST (68000 Rulez!!!)
But all this is too much effort. Purebasic has a very syntax and for a basic 
dialect a very good performance.


Am Mittwoch, 24. August 2005 08:39 schrieb Frank Schafer:
> Hmmm, a game IS an application (for gaming purposes) ;-))
>
> Fast scrolling and all of this stuff isn't made by PB but by library
> routines (SDL on Linux). So every (I mean EVERY) language should handle
> this if the system does it handle.
>
> By the way, we definitely can change the programming language by simple
> syntax conversion if the original code is proper organized (I did this
> more than once). A complete rewrite isn't such a big task too.
> Programming means to describe the whole logic of an application (games
> too ;). Use structograms, flow charts, petri nets ... as you like.
> Translating this into a programming Language (C, C++, Pascal, BASIC,
> Forth, Prolog ...) is pure coding.
>
> I remember the time we touched the hardware itself if we did need speed
> (DOS, was it GEM on the Amiga?, the legendary Spectrum, C64 ...) but I'm
> skeptic if modern OS will still allow this.
>
> 0.02$
> Frank
>
> On Tue, 2005-08-23 at 21:31 +0200, Markus Döbele wrote:
> > But this is a game and not an aplication.
> > I need fast scrolling and all this stuff. I don't think this languages
> > can handle that.
> >
> > Am Dienstag, 23. August 2005 09:57 schrieb Heinz Sporn:
> > > Am Dienstag, den 23.08.2005, 09:06 +0200 schrieb Markus Döbele:
> > > > Purebasic is very fast. The generated assembler code kicks ass.
> > > > And I can compile it for Linux, Mac OS and Windows.
> > > >
> > > > If I find a Open Source Basic Compiler that can do the task. I
> > > > consider rewriting it again.
> > >
> > > Did you ever look at Gambas? http://gambas.sourceforge.net/ At the
> > > moment it's dedicated to X environments with both QT and GTK support
> > > but I wouldn't be suprised if they will support Windoze in the future.
> > > The IDE itself is very nice and the compiler generates smooth code.
> > > It's in Portage BTW. And last but not least they have a very nice
> > > community.
> > >
> > > Another option might be RealBasic http://www.realbasic.com/ . The
> > > Current RealBasic version 2005 is commercial, but the older standard
> > > version 5.5 for Windows is free. It's a little strange but with that
> > > you are able to produce native Linux binaries for a QT environment.
> > >
> > > > We are programming this game since 12 years :-)
> > > > The first Version we programmed on the Atari ST!  :-))
> > > > There the language was calles STOS.
> > > >
> > > > Am Dienstag, 23. August 2005 08:33 schrieb Frank Schafer:
> > > > > Hi Markus,
> > > > >
> > > > > have you ever wondered about the possibility to rewrite your game
> > > > > to another programming language. There's a lot of possibilities
> > > > > (even for FSF game engines).
> > > > >
> > > > > Just a thought
> > > > > Frank
> > > > >
> > > > > On Mon, 2005-08-22 at 23:42 +0200, Markus Döbele wrote:
> > > > > > So we have to treat Lost Labyrinth as closed source.
> > > > > > Because the source code of this game is only useful to other
> > > > > > purebasic programmers. And people that got the compiler. I
> > > > > > understand. Can't change that.
> > > > > >
> > > > > > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > > > > > Markus Döbele wrote:
> > > > > > > > I created a tar.gz Version of this game too.
> > > > > > > > I'm sorry that its not possible to compile it with the demo
> > > > > > > > version of the compiler.
> > > > > > > >
> > > > > > > > What are gentoo users doing with other binary packages?
> > > > > > > > Like Acrobat Reader?
> > > > > > > >
> > > > > > > > Is this a big problem for this system?
> > > > > > >
&g

Re: [gentoo-user] Lost Labyrinth

2005-08-24 Thread Markus Döbele
Okay, but this means to me that it makes no real difference if I upload it to 
2 destinations all the time.
I am living in Argentina and my internet connection here is very slow :-(

When we have to write a special file (ebuild) anyway so I would suggest to 
rename the funny name the server is giving us.
We just have to insert a variable which contains the actual version.

Saves me a lot of time.
And I want to concentrate my efforts on making laby better and not other 
stuff.

There is still a lot to to. And I want to beat the Windows version as soon as 
possible!


Am Mittwoch, 24. August 2005 03:58 schrieb Nick Rout:
> On Tue, 23 Aug 2005 23:48:45 +0200
>
> Markus Döbele wrote:
> > Okay, then lets use sourceforge.
> > I will release a new version tonight!  Will be 1.0.2.
> >
> > (Integrated 10 new magical items, The special levels look really nice now
> > and I included a new one: underground forest. The dragon room is new. And
> > we got a room for trainers now :-)  )
> >
> > How do we handle it with sourceforge that we always get the newest
> > version? Do I have to edit the same release all the time. Or is there a
> > mechanism that gets the neweset file automatically?
>
> The versioning is handled like this:
>
> each ebuild has a name and version in it. I would call the current laby
> ebuild laby-1.0.1.ebuild and it would include a line like:
>
> SRC_URI="mirror://sourceforge/synce/${P}.tar.gz"
>
> ${P} includes the version number automatically.
>
> When a new version is released someone needs to write a new ebuild, but
> as all versioning is handled automatically, this is usually just a
> matter of copying the previous one and renaming it to e.g.
> laby-1.0.2.ebuild.
>
> portage picks up the new version number from the filename and adjusts
> the download URL by virtue of the ${P} variable.
>
> It does rely on you keeping the filenaming consistent and not suddenly
> changing from laby-1.0.1.tar.gz to lostlabyrinth-1.0.2.tgz.
>
> For more info see
>
> http://www.gentoo.org/proj/en/devrel/handbook/handbook.xml?part=2&chap=1
>
>
> --
> Nick Rout <[EMAIL PROTECTED]>

-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
Okay, then lets use sourceforge.
I will release a new version tonight!  Will be 1.0.2.

(Integrated 10 new magical items, The special levels look really nice now and 
I included a new one: underground forest. The dragon room is new. And we got 
a room for trainers now :-)  )

How do we handle it with sourceforge that we always get the newest version?
Do I have to edit the same release all the time. Or is there a mechanism that 
gets the neweset file automatically?


Am Dienstag, 23. August 2005 22:27 schrieb Nick Rout:
> On Tue, 2005-08-23 at 22:02 +0200, Markus Döbele wrote:
> > I got a response of the other programmer.
> > He told me that we got a cms on this server, which also provides the
> > files.
> >
> > Is also sends a http header:
> >
> > Content-disposition: filename=$filename
> > Content-type: $mimetype
> > Content-length: $filesize
> > Pragma: no-cache
> > Expires: 0
>
> I am told that wget does not parse headers.
>
> > We also got a sourceforge site.
> > Maybe this is helping?
> > http://sourceforge.net/projects/lostlaby
>
> That would be good if it had the latest version. It doesn't.
>
> there are facilities built into portage to download from sourceforge
> mirrors, but I cannot use it if you don't actually release there)
>
> > Am Dienstag, 23. August 2005 02:05 schrieb Nick Rout:
> > > I am trying to make an ebuild.
> > >
> > > when i download the compiled tarball with wget using this url:
> > >
> > > http://laby.toybox.de/download15/laby_1.0.1.tar.gz
> > >
> > > I get a file called download2.php\?fileid\=15 which i then have to
> > > rename to laby_1.0.1.tar.gz
> > >
> > > This is not a good start.
> > >
> > > So whats up with your web server, or is there a better url i could use
> > > for automated downloading?
> > >
> > >
> > >
> > > --
> > > Nick Rout <[EMAIL PROTECTED]>
>
> --
> Nick Rout <[EMAIL PROTECTED]>

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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
I got a response of the other programmer.
He told me that we got a cms on this server, which also provides the files.

Is also sends a http header:

Content-disposition: filename=$filename
Content-type: $mimetype
Content-length: $filesize
Pragma: no-cache
Expires: 0

We also got a sourceforge site.
Maybe this is helping?
http://sourceforge.net/projects/lostlaby



Am Dienstag, 23. August 2005 02:05 schrieb Nick Rout:
> I am trying to make an ebuild.
>
> when i download the compiled tarball with wget using this url:
>
> http://laby.toybox.de/download15/laby_1.0.1.tar.gz
>
> I get a file called download2.php\?fileid\=15 which i then have to
> rename to laby_1.0.1.tar.gz
>
> This is not a good start.
>
> So whats up with your web server, or is there a better url i could use
> for automated downloading?
>
>
> On Mon, 22 Aug 2005 23:42:19 +0200
>
> Markus Döbele wrote:
> > So we have to treat Lost Labyrinth as closed source.
> > Because the source code of this game is only useful to other purebasic
> > programmers. And people that got the compiler. I understand.
> > Can't change that.
> >
> > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > Markus Döbele wrote:
> > > > I created a tar.gz Version of this game too.
> > > > I'm sorry that its not possible to compile it with the demo version
> > > > of the compiler.
> > > >
> > > > What are gentoo users doing with other binary packages?
> > > > Like Acrobat Reader?
> > > >
> > > > Is this a big problem for this system?
> > >
> > > No, Portage can handle binary apps just fine. We have Java, Unreal
> > > Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All kinds of
> > > binary-only apps.
> > >
> > > But all of them are closed-source (Except for the -bin version of some
> > > rather big packages, manly to save people the compile time...).
> > >
> > > It feels kinda wrong to install a binary package of a (small)
> > > open-source app on a source-based system...
> > >
> > > Its also weird having an opensource app that you can only compile using
> > > a non-free (as in beer) compiler...
> > >
> > > --
> > > [Name  ]   ::  [Matan I. Peled]
> > > [Location  ]   ::  [Israel]
> > > [Public Key]   ::  [0xD6F42CA5]
> > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > encrypted/signed  plain text  preferred
> >
> > --
> > gentoo-user@gentoo.org mailing list
>
> --
> Nick Rout <[EMAIL PROTECTED]>

-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
You are absolutely right.
We got a multidimesional record for the players. Which is called spieler in 
german.

I will step by step translate everything to english if anybody here likes to 
participate in delepment.

Gentoo users seem to be different. Our Windows gamers all never wanted to 
participate in coding, so there has not been a need to rewrite all comments 
and variable names to english.

But I can do that.

Will take a while. But if this is helping I will do that.


Am Dienstag, 23. August 2005 16:47 schrieb Holly Bostick:
> Frank Schafer schreef:
> > The only thing I don't understand after 5 minutes looking at the code;
> >
> > what means:
> >
> > spieler(i) \Status = 1
>
> I don't know anything about code, but I looked at this and immediately saw
>
> spieler = Player
>
> in German.
>
> Maybe that helps you understand what it's doing.
>
> Holly
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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
Believe me its not like you can change a program with a few search and 
replaces to a new language.
Trust me. I am a programmer since 16 years.


Am Dienstag, 23. August 2005 10:04 schrieb Frank Schafer:
> . :-D
>
> ...
>
> that makes 5 (in words FIVE) lines of code a day.
>
> ;-)))
>
> Markus, please don't get me wrong. I know that most of the work is to
> work out the game logic.
>
> Rewriting will be pure coding.
>
> I did (inside the unpacked source tree):
>
> ``cat * | grep -v ^';' | wc -l''
>
> You see, this is still counting empty lines.
>
> Otherwise I had a short look at the language as is. It is a very simple
> semantics.
> The only thing I don't understand after 5 minutes looking at the code;
>
> what means:
>
> spieler(i) \Status = 1
>
> for instance. Is "spieler" an array of structs and Status dereferences a
> member variable of this struct?
>
> Again otherwise the rewrite could be automated using awk or Perl.
>
> Your work seems to be well structured. Congratulations.
>
> Regards
> Frank
>
> On Tue, 2005-08-23 at 09:43 +0200, Frank Schafer wrote:
> > Wow, 1MB sourcecode within 12 years! ;-)
> >
> > It should be rewriteable to ... say ... C within a few months.
> >
> > (I prefer C rather than C++)
> >
> > On Tue, 2005-08-23 at 09:06 +0200, Markus Döbele wrote:
> > > Purebasic is very fast. The generated assembler code kicks ass.
> > > And I can compile it for Linux, Mac OS and Windows.
> > >
> > > If I find a Open Source Basic Compiler that can do the task. I consider
> > > rewriting it again.
> > >
> > > We are programming this game since 12 years :-)
> > > The first Version we programmed on the Atari ST!  :-))
> > > There the language was calles STOS.
> > >
> > > Am Dienstag, 23. August 2005 08:33 schrieb Frank Schafer:
> > > > Hi Markus,
> > > >
> > > > have you ever wondered about the possibility to rewrite your game to
> > > > another programming language. There's a lot of possibilities (even
> > > > for FSF game engines).
> > > >
> > > > Just a thought
> > > > Frank
> > > >
> > > > On Mon, 2005-08-22 at 23:42 +0200, Markus Döbele wrote:
> > > > > So we have to treat Lost Labyrinth as closed source.
> > > > > Because the source code of this game is only useful to other
> > > > > purebasic programmers. And people that got the compiler. I
> > > > > understand. Can't change that.
> > > > >
> > > > > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > > > > Markus Döbele wrote:
> > > > > > > I created a tar.gz Version of this game too.
> > > > > > > I'm sorry that its not possible to compile it with the demo
> > > > > > > version of the compiler.
> > > > > > >
> > > > > > > What are gentoo users doing with other binary packages?
> > > > > > > Like Acrobat Reader?
> > > > > > >
> > > > > > > Is this a big problem for this system?
> > > > > >
> > > > > > No, Portage can handle binary apps just fine. We have Java,
> > > > > > Unreal Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All
> > > > > > kinds of binary-only apps.
> > > > > >
> > > > > > But all of them are closed-source (Except for the -bin version of
> > > > > > some rather big packages, manly to save people the compile
> > > > > > time...).
> > > > > >
> > > > > > It feels kinda wrong to install a binary package of a (small)
> > > > > > open-source app on a source-based system...
> > > > > >
> > > > > > Its also weird having an opensource app that you can only compile
> > > > > > using a non-free (as in beer) compiler...
> > > > > >
> > > > > > --
> > > > > > [Name  ]   ::  [Matan I. Peled]
> > > > > > [Location  ]   ::  [Israel]
> > > > > > [Public Key]   ::  [0xD6F42CA5]
> > > > > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > > > > encrypted/signed  plain text  preferred

-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
But this is a game and not an aplication.
I need fast scrolling and all this stuff. I don't think this languages can 
handle that.


Am Dienstag, 23. August 2005 09:57 schrieb Heinz Sporn:
> Am Dienstag, den 23.08.2005, 09:06 +0200 schrieb Markus Döbele:
> > Purebasic is very fast. The generated assembler code kicks ass.
> > And I can compile it for Linux, Mac OS and Windows.
> >
> > If I find a Open Source Basic Compiler that can do the task. I consider
> > rewriting it again.
>
> Did you ever look at Gambas? http://gambas.sourceforge.net/ At the
> moment it's dedicated to X environments with both QT and GTK support but
> I wouldn't be suprised if they will support Windoze in the future. The
> IDE itself is very nice and the compiler generates smooth code. It's in
> Portage BTW. And last but not least they have a very nice community.
>
> Another option might be RealBasic http://www.realbasic.com/ . The
> Current RealBasic version 2005 is commercial, but the older standard
> version 5.5 for Windows is free. It's a little strange but with that you
> are able to produce native Linux binaries for a QT environment.
>
> > We are programming this game since 12 years :-)
> > The first Version we programmed on the Atari ST!  :-))
> > There the language was calles STOS.
> >
> > Am Dienstag, 23. August 2005 08:33 schrieb Frank Schafer:
> > > Hi Markus,
> > >
> > > have you ever wondered about the possibility to rewrite your game to
> > > another programming language. There's a lot of possibilities (even for
> > > FSF game engines).
> > >
> > > Just a thought
> > > Frank
> > >
> > > On Mon, 2005-08-22 at 23:42 +0200, Markus Döbele wrote:
> > > > So we have to treat Lost Labyrinth as closed source.
> > > > Because the source code of this game is only useful to other
> > > > purebasic programmers. And people that got the compiler. I
> > > > understand. Can't change that.
> > > >
> > > > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > > > Markus Döbele wrote:
> > > > > > I created a tar.gz Version of this game too.
> > > > > > I'm sorry that its not possible to compile it with the demo
> > > > > > version of the compiler.
> > > > > >
> > > > > > What are gentoo users doing with other binary packages?
> > > > > > Like Acrobat Reader?
> > > > > >
> > > > > > Is this a big problem for this system?
> > > > >
> > > > > No, Portage can handle binary apps just fine. We have Java, Unreal
> > > > > Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All kinds of
> > > > > binary-only apps.
> > > > >
> > > > > But all of them are closed-source (Except for the -bin version of
> > > > > some rather big packages, manly to save people the compile
> > > > > time...).
> > > > >
> > > > > It feels kinda wrong to install a binary package of a (small)
> > > > > open-source app on a source-based system...
> > > > >
> > > > > Its also weird having an opensource app that you can only compile
> > > > > using a non-free (as in beer) compiler...
> > > > >
> > > > > --
> > > > > [Name  ]   ::  [Matan I. Peled]
> > > > > [Location  ]   ::  [Israel]
> > > > > [Public Key]   ::  [0xD6F42CA5]
> > > > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > > > encrypted/signed  plain text  preferred
>
> --
> Mit freundlichen Grüßen
>
> Heinz Sporn
>
> SPORN it-freelancing
>
> Mobile:  ++43 (0)699 / 127 827 07
> Email:   [EMAIL PROTECTED]
>  [EMAIL PROTECTED]
> Website: http://www.sporn-it.com
> Snail:   Steyrer Str. 20
>  A-4540 Bad Hall
>  Austria / Europe

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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
We have rewritten it in STOS, C, Blitzbasic and Purebasic. 
There is always a lot to change.

I don't like C.
Habe you ever tried to write a game with this language?
Its no fun.

If you like. Do it. You can use all the stuff we got.


Am Dienstag, 23. August 2005 09:43 schrieb Frank Schafer:
> Wow, 1MB sourcecode within 12 years! ;-)
>
> It should be rewriteable to ... say ... C within a few months.
>
> (I prefer C rather than C++)
>
> On Tue, 2005-08-23 at 09:06 +0200, Markus Döbele wrote:
> > Purebasic is very fast. The generated assembler code kicks ass.
> > And I can compile it for Linux, Mac OS and Windows.
> >
> > If I find a Open Source Basic Compiler that can do the task. I consider
> > rewriting it again.
> >
> > We are programming this game since 12 years :-)
> > The first Version we programmed on the Atari ST!  :-))
> > There the language was calles STOS.
> >
> > Am Dienstag, 23. August 2005 08:33 schrieb Frank Schafer:
> > > Hi Markus,
> > >
> > > have you ever wondered about the possibility to rewrite your game to
> > > another programming language. There's a lot of possibilities (even for
> > > FSF game engines).
> > >
> > > Just a thought
> > > Frank
> > >
> > > On Mon, 2005-08-22 at 23:42 +0200, Markus Döbele wrote:
> > > > So we have to treat Lost Labyrinth as closed source.
> > > > Because the source code of this game is only useful to other
> > > > purebasic programmers. And people that got the compiler. I
> > > > understand. Can't change that.
> > > >
> > > > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > > > Markus Döbele wrote:
> > > > > > I created a tar.gz Version of this game too.
> > > > > > I'm sorry that its not possible to compile it with the demo
> > > > > > version of the compiler.
> > > > > >
> > > > > > What are gentoo users doing with other binary packages?
> > > > > > Like Acrobat Reader?
> > > > > >
> > > > > > Is this a big problem for this system?
> > > > >
> > > > > No, Portage can handle binary apps just fine. We have Java, Unreal
> > > > > Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All kinds of
> > > > > binary-only apps.
> > > > >
> > > > > But all of them are closed-source (Except for the -bin version of
> > > > > some rather big packages, manly to save people the compile
> > > > > time...).
> > > > >
> > > > > It feels kinda wrong to install a binary package of a (small)
> > > > > open-source app on a source-based system...
> > > > >
> > > > > Its also weird having an opensource app that you can only compile
> > > > > using a non-free (as in beer) compiler...
> > > > >
> > > > > --
> > > > > [Name  ]   ::  [Matan I. Peled]
> > > > > [Location  ]   ::  [Israel]
> > > > > [Public Key]   ::  [0xD6F42CA5]
> > > > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > > > encrypted/signed  plain text  preferred

-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
Purebasic is very fast. The generated assembler code kicks ass.
And I can compile it for Linux, Mac OS and Windows.

If I find a Open Source Basic Compiler that can do the task. I consider 
rewriting it again.

We are programming this game since 12 years :-)
The first Version we programmed on the Atari ST!  :-))
There the language was calles STOS.


Am Dienstag, 23. August 2005 08:33 schrieb Frank Schafer:
> Hi Markus,
>
> have you ever wondered about the possibility to rewrite your game to
> another programming language. There's a lot of possibilities (even for
> FSF game engines).
>
> Just a thought
> Frank
>
> On Mon, 2005-08-22 at 23:42 +0200, Markus Döbele wrote:
> > So we have to treat Lost Labyrinth as closed source.
> > Because the source code of this game is only useful to other purebasic
> > programmers. And people that got the compiler. I understand.
> > Can't change that.
> >
> > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > Markus Döbele wrote:
> > > > I created a tar.gz Version of this game too.
> > > > I'm sorry that its not possible to compile it with the demo version
> > > > of the compiler.
> > > >
> > > > What are gentoo users doing with other binary packages?
> > > > Like Acrobat Reader?
> > > >
> > > > Is this a big problem for this system?
> > >
> > > No, Portage can handle binary apps just fine. We have Java, Unreal
> > > Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All kinds of
> > > binary-only apps.
> > >
> > > But all of them are closed-source (Except for the -bin version of some
> > > rather big packages, manly to save people the compile time...).
> > >
> > > It feels kinda wrong to install a binary package of a (small)
> > > open-source app on a source-based system...
> > >
> > > Its also weird having an opensource app that you can only compile using
> > > a non-free (as in beer) compiler...
> > >
> > > --
> > > [Name  ]   ::  [Matan I. Peled]
> > > [Location  ]   ::  [Israel]
> > > [Public Key]   ::  [0xD6F42CA5]
> > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > encrypted/signed  plain text  preferred

-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
You are right. Thats a feature!
I will get gid of it!  
:-)

Am Dienstag, 23. August 2005 08:31 schrieb Frank Schafer:
> On Tue, 2005-08-23 at 17:36 +1200, Nick Rout wrote:
> > On Tue, 2005-08-23 at 17:13 +1200, Nick Rout wrote:
> > > Anyway, if you fix the downloading, I will do my best to write you an
> > > ebuild. I am half way through it.
> >
> > Oh and perhaps you could explain the rather weird permissions on the
> > files in the tarball, viz:
> >
> > -rw-r--r--  1 nick users 3809210 Aug 22 14:16 graphics.pak
> > -rwxr-xr-x  1 nick users 446 Aug 22 14:53 highscores.dat
> > -rwxr-xr-x  1 nick users  515804 Aug 22 15:55 laby
> > -rwxr-xr-x  1 nick users1610 Mar 10  2004 laby.xpm
> > -rw-r--r--  1 nick users4104 Aug 22 15:48 liesmich.txt
> > -rwxr-xr-x  1 nick users3890 Aug 22 15:28 readme.txt
> > -rwxr-xr-x  1 nick users2023 Mar 10  2004 readme_waffen.txt
> > -rwxr-xr-x  1 nick users3197 Aug 18 10:21 readme_zauber.txt
> > -rw-r--r--  1 nick users  973752 Aug 15 10:29 sounds.pak
> >
> > there is no need for the .txt files to be executable, nor the icon
> > (laby.xpm), nor the highscores (I hope).
>
> Every file which comes from Sicromoft (R) Wondies (TM) has execute
> permission set.
>
> That's not an error. Due to Sicromoft this is a FEATURE ;-)))
>
> > Please advise why these come with the executable permission set, or
> > whether this is just an error?
> >
> > --
> > Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] Lost Labyrinth

2005-08-23 Thread Markus Döbele
You are right. I will fix the permissions. 
Hey, you gentoo guys take all this stuff seriously!
I like that!



Am Dienstag, 23. August 2005 07:36 schrieb Nick Rout:
> On Tue, 2005-08-23 at 17:13 +1200, Nick Rout wrote:
> > Anyway, if you fix the downloading, I will do my best to write you an
> > ebuild. I am half way through it.
>
> Oh and perhaps you could explain the rather weird permissions on the
> files in the tarball, viz:
>
> -rw-r--r--  1 nick users 3809210 Aug 22 14:16 graphics.pak
> -rwxr-xr-x  1 nick users 446 Aug 22 14:53 highscores.dat
> -rwxr-xr-x  1 nick users  515804 Aug 22 15:55 laby
> -rwxr-xr-x  1 nick users1610 Mar 10  2004 laby.xpm
> -rw-r--r--  1 nick users4104 Aug 22 15:48 liesmich.txt
> -rwxr-xr-x  1 nick users3890 Aug 22 15:28 readme.txt
> -rwxr-xr-x  1 nick users2023 Mar 10  2004 readme_waffen.txt
> -rwxr-xr-x  1 nick users3197 Aug 18 10:21 readme_zauber.txt
> -rw-r--r--  1 nick users  973752 Aug 15 10:29 sounds.pak
>
> there is no need for the .txt files to be executable, nor the icon
> (laby.xpm), nor the highscores (I hope).
>
> Please advise why these come with the executable permission set, or
> whether this is just an error?
>
> --
> Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
I forwarded this message to the other programmer of laby that is maintaining 
the homepage. I let you know what we can do.

I never used wget. But could you specify that he downloads everthing from 
"http://laby.toybox.de/download15/"; ? Because there I will store all the 
future versions of the game. The names will change. But it will always be 
only one file.

Maybe its even possible to find out whats the name of the file?

I know nothing about wget. But try to help as far as can!



Am Dienstag, 23. August 2005 02:05 schrieb Nick Rout:
> I am trying to make an ebuild.
>
> when i download the compiled tarball with wget using this url:
>
> http://laby.toybox.de/download15/laby_1.0.1.tar.gz
>
> I get a file called download2.php\?fileid\=15 which i then have to
> rename to laby_1.0.1.tar.gz
>
> This is not a good start.
>
> So whats up with your web server, or is there a better url i could use
> for automated downloading?
>
>
> On Mon, 22 Aug 2005 23:42:19 +0200
>
> Markus Döbele wrote:
> > So we have to treat Lost Labyrinth as closed source.
> > Because the source code of this game is only useful to other purebasic
> > programmers. And people that got the compiler. I understand.
> > Can't change that.
> >
> > Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> > > Markus Döbele wrote:
> > > > I created a tar.gz Version of this game too.
> > > > I'm sorry that its not possible to compile it with the demo version
> > > > of the compiler.
> > > >
> > > > What are gentoo users doing with other binary packages?
> > > > Like Acrobat Reader?
> > > >
> > > > Is this a big problem for this system?
> > >
> > > No, Portage can handle binary apps just fine. We have Java, Unreal
> > > Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All kinds of
> > > binary-only apps.
> > >
> > > But all of them are closed-source (Except for the -bin version of some
> > > rather big packages, manly to save people the compile time...).
> > >
> > > It feels kinda wrong to install a binary package of a (small)
> > > open-source app on a source-based system...
> > >
> > > Its also weird having an opensource app that you can only compile using
> > > a non-free (as in beer) compiler...
> > >
> > > --
> > > [Name  ]   ::  [Matan I. Peled]
> > > [Location  ]   ::  [Israel]
> > > [Public Key]   ::  [0xD6F42CA5]
> > > [Keyserver ]   ::  [keyserver.kjsl.com]
> > > encrypted/signed  plain text  preferred
> >
> > --
> > gentoo-user@gentoo.org mailing list
>
> --
> Nick Rout <[EMAIL PROTECTED]>

-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
So we have to treat Lost Labyrinth as closed source.
Because the source code of this game is only useful to other purebasic 
programmers. And people that got the compiler. I understand.
Can't change that.


Am Montag, 22. August 2005 22:52 schrieb Matan Peled:
> Markus Döbele wrote:
> > I created a tar.gz Version of this game too.
> > I'm sorry that its not possible to compile it with the demo version of
> > the compiler.
> >
> > What are gentoo users doing with other binary packages?
> > Like Acrobat Reader?
> >
> > Is this a big problem for this system?
>
> No, Portage can handle binary apps just fine. We have Java, Unreal
> Tournament 2k3/2k4, Doom 3, Neverwinter Nights... All kinds of binary-only
> apps.
>
> But all of them are closed-source (Except for the -bin version of some
> rather big packages, manly to save people the compile time...).
>
> It feels kinda wrong to install a binary package of a (small) open-source
> app on a source-based system...
>
> Its also weird having an opensource app that you can only compile using a
> non-free (as in beer) compiler...
>
> --
> [Name  ]   ::  [Matan I. Peled]
> [Location  ]   ::  [Israel]
> [Public Key]   ::  [0xD6F42CA5]
> [Keyserver ]   ::  [keyserver.kjsl.com]
> encrypted/signed  plain text  preferred

-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
Its purebasic , not powerbuilder.
And the reason why people use it, is because you can compile your games for 
windows, linux and mac. I dont think this is going to change.

The other version we have is in blitzbasic. Which only exists for windows.
So I invested a lot of time to rewrite it for a compiler that exists for 
Linux.

I can't see a reason not to play this little game.


Am Montag, 22. August 2005 19:41 schrieb John Dangler:
> Just my .02 worth - anything for *nix with the word basic in it makes me
> shudder...
> the only other package I know of that used .pb extensions was powerbuilder.
> at one time, it had a lot of promising features, but after being bought
> twice and totally commercialized, it turned into another Symantec and their
> *nix and mac development went out the window...
>
> John D
>
>
> -Original Message-
> From: Matan Peled [mailto:[EMAIL PROTECTED]
> Sent: Monday, August 22, 2005 12:41 PM
> To: gentoo-user@lists.gentoo.org
> Subject: Re: [gentoo-user] Lost Labyrinth
>
> Christoph Gysin wrote:
> > This is bad. Opensource software shouldn't depend on commercial stuff.
>
> Agreed, I'm not really willing to spend my time on a 'semi-opensource' app
> either.
>
> Writing an ebuild for a binary app isn't all that hard, and it might be
> accepted
> into portage (Other binary games have been accepted, after all).
>
> Good luck, Markus.
>
> --
> [Name  ]   ::  [Matan I. Peled]
> [Location  ]   ::  [Israel]
> [Public Key]   ::  [0xD6F42CA5]
> [Keyserver ]   ::  [keyserver.kjsl.com]
> encrypted/signed  plain text  preferred
>
> --
> gentoo-user@gentoo.org mailing list
-- 
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Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
ebuild sounds good to me :-)
I think it should be as easy as possible for gentoo users to install the game.

Its fully open source. Only the compiler is not.


Am Montag, 22. August 2005 18:40 schrieb Matan Peled:
> Christoph Gysin wrote:
> > This is bad. Opensource software shouldn't depend on commercial stuff.
>
> Agreed, I'm not really willing to spend my time on a 'semi-opensource' app
> either.
>
> Writing an ebuild for a binary app isn't all that hard, and it might be
> accepted into portage (Other binary games have been accepted, after all).
>
> Good luck, Markus.
>
> --
> [Name  ]   ::  [Matan I. Peled]
> [Location  ]   ::  [Israel]
> [Public Key]   ::  [0xD6F42CA5]
> [Keyserver ]   ::  [keyserver.kjsl.com]
> encrypted/signed  plain text  preferred
-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
Thats the way all the old versions had to be started. For the 1.0.0 Version I 
created a rpm. To make it easier for suse, mandrake and redhat Users. But I 
want to create a deb and an ebuild for gentoo too.
Maybe somebody from the gentoo team likes to help me with this.

Am Montag, 22. August 2005 13:40 schrieb Martins Steinbergs:
> i extracted tar.gz version under user and run ~/laby/laby
> graphics, sound, everything works nice. no problem quiting. game disables
> Alt+Tab, so to get to other windowed task should quit game.
>
> Martins
>
> On Monday 22 August 2005 13:06, Nick Rout wrote:
> > If you download the compiled rpm and install it (I have rpm emerged into
> > my system, for mainactor originally I think)
> >
> > rpm -Uvh --nodeps laby-1.0.1-0.i586.rpm
> >
> > It installs these files:
> >
> > [EMAIL PROTECTED] ~/tmp/laby $ rpm -ql laby
> > /usr/games/laby/graphics.pak
> > /usr/games/laby/highscores.dat
> > /usr/games/laby/laby
> > /usr/games/laby/laby.xpm
> > /usr/games/laby/liesmich.txt
> > /usr/games/laby/purebasic.exe
> > /usr/games/laby/readme.txt
> > /usr/games/laby/readme_waffen.txt
> > /usr/games/laby/readme_zauber.txt
> > /usr/games/laby/sounds.pak
> >
> >
> > you can run the game with /usr/games/laby/laby. It runs (although I
> > haven't worked out how to quit it other than by killing X). A few
> > instances of purebasic.exe appear in ps, which is odd looking but works.
> >
> > On Mon, 2005-08-22 at 04:54 -0400, Wayne Clement wrote:
> > > I don't know. Power basic is windows/dos only. I was looking at the
> > > ".pb". I did a google and found PureBasic and it has a linux version
> > > and apears to have some visualbasic compatibility.
> > >
> > > www.purebasic.com
> > >
> > > I didn't see any other that might use the ".pb" ending.
> > >
> > > - Original Message -
> > > From: "Matan Peled" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Monday, August 22, 2005 3:21 AM
> > > Subject: Re: [gentoo-user] Lost Labyrinth
> > >
> > > > -BEGIN PGP SIGNED MESSAGE-
> > > > Hash: SHA1
> > > >
> > > > Wayne Clement wrote:
> > > > > try PowerBasic
> > > >
> > > > Seems right. And how do I compile it?
> >
> > --
> > Nick Rout <[EMAIL PROTECTED]>
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Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
I created a tar.gz Version of this game too.
I'm sorry that its not possible to compile it with the demo version of the 
compiler.

What are gentoo users doing with other binary packages?
Like Acrobat Reader?

Is this a big problem for this system?


Am Montag, 22. August 2005 12:07 schrieb Matan Peled:
> Wayne Clement wrote:
> > I don't know. Power basic is windows/dos only. I was looking at the
> > ".pb". I did a google and found PureBasic and it has a linux version and
> > apears to have some visualbasic compatibility.
> >
> > www.purebasic.com
> >
> > I didn't see any other that might use the ".pb" ending.
>
> And.. Its non free. It does have a demo version, though:
>
> == Figure A ==
>
> [EMAIL PROTECTED] ~/temp/laby_source_1.0.1 $
> ../purebasic/compilers/pbcompiler laby.pb
>
> **
> PureBasic Linux x86 v3.92 (Demo)
> **
>
> Loading external modules...
> Starting compilation...
> Including source: constants_laby.pb
> Including source: constants_sprites.pb
> Including source: constants_images.pb
> Including source: konstanten.pb
> Including source: constants_sounds.pb
> Including source: help.pb
> Error: Source too big for demo version
>
> == End Figure A ==
>
> Which seems to mean Markus meant to provide a binary version of his game...
> =/
>
> --
> [Name  ]   ::  [Matan I. Peled]
> [Location  ]   ::  [Israel]
> [Public Key]   ::  [0xD6F42CA5]
> [Keyserver ]   ::  [keyserver.kjsl.com]
> encrypted/signed  plain text  preferred
-- 
gentoo-user@gentoo.org mailing list



Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
If people like to get involved in programming for this game I will translate 
everything to english. The game itself I translated to english, german and 
spanish.


Am Montag, 22. August 2005 09:01 schrieb Martin Marcher:
> Am Montag 22 August 2005 08:54 schrieb Matan Peled:
> > ; Aktive Zauber loeschen
> > For j = 1 To #ANZ_SPIELER
> >For i = 1 To 15
> >   aktive (i,j) \nr = 0
> >   aktive (i,j) \dauer = 0
> >Next
> > Next
>
> looks like some (visual) basic stuff.
>
> hmm maybe I'll download the source and translate the comments to english.
> so if this game has such a big userbase at least the source is
> internationalized :)
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Re: [gentoo-user] Lost Labyrinth

2005-08-22 Thread Markus Döbele
Its written in Purebasic.
www.purebasic.com

And it needs sdl to run.


Am Montag, 22. August 2005 07:40 schrieb Nick Rout:
> On Mon, 2005-08-22 at 07:06 +0200, Markus Döbele wrote:
> > I also created a rpm version of the game. I have no idea yet what I
> > have to do
> > to make it easy to install for gentoo users.
> >
> > Maybe you like to include our game in your distribution?
> > Its only 4.4 MB big.
> > Its a game like the old Roque and for Windows we have a lot of fans
> > already.
> > I would love it if we had a lot of Linux gamers too!
>
> Basically gentoo users will want to download it and compile it. Someone
> will need to create an "ebuild" for it.
>
> So:
>
> what language is it written in?
> what libraries are needed to compile it?
> what libraries are needed to run it?
> is there anything tricky about compiling and running it?
>
>
>
> --
> Nick Rout <[EMAIL PROTECTED]>

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[gentoo-user] Lost Labyrinth

2005-08-21 Thread Markus Döbele
Hallo Gentoo,

I like your distribution a lot!

A few days ago we finally released the first final version of our game "Lost
Labyrinth" for Linux.
The newest version at the moment is 1.0.1.

I also created a rpm version of the game. I have no idea yet what I have to do 
to make it easy to install for gentoo users.

Maybe you like to include our game in your distribution? 
Its only 4.4 MB big.
Its a game like the old Roque and for Windows we have a lot of fans already.
I would love it if we had a lot of Linux gamers too!

If you like have a look here:

http://laby.toybox.de

Thanx,
Markus
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