[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Enigma-devel] 0.80 beta testing
From: |
Ingo van Lil |
Subject: |
Re: [Enigma-devel] 0.80 beta testing |
Date: |
Mon, 6 Oct 2003 17:27:50 +0200 |
User-agent: |
Mutt/1.4i |
On Mon, Oct 06, 2003 at 03:04:04PM +0200, address@hidden wrote:
> I eventually got around it by setting an environment variable - I think it
> was SDL_VIDEO_X11_DGAMOUSE, but I'm not at my Linux box at the moment so I
> can't check - to 0. I'm not sure exactly what the effect of this is, but
> I've been using it ever since without any ill effects.
Whatever that does, it helped. Thanks a lot.
I noticed a few more things (now in rc1):
- ss3.lua contains a it-yinyang, but no ac-whiteball. Using the Yin Yang
is not a good idea (segmentation fault).
- ss2.lua: If you change the orientation of a st-bolder while it's just
falling down a hole it gets stuck. This might be related to the bug in
rc1 that lets you move through walls, as it also allows you to rapidly
hit these switches.
- If a marble rolls onto the leftovers of a smashed ac-whiteball-small,
it gets stuck.
- Not really a bug: ralf09.lua is completely unplayable on my rather
slow P233 system.
- A few more levels that should set ConserveLevel=FALSE:
duffy11.lua, duffy14.lua, duffy22.lua and ss5.lua
Bye,
Ingo
- Re: [Enigma-devel] 0.80 beta testing, (continued)
Re: [Enigma-devel] 0.80 beta testing, Torbjorn.E.Andersson, 2003/10/06
- Re: [Enigma-devel] 0.80 beta testing,
Ingo van Lil <=
Re: [Enigma-devel] 0.80 beta testing, Ingo van Lil, 2003/10/08