Why call D3DXLoadSurfaceFromMemory when you can call memcpy?

Text quads weren't drawing because font loading code on Linux was so stubbed that characters always had a width of zero. For now, I'm hardcoding it because Windows just cheats and uses wingdi.h for everything font related.

For some reason, the New Game button seems unusable, so I still can't get in-game.

Took the whole day to get to this point, and I still can't get in game.

A nice showing for stb_truetype!

The scaling and metrics are probably off because I'm still figuring out the analogues between stb_truetype and Win32's font API and had to stub out code where I didn't know what to do.

At least I no longer have to printf to the terminal. mast.linuxgamecast.com/@rohit_

Cate Archer is no longer deaf! Big thanks to Ryan Gordon's MojoAL (hg.icculus.org/icculus/mojoAL/) which is a drop-in OpenAL implementation with SDL2 as the backend.

The rifle sound is obviously buggy, probably because I didn't implement stopping sources once they start playing.

I don't know if I should hate C++, or C++ compilers, so I'll just hate on both.


Wrote a very basic FormatMessage implementation so strings that take arguments display correctly.

Because I'm not scared of sprintf.

I'm testing a WAV file of a Japanese ninja lady saying "do you want to go shopping in Nagoya this weekend?" so that NOLF2 may one day have voices working in Linux.

Did you know that WAV files can store MPEG Layer 3 data?

And that is today. Thanks to the amazing libmpg123, WAV files with MP3 data (which NOLF2 uses for voices) are working with OpenAL!

Been a while since I posted here. Here's widescreen NOLF2 on Linux! Big thanks to the NOLF2 Modernizer project here, which made it so easy to cherry pick the relevant commits.



Do say things like that against my teacher, mother..... Secret lover.

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