Posible to compile kamr by me?
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Aaad this is the begining of 100 different KaM Remake(mod) versions ...
Re: Posible to compile kamr by me?
I am a goddamn roasted chicken
Re: Posible to compile kamr by me?
Fixed flags u mean?
Lewin why in the newest revision the replays are disabled?
Where are unicode letters graphic stored in what file?
Please refrain from double/triple posting. ~TDL
Lewin why in the newest revision the replays are disabled?
Where are unicode letters graphic stored in what file?
Please refrain from double/triple posting. ~TDL
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Re: Posible to compile kamr by me?
Aaad this is the begining of 100 different KaM Remake(mod) versions ...
Lewin why in the newest revision the replays are disabled?
Remember you are compiling from our working trunk, so you should expect to find buggy behavior, unfinished features and crashes. We don't need bug reports about those things because we know about them. There's a reason the next release isn't ready yet, it's still in development. Compiling from our repo won't get you the next version early, it will get you a messy unfinished development version.
Where are unicode letters graphic stored in what file?
Castle Guard Swordsman
Posts: 1912
Joined: 03 Oct 2008, 22:00
KaM Skill Level: Skilled
Location: "Pawel95" on Youtube.com
Re: Posible to compile kamr by me?
Hmm I will contact you Michał about your compiled version privately. However I guess that it won't help me, because I can't play with my modified version multiplayer if the other players have an other remake version, right
Re: Posible to compile kamr by me?
pawel95 there will be something in feature like texture packs and its low priority
Re: Posible to compile kamr by me?
Lewin wich compiler you use to compile KaM Remake? and pls also post version of it
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