NAEV is a 2d action/rpg space game that combines elements from the action, rpg and simulation genres.
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ekrumme/naev
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NAEV README X.) DEPENDENCIES X.1) Debian X.1.1) Binary * libsdl1.2debian * libsdl-image1.2 * libsdl-mixer1.2 * libgl1-mesa-dri * libxml2 * libfreetype6 * libpng12-0 * libopenal1 * libvorbis0a >=1.2.1 (Moot if binary is statically-linked.) X.1.2) Source * libsdl1.2-dev * libsdl-image1.2-dev * libsdl-mixer1.2-dev * libgl1-mesa-dev * libxml2-dev * libfreetype6-dev * libpng12-dev * libopenal-dev * libvorbis-dev >=1.2.1 (Older versions will work if using static-linking makefile.) * binutils-dev X.) COMPILING NAEV's build system is rather simple - Install the dependencies and then run make, and you're done. However, many Linux distributions package antiquated versions of libvorbis that are incompatible with NAEV. To resolve this, static-linking patches for the Makefile are available, as well as static versions of the libvorbis libaries. If you need to compile statically, please download and extract http://deiz2.ath.cx/naev/libvorbis.tar.gz into NAEV's directory. Example: wget http://deiz2.ath.cx/naev/libvorbis.tar.gz tar -xf libvorbis.tar.gz The included static libraries are libvorbis 1.2.3, sourced from Gentoo, but should work on all systems. Assuming a 32-bit system, starting in the base dir: patch -p1 < libvorbis/libvorbis-32.patch If you wish to change the default ndata path, you can uncomment the NDATA_DEF line in the Makefile and set it as applicable. Example: NDATA_DEF := \"/usr/share/games/naev/ndata\" Compilation can now proceed, simply type make and the compilation should finish without issue. One libxml warning is common. The cause has been fixed and it will be incorporated in new libxml releases. This will produce two files, naev and ndata. The naev binary will search for ndata in the working and the binary directories. Note: While only one audio backend needs to be compiled in, it's wise to compile with both enabled to provide a fallback. X.) INSTALLATION NAEV currently does not support 'make install', and will do nothing beyond building the binary and ndata. If you wish to create a .desktop for your desktop environment, logos from 16x16 to 128x128 can be found in extras/logos A manpage is also included. As a game, NAEV's manpage is a man(6) and usually belongs in /usr/share/man/man6, though this may vary. X.) CRASHES If NAEV is crashing during gameplay, please file a bug report after reading http://code.google.com/p/naev/wiki/Debugging. If NAEV crashes on launch with an error such as 'undefined symbol: ov_read_filter', your version of libvorbis is outdated, please see the appropriate FAQ entry: http://code.google.com/p/naev/wiki/FAQ X.) KEYBINDINGS X.0) Introduction X.0.0) About NAEV uses a dynamic keybinding system that allows you to set the keybindings to joystick, keyboard or a mixture of both. This can changed via ~/.naev/conf.lua, or with the in-game editor. X.0.1) Joystick If you have a joystick you'll have to tell NAEV which joystick to use. You can either use the -j or -J parameter from the command-line or put it in the conf.lua file. Examples: naev -j 0 naev -J "Precision" joystick = "Precision" # in conf.lua X.0.2) Syntax KEY_IDENTIFIER = { type = KEY_TYPE, key = KEY_NUMBER, [reverse = KEY_REVERSE, mod = MOD_IDENTIFIER] } KEY_IDENTIFIER is the identifier given below KEY_TYPE can be one of keyboard, jaxis or jbutton KEY_NUMBER is the number of the key (found with xev usually, just convert the keysym from hex to base 10) KEY_REVERSE is whether it is reversed or not, which is only useful in the case of jaxis MOD_IDENTIFIER is the modifier to take into account, can be one of: lctrl, rctrl, lshift, rshift, lmeta, rmeta, ralt, lalt It isn't used with joystick bindings. X.0.3) Example accel = { type = "jbutton", key = 0 } see conf.example for more examples X.1) Keys For an exhaustive list of default keybindings, please see http://code.google.com/p/naev/wiki/Keybinds
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NAEV is a 2d action/rpg space game that combines elements from the action, rpg and simulation genres.
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