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26% at git clone and 250Mb already? #12963
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The game part of the repo is 100 mb, |
100mb source? Neat (sorry, trying to compile this on device (jolla), and last time had 37 mb .cpp file it did not go well, thanks) |
Sources are <10 mb, it's mostly translation data and graphics. |
Oh, ok, thank you. Going for the ascii only mode for now (glad to see no errors/warnings just like in Whales times), keep up the good work guys! |
If you clone the repo, you get all the previous commits (versions) right to the very first commit and all in between. That sums up. If you don't care about the old commits, you can use the
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Wow, thank you very much! Usually just trying to get the latest, that will be handy. Any chance you guys can provide also ARM build? We used to have latest recompiles for maemo on tmo, working on one for Jolla atm, having official arm build like adom or frozen depths would make this unnecessary |
btw should this look like that? |
We're trying to get the current architectures to be rock-solid first, but it could definitely happen in the future. |
120MB for an executable is wow, but runs, thanks guys! (I hope all those qqqqq are ok, would assume they would be -----) |
Executable itself should be 10 mb. Make sure you're compiling the release build, otherwise you get the huge and slow debug build which is quite useless for an end user. |
Oh ok, got 120 MB binary, phew. 'make release'? make RELEASE=1 |
Those q's look like a character set problem, but it should be playable? I'm not sure if ARM devices are supported, to be honest. |
It is playable, just like original cata, jolla runs proper libc linux, no bionic, just git clone/make used to be enough. Just not sure how to fix those q's, are those some ANSI characters? |
You probably want 'make RELEASE=1'. The debug build turns on a debugging
mode for std:: containers, which makes it super slow.
I have to brag a little, whales' version was not -Wall clean, it suppressed
a bunch of classes of warnings, we've actually addressed them all.
ARM builds shouldn't be a problem, the build takes a ton of ram but the
game itself doesn't, we just don't have tooling set up for it.
As for the character thing, the only thing that comes to mind is gettext
interfering somehow.
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They are supposed to be Unicode line-drawing characters https://en.wikipedia.org/wiki/Box-drawing_character#Unicode - your system seems to have problems with UTF-8? |
@kevingranade thanks, managed to build/run both debug and release on jolla, just bit of rendering problems in its default term @BevapDin thanks, will have a look what exactly is going on there |
Is the repo full of garbage files, or is this really AAA sized game?
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