If you're concerned about bloat...
echo 'void*XOpenDisplay(){return 0;}int XInitThreads(){return 1;}' > x.c && cc -shared -o libX11.so.6 x.c && touch empty.c && for i in libXext.so.6 libXfixes.so.3 libXrender.so.1 libGL.so.1 libXcursor.so.1; do cc -shared -o $i empty.c; done
LD_LIBRARY_PATH ...
Search found 5 matches
- Wed Jul 29, 2015 2:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12] [Oxyd] Headless mode is unusable
- Replies: 20
- Views: 10396
- Sat Mar 28, 2015 12:04 am
- Forum: Not a bug
- Topic: [0.11.19] Curved rail graphical glitch causing No Path error
- Replies: 4
- Views: 4110
Re: [0.11.19] Curved rail graphical glitch causing No Path error
You have a smooth north-south S bend.
And a smooth east-west S bend.
I don't see how the game could detect there is a problem.
That's a great way of describing this, and you're right, that's exactly what I got wrong. After doing a bit more research into railroad terminology, it looks like I ...
And a smooth east-west S bend.
I don't see how the game could detect there is a problem.
That's a great way of describing this, and you're right, that's exactly what I got wrong. After doing a bit more research into railroad terminology, it looks like I ...
- Fri Mar 27, 2015 8:27 pm
- Forum: Not a bug
- Topic: [0.11.19] Curved rail graphical glitch causing No Path error
- Replies: 4
- Views: 4110
[0.11.19] Curved rail graphical glitch causing No Path error
Version: 0.11.19
Platform: Win7 64 bit
Mods: several (uploaded railtest.zip including the save and all the mods and railtest_save.zip including just the save)
When incorrectly connecting curved rail for two connected 90 degree turns (as you would for a basic circle roundabout junction), the game ...
Platform: Win7 64 bit
Mods: several (uploaded railtest.zip including the save and all the mods and railtest_save.zip including just the save)
When incorrectly connecting curved rail for two connected 90 degree turns (as you would for a basic circle roundabout junction), the game ...
- Tue Jun 24, 2014 3:48 pm
- Forum: News
- Topic: Friday Facts #36
- Replies: 39
- Views: 33951
Re: Friday Facts #36
Thanks for the warning. We are aware of this. We have thought about it a lot. There is no other path. Just too many calculations. Think tens of thousands to hundreds of thousands objects moving every tick. Calculating this in the central point (some server) would be a nightmare as well.
We intend ...
We intend ...
- Mon Jun 23, 2014 11:39 pm
- Forum: News
- Topic: Friday Facts #36
- Replies: 39
- Views: 33951
Re: Friday Facts #36
Determinism
Kovarex's quest for making the game fully deterministic has seen an interesting twist last week. The replay functionality is working quite well (still now and then there is desynchronization but it is a work in progress). But when we tried to load the replay on a machine with different ...
Kovarex's quest for making the game fully deterministic has seen an interesting twist last week. The replay functionality is working quite well (still now and then there is desynchronization but it is a work in progress). But when we tried to load the replay on a machine with different ...