This link appears to explain the problem (the first bit of quoted text) and a work around:
http://lists.cairographics.org/archives/cairo/2009-October/018395.html
Maybe change the makefile deployment target to 10.6 and remove / change the isysroot to the 10.6 sdk?
Search found 82 matches
- Tue Jan 05, 2010 2:02 pm
- Forum: General Discussion
- Topic: Where to put/how to install patches
- Replies: 15
- Views: 8366
- Wed Dec 16, 2009 1:38 pm
- Forum: General Discussion
- Topic: New documentation wiki
- Replies: 10
- Views: 17320
Re: New documentation wiki
Luadocs certainly looks nice. I assume it won't mind the weird ToME version of lua? Once upon a time there was this: http://ty2.berlios.de/tome_lua_api_docs/api_index.html Which I guess is from the .pkg files, but I don't know what was used to generate it. But a set of wiki how-tos and descriptions ...
- Tue Dec 15, 2009 1:52 pm
- Forum: General Discussion
- Topic: New documentation wiki
- Replies: 10
- Views: 17320
Re: New documentation wiki
Sounds good, though perhaps hosting doxygen (or something else for lua?) docs and officially supporting it in the code might be nice? The C code (haven't looked at the lua much recently) seems to have a lot of extremely long-winded descriptions in at the moment. Would these simply be copied to the w...
- Thu Dec 10, 2009 1:17 pm
- Forum: Development
- Topic: OpenGL expert ?
- Replies: 8
- Views: 3666
Re: OpenGL expert ?
Cool. 

- Thu Dec 10, 2009 8:49 am
- Forum: Development
- Topic: OpenGL expert ?
- Replies: 8
- Views: 3666
Re: OpenGL expert ?
Fair do's.
I hope you aren't using SDL_OPENGLBLIT though, as that's deprecated...
I hope you aren't using SDL_OPENGLBLIT though, as that's deprecated...
- Wed Dec 09, 2009 5:04 pm
- Forum: Development
- Topic: OpenGL expert ?
- Replies: 8
- Views: 3666
Re: OpenGL expert ?
Hardly an expert but I've used OpenGL a fair bit. What's the problem?
- Mon Dec 07, 2009 8:59 am
- Forum: General Discussion
- Topic: Game Options
- Replies: 3
- Views: 10403
Game Options
So, I've been looking at the tome options a bit. It looks like they're being stored in the savefile... but it strikes me that pretty much none of them except the automatiser (and maybe auto-haggle?) settings are things people would want to change per character. The rest are things I know I'd just wa...
- Wed Dec 02, 2009 8:46 am
- Forum: General Discussion
- Topic: Unofficial T-Engine and ToME HG repositories
- Replies: 22
- Views: 33050
Re: Unofficial T-Engine and ToME HG repositories
Enh. Just realised I forgot to update the makefiles when I removed help.c (the last revision I uploaded), so you might not want that one.
- Mon Nov 30, 2009 1:55 pm
- Forum: General Discussion
- Topic: Unofficial T-Engine and ToME HG repositories
- Replies: 22
- Views: 33050
Re: Unofficial T-Engine and ToME HG repositories
Ok, I've uploaded my changes on bitbucket (a few bug fixes, some tidying) and submitted a pull request. Hopefully I've not been too cavalier in jumping right in and changing stuff. As far as bugs go, is it possible to use the bugs.t-o-m-e.net site still? (can things be marked as resolved?) If not I'...
- Fri Nov 27, 2009 9:01 am
- Forum: General Discussion
- Topic: Unofficial T-Engine and ToME HG repositories
- Replies: 22
- Views: 33050
Re: Unofficial T-Engine and ToME HG repositories
Hmm, well it compiles. (Using Visual Studio.) Had to move cmonster_msg to the top of melee2.c and change the #define stricmp strcasecmp to #define strcasecmp stricmp, but nothing else, IIRC. I'm getting crashes though... The debug version triggers a breakpoint with heap corruption somewhere in the S...
- Wed Nov 25, 2009 5:32 pm
- Forum: General Discussion
- Topic: Unofficial T-Engine and ToME HG repositories
- Replies: 22
- Views: 33050
Re: Unofficial T-Engine and ToME HG repositories
Just cloned the t-engine and tome module from the hg repos.
Will have a look at them tonight.
(Yeah, it's been a while... Hi!).
Will have a look at them tonight.
(Yeah, it's been a while... Hi!).
- Wed Mar 01, 2006 9:50 am
- Forum: Tolkien
- Topic: Who killed the Witch-King of Angmar?
- Replies: 28
- Views: 67232
I don't think that's necessarily the case at all. Tolkien never mentions that the ringwraiths are invincible and come back after you've killed them. Killing the ringwraith in no way necessitates the destruction of a ring. I'm surprised that Tolkien didn't mention what happened to the Witch King's ri...
- Thu Feb 23, 2006 10:29 pm
- Forum: Archives
- Topic: [Norseband] Astral dungeon: drop or rename?
- Replies: 18
- Views: 47365
You can't do that with vaults, unfortunately, and I don't think you can tell the game to load a specific vault from f_info.txt. However, what you can do instead is create it as a normal lua type map and tell the game to load it and where to place it on each level. [EDIT:] Something like this should ...
- Sat Feb 18, 2006 11:14 am
- Forum: Archives
- Topic: [Norseband] Astral dungeon: drop or rename?
- Replies: 18
- Views: 47365
Well, thinking about it now, it shouldn't really be too hard. (And not all that messy). I guess the best way would be set up a function with HOOK_STAIR, so that when the player got to level one, and left it, then the player.wilderness_x and player.wilderness_y coordinates were changed according to w...
- Sat Feb 18, 2006 1:01 am
- Forum: Archives
- Topic: [Norseband] Astral dungeon: drop or rename?
- Replies: 18
- Views: 47365
I opted for not sure. I like the concept of it, and there's no reason in 3.0 (or in 2.3.x if you didn't mind doing some rather messy lua hacking) that you can't send the different character types to different dungeons if you want. Of course, that depends on whether it's practical to implement, and i...