![]() I want to line up a jump, so I manually move the camera where I need it and as soon as I start moving, the camera develops a mind of its own. ![]() I tried playing the Crystal Dynamics Tomb Raider games and I actually found the camera more annoying than in the classic games. Why can't they have the camera automatically follow behind the character with the option of manually moving it when you want to look in some other direction? The only time it's automatically behind them is when you're moving into the screen. You make the first jump, then the next platform is over to the right, so you have to stop and rotate the camera behind them, make the jump, then stop, rotate the camera behind them for the next and so on. You have to stop and rotate the camera so it's behind them. You need to jump over across platforms, but you're looking at your character from the front-left. Have you noticed that when a third-person game like this lets you control the camera independantly, they usually use it as an excuse to completely uncouple the camera turning from the character? That's one thing that really annoys me. Yaztromo wrote:Now that I've heard about the version with the camera control on right stick I will wait to try that version as it clears up one huge issue I had with the original game. Even though I hate the idea that they only work under Win10, I want to archive them for the future (assuming they're real). If anyone tries these, please let me know if the two versions linked in the description and the comments actually work. Use the link in the description for the normal version and check the replies to the first comment for the OpenGL version. I ran them through the VirusTotal website and it gave them a clean bill of health, for whatever that's worth. I don't even know for sure that the files I downloaded are valid, although they were from a YouTube user and some in the comments seemed to indicate that it worked. Unfortunately, it's coded specifically for DirectX12, which means only Windows 10 users can run it. ![]() I was able to find download links for the regular version and a version that claims to be OpenGL. Predictably, Nintendo has been doing their best to stomp this into oblivion. Please consider verifying my findings and updating the PKGBUILD accordingly.Recently, someone ported Super Mario 64 to Windows. If you remove glew from your system before building the package, it compiles correctly and the game works as intended. UPDATE: sdl2 depends on libgl, and libgl is an alias for libglvnd, so this dependency is not needed.Īudiofile should be made a make dependency too since the package fails to build without the library, but it's not reported by readelf, and the game works as usual if you remove audiofile after compiling sm64ex.įinally, the glew dependency seems to be unneeded since its headers are vendored in the sm64ex repo and libGLEW.so is not reported by readelf. (PLEASE DISREGARD THIS PART) readelf -dynamic /usr/bin/sm64ex also indicates that there is a dependency on libGL.so.1, and pacman -Qo /usr/lib/libGL.so.1 says that /usr/lib/libGL.so.1 is owned by libglvnd, so libglvnd should be added as a runtime dep. However, Python, is only a make dependency, not a runtime one. After a recent Python 3.9 -> 3.10 update I was rebuilding my AUR packages that depend on it and noticed that sm64pc-git is in the list.
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