All right, beta 0.76 marks the point where Linux desktop becomes experimentally supported. Some reports have been heard about the demo build based on the same code working fine in Ubuntu Precise, Debian 6 and Mint, some with 32-bit and some 64-bit, but e.g. Arch 64-bit seems to be experiencing some issues with the non-bundled curl library. I'm working on this by downgrading my Linux dev setup and trying to bundle as many dependency libs in the package, we'll see soon how it turns out.
And here comes the change log for beta version 0.76:
linux: linux compatibility added
resources: resource tree revamped, introducing packages and overlays; mods made accordingly are easy to distribute, take into use and remove
outfits: support for multiple soldier outfits, a few added
effects: global particle effect support added, it's snowing in map4
modding: faction names and colors can now be defined externally
modding: map-specific weapon support added
weapons: rifle kill range reduced except sniper;
weapons: shotgun, pkm and mp5 boosted slightly, ak47 got nerfed
togglekeys: crouch and prone toggle logic reworked
opengl: a few glitches fixes
map4: step sound ref range fixed, was mixing hard and soft surface sounds
map2: renewal, new details and meshes added
maps: road surface paint improved
ai: driving improved slightly
config: remade using wxWidgets for cross-platform
Note, because of changes in the resource system, the mods are likely not working anymore or at least needs to be copied into the game differently than in < 0.76 versions.
Here are some general hints for modders about the new resource system, off the top of my head:
* weapon_specifications.xml is out of fashion these days, but it should still work, as long as you refer to it in the right/wanted place
* if you want to overwrite all weapons in all vanilla maps, you can do that by creating a folder in media/overlay and name it anything you want, e.g. my_weapon_mod, create weapons-subfolder under it, and copy your weapons specifications xml file there, and rename the file as all_weapons.xml.
* why this works? All vanilla maps are made to load weapons according a file all_weapons.xml in media/packages/vanilla/weapons/. Having content in the overlay-subfolder will override files with the same name.
* on another note, it's good to separate your new weapons in their own files, as seen done in media/packages/vanilla/weapons/ with the vanilla weapons. This makes it easier to mix & match them by other modders.
* content packages containing maps are best to copy under media/packages, right beside the vanilla packages.
* if the map mod is old, you may have to come up with a package name for it, as the map might have been distributed earlier without a package
* check out the vanilla-package for folder structure, if you're familiar with the old one, you see that textures, sounds, models, etc. are now actually there
* when the resources are loaded, whole of the vanilla folder is always gone through first to have some basis for content in the game, and then the chosen package and map are gone through; this allows one to vanilla resources in all other packages, so you don't have to have duplicates around
* later the system will be extended by allowing a package to become dependent of other packages as well by definitions in package config, in addition to just vanilla
* that's probably too much detail for most of people, just look at how vanilla.winter package has been handled and ask if you're having problems with modding