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MahJongg 3D Solitaire

   0.96  

KDE Board Game

Score 72%
MahJongg 3D Solitaire
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MahJongg 3D Solitaire
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MahJongg 3D Solitaire
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Link:  Link
Depends on  Qt 3.x
Downloads:  20188
Submitted:  May 10 2004
Updated:  Jun 26 2004

Description:

An implementation of the classical chinese game Mah Jongg with 3D OpenGL graphics.

Features:

- 3D OpenGL view
- A unique hand drawn tileset
- Undo
- Reorder
- Custom tilesets loadable
- Hint function
- Hiscores

HAVE A LOT OF FUN!




Changelog:

- A SuSE RPM is available! See the homepage for details :-)

- If you get compilation problems while compiling for SuSE (and other distributions), please check the newly available bugfix.

- Two cool new tilesets available! See the download section at the homepage.

- Debian, Xandros, Gentoo and Slackware packages for version 0.96 available! They can also be found in the downloads section.

- Creation of custom layouts, backgrounds and tilesets is now possible! Read INSTALL_CUSTOM for more information.

- Integrated the "ArcBall" rotation method, implementation contributed by Michael George. Thanks! :-)

- Two new tilesets: "Runes" and "Flowers"

- A new layout: "chinese wall"

- Some new Backgrounds

- Mouse speed settings available.

- More bugfixes

- A LOT of improvements :-)




LicenseGPL
(MahJongg Solitaire 3D (V0.96))
(Source code bugfix)
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 wow

 
 by Frank on: May 10 2004
 
Score 50%

Very nice!!


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 Awesome

 
 by madpenguin8 on: May 11 2004
 
Score 50%

This totally rocks, cant wait to install it.


Reply to this

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 woof !

 
 by philippecmartin on: May 11 2004
 
Score 50%

most impressed !!!


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 Hot!

 
 by pdreker on: May 11 2004
 
Score 50%

Very cool, indeed...
seems like I've found a new favourite waste of time... ;-)

Patrick


Reply to this

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 Some suggested impro

 
 by kbeaumont on: May 11 2004
 
Score 50%

The install seemed to ignore make PREFIX=usr and but it in /usr/games the install crashed with can't find /root/bin/mahjongg3d-hires. So some work on a more general install is in order. The tiles don't completely disapear immediately after selecting a match. It looks like half a tile is left. But they do disappear completely after the next subsequent match. It may be my RedHat 9 setup, I use qt3.3 and I have installed quite a few changes to the default redhat in the last year. The tiles are a little dark, maybe a lighter set? Gnome 2.6 mahjongg has a new tile set called smooth, it's SVG and really quite readable along with being pretty. I'm not suggesting use theirs it's just idea of what would make the game easier on the eyes. This is a real great start and could evolve into the best mahjongg for linux hands down. Keep up the good work this has alot of potential!


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 Re: Some suggested impro

 
 by RetoSchoelly on: May 11 2004
 
Score 50%

The makefile does not yet set appropriate permissions if you install it as root and try using it as generic user.

If it doesn't work, you should first try to install it to your home directory. And don't forget the preceding "/" before "usr" if you are trying to install it globally to /usr/... :-)))

Anyways, if you still got problems, you can always send me an email :-)


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 Re: Re: Some suggested impro

 
 by RetoSchoelly on: May 11 2004
 
Score 50%

I tried to find out what the problem that you encountered could be, but all seems to work right, Have you installed the game to /usr as root?


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 Very good graphics..

 
 by adpsimpson on: May 12 2004
 
Score 50%

...But the method of rotation is not intuative. Currently dragging right rotates clockwise. This "feels" right if the first click is at the middle back, but anywhere else and it feels wrong. Similarly, it rotates the top forwards if dragged down, which only feels right if first clicked in the bottom half of the screen.

A great improvement would be to make it rotate anti-clockwise when dragged to the right if clicked at the front, and clockwise (like currently) if clicked at the back. Similarly, rotate top-forward if dragged down from the front, and top-back if dragged down from the back.

This quantity of rotation should be scaled dynamically according to the distance of the click from the centre of the screen, so clicking near the centre of the screen would produce a larger rotation for the same drag-length - more accurate rotations would be possible by clicking nearer the edge of the screen. This would create a "grab and drag" type of environment, where you would intuatively know which way the tile you first grabbed would move.

As I said at the start though, the graphics are good, and the rendering is well done. Keep it up!


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