Search found 281 matches
- Sat Nov 02, 2024 3:02 pm
- Forum: Expansion Pack
- Topic: [WIP] GalCop Missions
- Replies: 465
- Views: 297001
Re: [WIP] GalCop Missions
I'll do a dump. Where should I post it? There is a godawful huge spew of json relating to that task in the save file. is a debug log dump better?
- Sat Nov 02, 2024 2:59 pm
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
Hello! My attention turned to other things, but I still intend to debug the sound issue for 1.90. I hit that problem in practically every fight and it's really annoying. The new renderer just will not work on Macs. It would take a complete rewrite in Core profile OpenGL. I may look at this but it ce...
- Sat Nov 02, 2024 2:56 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15715
Re: Attempting to get 1.91 built on Mac
Thanks, but after discussion it looks like Mac just isn't going to support compatibility mode OpenGL past 2.1
- Sun Sep 29, 2024 7:58 am
- Forum: Discussion
- Topic: The Wiki is down
- Replies: 23
- Views: 3885
Re: The Wiki is down
It's a good time to think about any other net-based resources that may not have solid backups, and to remedy that.
- Sun Sep 22, 2024 7:59 am
- Forum: Oolite-Mac
- Topic: OpenGL and Oolite
- Replies: 4
- Views: 933
Re: OpenGL and Oolite
Basically, OpenGL 3.2+ core profile has moved completely to the vertex buffer objects, frame buffer objects, and "everything is done in shaders" model of modern computer graphics. Immediate mode rendering (begin/end) and the fixed function pixel pipelines (alpha, fog, etc.) are gone. So, ...
- Sun Sep 22, 2024 5:22 am
- Forum: Oolite-Mac
- Topic: OpenGL and Oolite
- Replies: 4
- Views: 933
OpenGL and Oolite
So the key sticking point in bringing back the Mac build of Oolite is the move to using OpenGL 3+, and Apple's support of those versions of OpenGL. There is a lot of confusion around what is and is not available on Mac WRT OpenGL. It wasn't clear to me which terms were OpenGL-specific or Mac-specifi...
- Sat Sep 21, 2024 5:32 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15715
Re: Attempting to get 1.91 built on Mac
The requirement is glsl shading language, extensions as listed in OOOpenGLExtensionManager.m and OpenGL version capable of utilizing multiple render targets (MRT). I was going through the requirements and I just realized something that could be very helpful for all: I was under the very strong impr...
- Sat Sep 21, 2024 12:43 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15715
Re: Attempting to get 1.91 built on Mac
Making a bit of progress (just to get past initial startup) with some internet searches, but for the record, is there a succinct statement of what the exact requirements are from OpenGL in Oolite master branch, in order for Oolite to work (extensions, formats, shading language, etc.)?
- Sat Sep 21, 2024 10:18 am
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15715
Re: Attempting to get 1.91 built on Mac
Progress!! I managed to get OpenGL to register a higher version (4.1 in my case). There are other issues now to work through, but at least I've passed the first hurdle. ... I'm trying to reproduce this, but something's apparently missing. I tried the latest changes listed in this thread to MyOpenGL...
- Sat Sep 21, 2024 7:41 am
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
If you are getting familiar with the code maybe you could have a look at game startup. On Windows and Linux you can run oolite -load <savegame> and Oolite would load and start that savegame. It does not work on the Mac version but is an important feature for using OoliteStarter. I suspect the root ...
- Sat Sep 21, 2024 5:53 am
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
... Adding a direct scheduling of the next game tick in the key down code as a hack/experiment may reduce that race to zero. Ideal of course is to remember the key press in the event code, so that it can be processed on the next game tick and not lost in case of such a race. This worked great! I tr...
- Sat Sep 21, 2024 5:00 am
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
Do you have Vsync enabled? 5ms is the tick it will try to achieve when the framerate is uncapped, maxing it out to 200fps.15ms is close to 16.67ms which is 60fps. That's good to know, thanks. When debugging I'm mostly running in a window, is there a setting where the vsync wait can be disabled? Do ...
- Fri Sep 20, 2024 6:47 pm
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
You're welcome! I've been wanting to contribute for a long time and now that I'm semi-sorta-retired, I can actually do that :). It's really odd what I'm seeing with the laggy key presses, it will take more digging. The main game loop timer is set to fire every 5 milliseconds, but I instrumented the ...
- Fri Sep 20, 2024 1:48 pm
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
Well I figured out the "what is happening" with the dropped keystrokes in my mac build of 1.90 Oolite doesn't handle key events for most keys (exception below), it polls key status instead in the [PlayerEntityControls pollApplicationControls] function. If the poll function doesn't run in b...
- Fri Sep 20, 2024 6:26 am
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3477
Re: Resurrecting the Mac build
Done, the mac compiling oolite links now has a page with my recent build experiences and the results of my fixes.