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Re: Resurrecting the Mac build

Posted: Sat Sep 21, 2024 9:40 am
by hiran
Bogatyr wrote: Sat Sep 21, 2024 7:41 am
hiran wrote: Sat Sep 21, 2024 6:17 am
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 cause is there are two different entry points that support different parameters.
https://ooliteproject.github.io/oolite/index.html
Maybe it would be good to file an issue on github so that things like this are not lost in forum thread. Also, this perhaps may depend on solving the OpenGL issue on top of trunk first.
That makes sense. Unless we get Oolite built on Mac this issue is void. I'll file it on Github.

Re: Resurrecting the Mac build

Posted: Sat Sep 21, 2024 1:37 pm
by MrFlibble
hiran wrote: Sat Sep 21, 2024 9:40 am
Bogatyr wrote: Sat Sep 21, 2024 7:41 am
hiran wrote: Sat Sep 21, 2024 6:17 am
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 cause is there are two different entry points that support different parameters.
https://ooliteproject.github.io/oolite/index.html
Maybe it would be good to file an issue on github so that things like this are not lost in forum thread. Also, this perhaps may depend on solving the OpenGL issue on top of trunk first.
That makes sense. Unless we get Oolite built on Mac this issue is void. I'll file it on Github.
While there, perhaps also file that the Mac version doesn't allow external debugger (scuppers MQTT).