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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).
Re: Resurrecting the Mac build
Posted: Sun Sep 22, 2024 3:46 am
by hiran
MrFlibble wrote: ↑Sat Sep 21, 2024 1:37 pm
hiran wrote: ↑Sat Sep 21, 2024 9:40 am
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).
https://github.com/OoliteProject/oolite/issues/491
https://github.com/OoliteProject/oolite/issues/492
Re: Resurrecting the Mac build
Posted: Thu Oct 10, 2024 11:47 am
by Cholmondely
Bogatyr wrote: ↑Sat Sep 21, 2024 5:53 am
August Devotee of the Dark Arts!
How goes it?
Have the keyboard issues sunk any chance of getting a completely audible version of v.1.90?
And are the chances of getting a working version of v.1.91/2 utterly scuppered by Apple's abandonment of "OpenGL 3+"?
Re: Resurrecting the Mac build
Posted: Sat Nov 02, 2024 2:59 pm
by Bogatyr
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 certainly wouldn't be any time soon....