Title: UQM On Mac & Windows Post by: JHGuitarFreak on December 12, 2006, 12:35:46 am This was kinda hard to setup, but in the end it works pretty good.
http://img215.imageshack.us/img215/6562/uqmmacwinzj1.png Title: Re: UQM On Mac & Windows Post by: Novus on December 12, 2006, 09:46:59 am For bonus geek points, run a network game between the emulated Mac version and the Windows version. ;D
Title: Re: UQM On Mac & Windows Post by: meep-eep on December 12, 2006, 02:10:10 pm I once did the same thing with the PC version of SC2, the 3DO version of SC2, and UQM. See here (http://www.stack.nl/~svdb/sc2/sc2x3/).
Title: Re: UQM On Mac & Windows Post by: JHGuitarFreak on December 13, 2006, 03:45:48 am For bonus geek points, run a network game between the emulated Mac version and the Windows version. ;D that shouldn't be too hard, the only hard part is proving it, in the end i'll have the same screenshot for both UQM's.and the problem i have is that i'd have to build the netplay version of uqm on the mac, and i still havent figured out the entire process, i'm guessing i could use the terminal but then i don't have any GNU C compilers to run. And i don't even want to touch Xcode, i thought Visual studio was complicated. ::) I once did the same thing with the PC version of SC2, the 3DO version of SC2, and UQM. See here (http://www.stack.nl/~svdb/sc2/sc2x3/). thats pretty cool, on that note, how easy would it be to 're-implement' the 3DO menu screen? I'm finding myself wanting the full original 3DO experience, without the bad output and halfsized resolution ;D Title: Re: UQM On Mac & Windows Post by: Death 999 on January 08, 2007, 07:36:04 pm You could 'prove' it by laying out kohr-ah minefields in a hard-to-mimic pattern. And don't have them at the same screen resolution. Still fakeable, but tougher.
Title: Re: UQM On Mac & Windows Post by: Novus on January 08, 2007, 08:25:29 pm A few other ways to get two different screen shots from the same network game:
|