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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The MegaMod 0.8.0 has finally arrived! on: September 08, 2018, 04:49:44 am
Nice. Randomizing the starmap is probably possible, but more trouble than it's worth. There are a lot of in-game references to both individual stars and constellations. Generating a random field of stars is the easy part; naming them appropriately is hard. They'd have to be grouped into constellations in the same areas those are in now, then given unique names while respecting the hardcoded plot-relevant ones (like Alpha Pavonis). Another issue is that some of the name references imply the existence of other stars. Worst I can find is Vulpeculae, which needs at least seven stars assigned to it to have an Eta. All of that should be possible with a bunch of special-case code, but I don't see much benefit for the amount of work needed.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The MegaMod 0.8.0 has finally arrived! on: August 28, 2018, 08:42:20 am
Running 640x480.

I wouldn't try to change star generation; moving them would break the naming system, and even if the starmap is dynamically generated, I know there are several dialogue references to color/size of stars. Number and type of planets in a system using default generation should be easy to randomize. I've noticed that many plot-relevant planets are the innermost one in their system (rainbow worlds, most homeworlds), so it might be possible to change up the rest of the system.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The MegaMod 0.8.0 has finally arrived! on: August 28, 2018, 01:29:48 am
Minor cosmetic bug in 0.8.0 rev.7: the constellation map does not zoom properly. It's fine when fully zoomed out, but when zoomed in, the constellations are translated, but not scaled at all.

Feature request: is it possible to add an option to randomize planet generation, rather than using the same seed in every game? After playing through a few times, you start learning which planets and systems are worth exploring for resources; it would be nice to be able to add a bit more challenge by being forced to explore again. Obviously, anything with special generation (i.e., plot-related) shouldn't change.
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 28, 2018, 12:40:12 am
Getting some of the same problems when trying to compile MegaMod 0.8.0 rev7; not sure if it's my computer in particular or 10.13 in general.

Hadn't really looked at MegaMod before, but it seems to include most of the changes I was trying to make, so I suppose I don't really need to build from source at this point. There's one new feature I'd like to see, but I'll request that in the appropriate thread.
5  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 25, 2018, 02:05:22 am
So I finally managed to get the install to function by bypassing the framework-finding code and just hardcoding the locations of the frameworks into the script. Then had to fix some of the framework directory structures. App opens, but I get an unresponsive black window. Console is filled with
CGBitmapContextInfoCreate: CGColorSpace does't support output
CGContextDrawImage: invalid context 0x0.


At this point, it feels like it would be easier to set up a Linux or Windows VM and do everything there.
6  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 22, 2018, 11:38:04 pm
Compiling process is working; it doesn't find the frameworks without using -I. Current hangup is in this part of build.config:
   # Find Frameworks and copy them into the application.
   echo "Copying dependancy Frameworks..." >&2
   HEADERS="ogg/ogg.h SDL.h SDL_image.h vorbis/vorbisfile.h"
   if [ "$uqm_SOUNDMODULE" = openal ]; then
      HEADERS="$HEADERS OpenAL/al.h"
   fi
   for HEADER in $HEADERS; do
      HEADER_FILE=`basename $HEADER`
      eval FRAMEWORK=`echo '' | \
            $PREPROC_C -D__MACOSX__ -include $HEADER - | \
            awk '(/'$HEADER_FILE'/ && $2 == 1) { print $3; exit }' | \
            $SED 's/.Headers.*$/"/'`
      cp -r "$FRAMEWORK" "$INSTROOT/Frameworks"
   done

It's checking standard include directories, but not /Library/Frameworks/ .
7  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 22, 2018, 12:27:59 am
Fresh copy of source plus Sarosis' config files.

Config fails: Simple DirectMedia Layer not found.

Add '-F/Library/Frameworks' to LIB_SDL_LDFLAGS in config_proginfo_host. Get errors about 'SDL/SDL.h' not found.

Okay, the full path to SDL.h is /Library/Frameworks/SDL.framework/Versions/Current/Headers/SDL.h, not contained in an SDL directory. 'cd /Library/Frameworks/SDL.framework/Headers ; ln -s . SDL' makes a symlink so the path will resolve.

No more SDL.h errors, but can't find 'SDL_image/SDL_image.h'.
LIB_SDL_image_CFLAGS='-I/Library/Frameworks/SDL_image.framework/Headers'
LIB_SDL_image_LDFLAGS='-F/Library/Frameworks -framework SDL_image'

And the same symlink trick.

Compiles and links. Okay, pull out FileMerge to figure out what's different.

Derp.

Lib_SDL_image_LDFLAGS="-F/Library/Frameworks -framework SDL

Copy-and-paste without double-checking got me. Working 50-60 hour weeks probably hasn't been helping either.

Try to install, can't find SDL/SDL.h and SDL_image/SDL_image.h again. Looking at build.config, it's trying to copy frameworks into the app, but nothing in the command to locate them is telling it to look in /Library/Frameworks, rather than the standard include directories.
8  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 21, 2018, 01:25:27 pm
SDL 1.2.15, SDL-image 1.2.12
9  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 21, 2018, 07:39:24 am
Yeah, it compiles to object code just fine, so it's finding the SDL image header files, but it seems like it can't find the shared library when it goes to link everything. The build script is fairly convoluted, so I'm having trouble understanding what exactly is going on at this step, and why it doesn't work right.
10  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 18, 2018, 03:05:24 am
So, somehow a newline got deleted from src/libs/compiler.h, putting a #endif on the same line as a #define. No wonder the preprocessor had issues.

Adapted your fix to set LIB_SDL_image_CFLAGS and LDFLAGS. A few warnings, most of which look relatively inconsequential (though the array bounds violation in src/libs/input/sdl/vcontrol.c:1266 might cause issues). Only error is that it's trying to compile Ogg Vorbis support, even though that's supposed to be optional and it's configured not to use Ogg. Ah well, not the worst thing to have to deal with.

Edit: A bit less straightforward than I expected. Building Ogg/Vorbis only seems to produce x86-64 code, but UQM needs a i386 library to link to. Can't seem to find a precompiled framework, except for one that's meant for iOS. Even with that, linking fails:
Undefined symbols for architecture i386:
  "_IMG_Load_RW", referenced from:
      _sdluio_loadImage in sdluio.c.o

There are a bunch more similar errors if I configure it to not use Ogg, all from oggaud.c
11  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 17, 2018, 05:57:58 am
Well, it gets through config now, after some tweaking. In config_proginfo_host:
LIB_SDL_LDFLAGS='-F/Library/Frameworks -framework SDL -framework Cocoa -lobjc'

Preprocessor is throwing a fit with "unterminated conditional directive" errors. Noticed that I have a somewhat older version of Xcode installed, updating it to see if that fixes things.
12  The Ur-Quan Masters Re-Release / Technical Issues / Re: Problems compiling on Mac OS 10.13.3 on: August 17, 2018, 02:32:37 am
UQM 0.7.0-1

Also, which version of SDL and SDL-image should be used? http://sc2.sourceforge.net/downloads.php says SDL-image 1.2.10, but INSTALL.macosx says there are issues with anything after SDL-image 1.2.7 .

Thanks!
13  The Ur-Quan Masters Re-Release / Technical Issues / Problems compiling on Mac OS 10.13.3 on: August 17, 2018, 12:19:12 am
So, I'm trying to build from source after making a few changes, and I've run into a familiar-looking error or two. When running
./build.sh uqm config
it gives me
fatal error: "SDL/SDL_version.h" file not found
Also, Rez is not found.

As per the installation instructions included with source, SDL and SDL_image have been placed in /Library/Frameworks. Instructions say SDL-devel is optional, so it is not installed. I've tried using CFLAGS to include the SDL headers directory, but it has no effect on the output.

Having read through much of this forum, I see that a number of people have had similar issues over the years, and a few even seem to have resolved them, but it is unclear how. This post seems to reference the issues I'm having, but doesn't say how to fix them. Detailed instructions on how to get everything where the build script can find it would be much appreciated. I'd prefer to not have to install fink/macports/etc just for this one thing, but can if it's the only way to make it work.
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