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Topic: The UQM MegaMod - Now on MacOS X! (Read 22499 times)
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darklord42
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Posts: 208
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Evreyone actually, the lines vary from 1 to several. I think you are right in that it's the orbit of the outer planets. I really should try this on a windows machine... [EDIT] I'm surprised it doesn't do it on your VM! Makes me wonder if it's some screwed up settings file that got copied over from my two machines. If it was an OSX issue I'm pretty certain you would see it. OSX's OpenGL implementation is the same from 10.11 and 10.12 (And out of date for both). I tried clearing ~/.uqmhd folder but no luck. I don't remember it happening on UQMHD beta so I think I'll try downloading that, and verifying if that's true.
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« Last Edit: March 07, 2017, 03:27:03 am by darklord42 »
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darklord42
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Yeah, the previous OSX build it happened. I don't see how compiling on a VM affected it. I bet If I compiled it on my mac I'd hit the same problems. I'm still downloading the old UQMHD-Beta. It would be good to establish at least some reference point where things use to work. Unless my memory is faulty. I do remember it happening with Matt's build's too. in fact I showed him a screenshot of the same thing.. Source forge it awful slow....
EDIT
Yeah, in the original UQMHD-Beta it doesn't happen. Now what that actually means, I have no idea....
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« Last Edit: March 07, 2017, 04:41:45 am by darklord42 »
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darklord42
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Oh *INSERT EXPLETIVE HERE*....
At lest you know it's not one of the new changes in the last build. Resolution sounds like a good guess, though what it is about 4x that kills the orbit rendering in that very specific circumstance of when the orbits are out of frame would be a good question.
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« Last Edit: March 07, 2017, 08:52:13 pm by darklord42 »
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darklord42
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Ill give it a try, have my fingers crossed, except source forge is so slow it will take aprox 2 hours while I sleep...I really hope it's that simple. Why I didn't try the 4x file from the beta is beyond me, should have been a good test, but I already removed it...
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darklord42
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I really have a hard time believing that compiling on a virtual machine is the problem. I never heard of other software having such problems, and why only the orbit generation code? I think a bug introduced after the beta but before Matt did his Remix is more likely. They never did a third release in between and it was quite a while of more code being put in before Daemon disappeared and then the rest of them. A lot of it was Finnish localization, but there was probably a bunch more.
I should try compiling on my 2010 mac book myself to be sure. It's been several years since I compiled UQM, so it will take some figuring out.
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« Last Edit: March 08, 2017, 06:04:21 am by darklord42 »
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darklord42
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At least you have a starting point.
I'm trying to compile your version right now. I moved the necessary framework files to the system library folder so the build script could find them, but during compilation it says SDL_image cant find the SDL.h file. I double checked that all headers were all included in the frameworks folders, which they were. So something is borked with the build script. Unless there is something obvious I'm forgetting?
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darklord42
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Ah that's right. Odd you have to manually include the SDL headers but not say the ogg, vorbis or sdl_image ones...
So got it to compile, and still the same result, so at least we know your virtual machine is working.
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darklord42
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Dang man I didn't realize you were without sleep. Have a good rest for a few days. I'm in no hurry.
I use XCode 8.1 which has Apple LLVM version 8.0.0 (clang-800.0.42.1). Which may be mostly inline with clang 3.9. I could always install earlier versions of clang via macports, or even try gcc. (far easier then trying to install old versions of the entire XCode kit on later MacOS which may make it impossible. With this info I'll play around with it and see if I can find a version that works. You get some sleep!
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« Last Edit: March 08, 2017, 08:32:46 pm by darklord42 »
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