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Author Topic: The UQM MegaMod - Now on MacOS X!  (Read 16781 times)
darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #45 on: March 07, 2017, 03:20:53 am »

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  OSX's OpenGL implementation is the same from 10.11 and 10.12 (And out of date for both).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.
« Last Edit: March 07, 2017, 03:27:03 am by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #46 on: March 07, 2017, 03:29:45 am »

I forgot to mention that it does do it in my VM.

The VM crashed my computer as I was typing out a reply previous to the one I submitted.

I have two ideas that may be causing this issue.

1. It may be that building it in a VM breaks it in some way

2. I implemented one of Matt's resolution fixes wrong and it doesn't play nice on OSX

EDIT:

Another question, it did this on the previous OSX build correct?

If so then it can't be one of Matt's resolution fixes.
« Last Edit: March 07, 2017, 03:31:29 am by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #47 on: March 07, 2017, 03:58:24 am »

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....
« Last Edit: March 07, 2017, 04:41:45 am by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #48 on: March 07, 2017, 08:23:23 pm »

It means that I'm going to have to remove Matt's fixes one by one until I find out which one is causing the glitch.

Fun. I'll start with the one that adds support for 16:10 and 5:4 resolution monitors.

EDIT:

I really wish it did this on Windows.
« Last Edit: March 07, 2017, 08:26:25 pm by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #49 on: March 07, 2017, 08:45:46 pm »

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.
« Last Edit: March 07, 2017, 08:52:13 pm by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #50 on: March 07, 2017, 09:13:25 pm »

Gonna have to go onto github, grab the first Mac release and work from there.

Better than working from the newest release where there are a ton more changes.

EDIT:

I'm going to build the oldest Mac binary I can and go from there. Thank god for Github.

UPDATE:

As a control I compiled plain UQM-HD straight from their Sourceforge page and I still get the screwed up orbit lines in 4x resolution.

Built it upon 1.2.10 SDL_Image and 1.2.14 SDL.

So now the problem is either something *they* did to their sourcecode before packaging it up or building UQM in a virtual machine.

I have an idea though, maybe the content is different on OSX than it is on Windows. I uploaded the content from the Windows version, so that *may* be it.
« Last Edit: March 08, 2017, 01:53:54 am by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #51 on: March 08, 2017, 04:40:42 am »

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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Re: The UQM MegaMod - Now on MacOS X!
« Reply #52 on: March 08, 2017, 05:20:20 am »

Nope it still doesn't work.

Looks like a quirk with building it in a Virtual Machine.

You may have to suffer the lines or bring it down to 2x.

EDIT:

Makes me wonder if Matt built his OSX version in a Virtual Machine as well or if there is a bug in the HD source code that was added after they released HD.
« Last Edit: March 08, 2017, 05:28:14 am by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #53 on: March 08, 2017, 06:00:43 am »

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.
« Last Edit: March 08, 2017, 06:04:21 am by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #54 on: March 08, 2017, 06:44:25 am »

I've actually just found that they shipped the source with UQM-HD Alpha 1.

If *that* works fine in 4x I'll diff the source between the alpha and beta to see where it might've went wrong.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #55 on: March 08, 2017, 04:16:17 pm »

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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Re: The UQM MegaMod - Now on MacOS X!
« Reply #56 on: March 08, 2017, 04:19:14 pm »

You have to start it off with some CFLAGS.

CD into the directory where the, "build.sh" file is and run it like this first:

Code:
CFLAGS="-I/Library/Frameworks/SDL.framework/Headers" ./build.sh uqm config

You only need to do this once unless you have to run the config again.
« Last Edit: March 08, 2017, 04:21:07 pm by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #57 on: March 08, 2017, 04:34:46 pm »

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. Smiley
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #58 on: March 08, 2017, 07:49:49 pm »

Well that's a result.

I'm on about 24 hours no sleep thanks to insomnia so I can't really do... Anything that requires a hard thought.

I'll try to compile the Alpha here in a second, even though I meant to do that at 9pm yesterday when I found out about it.

EDIT:

This slipped my mind.

You're on 10.11, what version of Xcode did you compile it with?

UPDATE:

The Alpha still has the glitch on OSX.

At least this provides an earlier version. But it still begs the question, how did their builds escape this glitch?

I'm going to bed now, satisfied that I at least found out. Maybe we have to build it with an even earlier version of Xcode?
« Last Edit: March 08, 2017, 08:00:26 pm by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #59 on: March 08, 2017, 08:29:25 pm »

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!
« Last Edit: March 08, 2017, 08:32:46 pm by darklord42 » Logged
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