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Main » Bug Reports » Complete beginner wants to run game on Mac OSX not a bug
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Posted on 03-17-13, 07:15 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Y'know... I think the smartest thing to do here is to just give Eccleston here a prerelease of 0.1.15. It automatically disables sound instead of crashing if it can't load FMOD.

http://www.mediafire.com/?jzd8ubjomuqexgx

Make sure to remove the 0.1.14 you already have.

I don't just program Noxico...
Posted on 03-17-13, 10:38 pm

 

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Now it says I'm missing "shell32.dll"
Posted on 03-18-13, 07:59 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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The only place where shell32.dll is referred to is in the method where it tries to find where the Saved Games function is. This should only happen when actually running on Windows Vista or later. Why it detects Vista on a Mac is a mystery to me. I think there might be a logic error somewhere?

So here's another build that wraps all references to non-CLR DLL files into catch blocks: http://www.mediafire.com/?3k62nw67mz61sfl


I don't just program Noxico...
Posted on 03-18-13, 10:51 am

 

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It's working now! Is it normally really slow?
Posted on 03-18-13, 12:08 pm (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Frankly, I have no idea why that'd be. I've lost all idea regarding MacOS X, in fact.

Edit: running the latest build on Linux Mint is a bit slow at the beginning of gameplay because of surrounding boards being loaded. After that, it's all good on my end.

I don't just program Noxico...
Posted on 03-19-13, 12:27 am

 

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I just timed it; in the starting village, 1 minute 45 seconds went by before my Player Character moved from me pressing the arrow keys.
Posted on 03-19-13, 03:43 am

 

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Posted by Eccles19I just timed it; in the starting village, 1 minute 45 seconds went by before my Player Character moved from me pressing the arrow keys.

I don't see anything near this amount of lag- though I did see some substantial input lag when there were multiple enemies on screen... (which resulted in me being raped three times in quick succession, which was kind of unfortunate I suppose)
Posted on 03-20-13, 03:44 am


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I've tried this, on my Core 2 Duo, this is unplayably.

I think it's how you're sensing keystrokes, looking for conditions rather than using a set queue: Whether it recognizes a keystroke is based upon how long it is pressed, but there's no way to select if it will decide if there's only one keystroke or not by luck. In other words, it's spinning the wheels and the character can't be controlled. This could be fixed if everything worked by mouse (and then maybe you could make it work on Android more easily).

I'm going to assemble a PC and try it on that.

-Crissa
Posted on 03-20-13, 07:53 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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You realize, ofcourse, that "fix the keyboard issue by using mouse control" is not a fix. Anyway, I'm gonna meditate on an actual keyboard-based keyboard fix...

I don't just program Noxico...
Posted on 03-20-13, 09:20 am


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Well, it's broken, too. The mouse doesn't work if the window size is changed, and you can't scroll with it as far as I can tell. But if you're using a more vague pointer entry, then it doesn't matter if the user has a keyboard or not.

-Crissa
Posted on 03-20-13, 09:38 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Okay. The reason I use keyboard events is that it's (supposedly) portable. I could use GetKeyState to poll the actual keypress at this specific time, but that'd lock keyboard entry to Windows only. So I'm pretty limited there, and'll have to work from events... hmm...

As for the mouse, that's because you're not really supposed to change the window size while running (it drops the framerate) and the pixel-to-tile math assumes 1:1 scale.

I don't just program Noxico...
Posted on 03-20-13, 09:51 am


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It's acting like you're polling key state...
Posted on 03-20-13, 10:31 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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That's funny cos I'm not, and polling key state would actually bypass the timing problem we have now. Allow me to paint a picture:

When polling, you ask the OS "is this key down right about now?" when you need to know. Such as, checking if the player should move to the left. You get the keyboard state at that moment (or close enough, with the timescales in play here).

What Noxico does is that the OS and WinForms push keyboard events onto Noxico, which then puts them all in a keyboard state map of its own. When checking for a key, it checks this internal map. Due to what could well be timing issues on Macs, Noxico's view of the keyboard state does not match that of the actual keyboard.

And that's why I rewrote the input system to use a buffer instead of a map. Please give this fork of 0.1.15 a try and tell me if it's any better. [i]Some things may not work exactly right[i] because I focused on basic interactions and not breaking UIText.

I don't just program Noxico...
Posted on 03-20-13, 06:50 pm


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In all versions I've tried, typing too quickly makes for missed or duplicate keystrokes, no matter which platform. I was able to get 0.1.15.0 to run on the mac, but to the same effect; eventually I just couldn't mesh keystrokes and would spend most of my time moving the pointer around in circles.
Posted on 03-21-13, 07:02 pm (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I'm waiting for some test results. Depending on those, I may have to forego Mac support.

Update: Barbeque was nice enough to test it on his Arch, and reports that the original input system runs as well for him as it does for me. Which is bad news for MacOS X.

I don't just program Noxico...
Posted on 03-21-13, 08:11 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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<h3>Final Verdict</h3>
<img src="http://i.imgur.com/dkj2Laq.png" style="float: left; margin-right: 1em" />If you want to run on MacOS X you can feel free to try, but there will be no support.

Certain configurations (such as Nicole's Core i5 running Lion) may work well enough but if you have any input or timing problems beyond disk lag, expect no help from me.

I don't just program Noxico...
Posted on 03-22-13, 03:57 am


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I have a range of macs to run it on, I can even run it on an i7 or a plain Core Duo. (And I have G4s, tho why I'd even try is beyond me).

I think there's a basic flaw in the engine you're using, since I get the same errors on the PC if only of a lower magnitude. There's just something wrong with how it deals with keyboard input; inconsistently caching it and duplicating keystrokes. If I type at normal speed for me it often acts as if I pressed a previous key the number of times I pressed keys in total: So if I pressed an S, and pressed subsequent keys quickly, they all come out S.

-Crissa
Posted on 03-22-13, 07:36 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I don't believe you understand what a "final verdict" is.

It means there'll be no further debate.

Unless something groundbreaking comes up.

I'm stuck with using KeyUp/Down events just to be able to support more than one platform in the first place. I just got done pondering a rewrite that might fix things, but at the very potential cost of things like pathfinding to where you clicked, or other "the player isn't driving now" things. I suggest you come to terms with it.

Seriously, read the verdict again. If you have an OS X system that can run the game at least nearly as well as all the Windows and Linux systems I've checked, feel free to run it on those system. But don't fight about it. That's what it said.

I don't just program Noxico...
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Main » Bug Reports » Complete beginner wants to run game on Mac OSX not a bug