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-   -   Weird Worlds Mac OS X patch for testing (http://forum.shrapnelgames.com/showthread.php?t=35672)

Fingers August 7th, 2007 03:35 PM

Weird Worlds Mac OS X patch for testing
 
It's been a long wait, but the Mac OS X patch is nearing completion. However, we need a few volunteers to try it out and see if it works before we can declare it done. If you're interested, back up your game files and then download and install the following file:

http://www.digital-eel.com/files/ww-osx-patch-122.zip

The zip file contains installation instructions in readme.txt.

Play the game a few times and maybe try out some mods, and report any problems here on the forum.

Ace_Garp August 7th, 2007 10:20 PM

Re: Weird Worlds Mac OS X patch for testing
 
OK.
Got it, and will dutifully test it to death (unless it's bug-free) tomorrow.
It's 2:20am right now, and I start work at 8:30am.
This doesn't bode well!
Thanks for the update at last ;-)

Ace_Garp August 7th, 2007 10:48 PM

Re: Weird Worlds Mac OS X patch for testing
 
OK - couldn't resist!
Just had a quick game (was killed by both a Garthan AND the Urluquai in a very underpowered pirate ship), and haven't noticed any problems yet.

One note though.
The readme states: -
"* Move both the ww_osx_patch folder and the Weird Worlds application
that you want to patch to the desktop."

Shouldn't that read " . . . the Weird Worlds FOLDER (not just the application) ", as that was the only way I could get it to be patched?

I'll report any bugs I find tomorrow.

Ed_Zavada August 9th, 2007 09:10 AM

Re: Weird Worlds Mac OS X patch for testing
 
Thanks, I've corrected that text in the readme file.

rc4126 August 9th, 2007 01:19 PM

Re: Weird Worlds Mac OS X patch for testing
 
I have found out that it takes 60 +1 days to use the hyperdrive, that one day comes from before the playership goes into orbit, but after it exits hyperspace, ie when it moves into orbit, haven't tried with other drives though.

sgqwonkian August 9th, 2007 02:51 PM

Re: Weird Worlds Mac OS X patch for testing
 
I've tried four games without mods, and three with mods. So far, no problems in the non-mod games.

In the mod games, it's crashed at the high-score screen after both games of Even Weirder Worlds. But, that may be a problem with that mod. I'm gonna go try some I know don't crash pre-patch, and see how they fare.

sgqwonkian August 9th, 2007 03:11 PM

Re: Weird Worlds Mac OS X patch for testing
 
Just had a really nasty crash on generating the universe in my Sgqwonk mod using the patch.

I can't guarantee it wasn't an heretofore undiscovered bug in my mod... but instead of crashing to the desktop, it first hung for 20 or 30 seconds on the major brass screen, then went to black for over 3 minutes.

It didn't respond to the forcequit keyboard shortcut. I had to reboot the whole computer to get out of it.

sgqwonkian August 9th, 2007 03:17 PM

Re: Weird Worlds Mac OS X patch for testing
 

While the new missile visuals are beautiful, they're a little weird when a homing missile loses it's target.

Instead of curving around in a circle, they angle around in a really clearly defined octagon. Instead of getting the feeling of it spiraling out of control, it looks like it's intentionally choosing a series of even-spaced 45 degree left turns.
(Which, of course, it is, but I'm not sure that's the visual impression you were intending to give).
When it's doing that, the hard corners on the flame trails make me think of the light-bikes in Tron.

Fingers August 9th, 2007 04:55 PM

Re: Weird Worlds Mac OS X patch for testing
 
A crash at high score screen usually has to do with a bad game.cfg from an earlier or incompatible version (specifically, trying to display a player ship icon that is no longer there). Try removing/renaming the game.cfg in the mod folder and/or the default folder.

I'll take a look at your mod on PC.. Is there a download on the mods subforum?

Is this with missiles in the default game or in a mod? The way the missile trails work is they emit particles at regular intervals, and draw the trail in between. If you're working on a mod and the trails on your missiles seem too angular, you can make them smoother by increasing the firing rate of the particle emitter (or reducing the turn rate of the missile).

sgqwonkian August 9th, 2007 06:33 PM

Re: Weird Worlds Mac OS X patch for testing
 
Thanks Fingers

Yes, my mods on the mod subforum, it was the Sgqwonkian Crisis mod, pretty close to the top of the list as I just uploaded it two days ago.
I've played the mod twice since installing the patch, and it only crashed the second time.

sgqwonkian August 9th, 2007 06:36 PM

Re: Weird Worlds Mac OS X patch for testing
 

The missiles weirdness (angular octagons if the target goes away) is on the main game (and mods too) post mac-patch.

In particular the multimissile was the most noticeable offender. If memory serves me I think some other missile did it too, but the multimissile is really obvious.

Fingers August 9th, 2007 09:07 PM

Re: Weird Worlds Mac OS X patch for testing
 
Well, in general the missile trails are tweaked to the lowest possible number of particles that didn't horribly offend me, but it seems the lost target state makes these particular ones (the second stage of multimissile) turn in a tighter radius than they normally do.

MShadowy August 10th, 2007 02:51 PM

Re: Weird Worlds Mac OS X patch for testing
 
Alright, patch downloaded. I'll see if'n I can't find anything weird about weird worlds after installing it.

Alphasite August 10th, 2007 03:13 PM

Re: Weird Worlds Mac OS X patch for testing
 
Will there be a Universal binary soon?

Fingers August 10th, 2007 09:22 PM

Re: Weird Worlds Mac OS X patch for testing
 
The universal binary will not happen anytime soon. If I understand the situation correctly, there's some kind of a problem getting OpenAL to work with universal binaries.

I'm going to use my own SDL-based sound system in our future games, and there's a possibility that I'll retrofit it to Weird Worlds... which may make the universal binary easier to do. In any case it'll be at least a couple of months before this happens, as it's kind of a big change in the code.

Ed_Zavada August 13th, 2007 09:05 AM

Re: Weird Worlds Mac OS X patch for testing
 
To be specific, the problem is that Apple has taken over the OpenAL implementation on the Mac, and rewritten it substantially, but in the process, they have changed something about how it deals with larger numbers of sounds that made it much less efficient. I have a full universal binary version running, but the sounds don't play properly because the sound takes up most of the CPU. I've reported a detailed bug to Apple, but no response. So, my options are to try to build a Universal binary of an older version of OpenAL, try to fix OpenAL myself, or try to find a Universal binary version of older OpenAL that doesn't have this problem. As Fingers says, it's going to be a bit before I can get to that (and he may beat me to it with his work ripping out OpenAL).

Alphasite August 13th, 2007 08:10 PM

Re: Weird Worlds Mac OS X patch for testing
 
Hopefully Apple will get around soon to responding to the problem.

Right now my MacBook Pro gets really hot playing WW and I was hoping a Universal binary would help as Rosetta wouldn't be necessary.

sgqwonkian August 17th, 2007 08:02 PM

Re: Weird Worlds Mac OS X patch for testing
 
I've been playing A LOT with the Mac Patch. Two things I've noted:

1. My mods all seem to be buggier with it, unless I keep purging the game.cfg files.

2. I have yet to see Ravians. It's driving me up the wall. I refuse to go use the pick-your-quest mod for my first Ravian encounter, because I really enjoyed the "what's going on here" impact of the 1st time through Primordius or Kawangi. Yet for whatever reason, with-or-without mods, I never seem to get the Ravians. You sure they're in there?

Fingers August 17th, 2007 09:44 PM

Re: Weird Worlds Mac OS X patch for testing
 
It seems there's something wrong with how this version handles the game.cfg file. Ed's looking into it.

Looking at the patch files (I don't have a Mac), the Ravian files are definitely there and game.ini seems correct so they should show up occasionally (About once per 15 games). Make sure you don't have the tutorial mode on as it disables main quests.

sgqwonkian August 18th, 2007 12:24 AM

Re: Weird Worlds Mac OS X patch for testing
 
Cool. Thanks for the update, Fingers. I'll keep playing, and eventually I'll get my hands on those sneaky Ravians.

sgqwonkian August 18th, 2007 02:49 PM

Re: Weird Worlds Mac OS X patch for testing
 
Pleased to announce I finally encountered Ravians. I'd say I was victorious, but really it was the Klakar that did all the work - they rammed three Ravian ships in a row.

sgqwonkian August 22nd, 2007 03:40 PM

Re: Weird Worlds Mac OS X patch for testing
 
So, as I posted in another thread yesterday, the Patch has completely stopped working on my mac. It crashes everytime I try to run the game. I've tried closing everything else could possibly have used memory, restarting, even reinstalling.

The only thing that got the game working again was to use my backuped archive of the original download zip of the main game, and then NOT installing the Patch. Once I patch a new unzipped version, it stops working.

Very odd...

Ed_Zavada August 24th, 2007 10:38 AM

Re: Weird Worlds Mac OS X patch for testing
 
Sgqwonkian, could you send me your crash logs for Weird Worlds? You will find them in:

in your home folder's Library/Logs/CrashReporter/ subfolder, and they will be all together in one file called ww.crash.log

Hopefully that will give me the info needed to track this down -- It's clear there is something going on with game.cfg files, but I haven't been able to reproduce it since I first verified it was happening.

sgqwonkian August 24th, 2007 03:12 PM

Re: Weird Worlds Mac OS X patch for testing
 
1 Attachment(s)
Here it is.

Ed_Zavada August 26th, 2007 11:30 PM

Re: Weird Worlds Mac OS X patch for testing
 
thanks, that should help a lot.

AlgaeNymph October 2nd, 2007 05:05 PM

Re: Weird Worlds Mac OS X patch for testing
 
Everything worked for me except the sound; there wasn't any. What technical specifications should I provide?

MarS November 20th, 2007 03:11 PM

Re: Weird Worlds Mac OS X patch for testing
 
The 'always'-flag in thief.ini breaks the saboteurquest.
On both the Mac- and the Windows-version


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