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August 7th, 2007, 03:35 PM
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Sergeant
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Join Date: Jun 2005
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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.
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August 7th, 2007, 10:20 PM
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Corporal
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Join Date: May 2006
Location: UK
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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 ;-)
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August 7th, 2007, 10:48 PM
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Corporal
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Join Date: May 2006
Location: UK
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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.
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August 9th, 2007, 09:10 AM
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Private
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Join Date: Dec 2005
Location: Charlottesville, VA
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Re: Weird Worlds Mac OS X patch for testing
Thanks, I've corrected that text in the readme file.
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August 9th, 2007, 01:19 PM
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Private
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Join Date: Aug 2007
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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.
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August 9th, 2007, 02:51 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
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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.
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August 9th, 2007, 03:11 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
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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.
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August 9th, 2007, 03:17 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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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.
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August 9th, 2007, 04:55 PM
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Sergeant
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Join Date: Jun 2005
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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).
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August 9th, 2007, 06:33 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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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.
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