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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Oct 10, 2010 5:57 pm Post subject: |
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Both TMC and I have been able to reproduce this same problem on our own Macs, so hopefully we will be able to figure it out soon. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Oct 11, 2010 2:51 am Post subject: |
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Sorry we still don't have nightly Mac builds, or any improved mac builds up at all. After a number of bizarre problems we finally managed to get the OHR to compile on James' machine, but for some other crazy reason his builds crash :(
Today I figured out why Custom can't delete its working.tmp, and why it's throwing all these errors in the first place. Relumping RPGs was broken. I'll put up a new build tomorrow. That'll also include the MIDI looping fix.
I tried out your Tetris and it was perfectly responsive, and ran at full speed. The titlescreen hit 100% CPU though (so the OHR does run quite a bit slower on Macs). Either it is running much much slower on your machine, or there is some other reason for any laggyness. (You can check how much CPU time a program uses by running "top" in a Terminal, though there's probably some native Mac program for it) _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Oct 11, 2010 10:14 am Post subject: |
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The Mad Cacti wrote: | (You can check how much CPU time a program uses by running "top" in a Terminal, though there's probably some native Mac program for it) |
Found it in Applications/Utilities/Activity Monitor |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Oct 12, 2010 2:34 am Post subject: |
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OK! Here we go!
http://tmc.castleparadox.com/ohr/ohrrpgce-macosx-2010-10-12-wip.tar.bz2
(You should be able to open that file with Finder)
Changes:
* saving/creating a RPG now works
* some other small bug fixes
* Custom and Game now packaged as App bundles
* SDL and SDL_mixer frameworks no longer needed
* hspeak is included
* SDL_mixer MIDI loop bug fixed
* all shortcut keys, eg. Cmd-Shift-? now work
* a couple weeks of new nightly features :)
Still left to do:
* One crash reported, and I saw one too
* oggenc and madplay not included (needed for importing MP3 and WAV music and sound effects). See the original post for a possible workaround
* capslock doesn't work in the sprite editors
* I just noticed the help files aren't packaged in the way that I intended, but they still seem to work? I'm not sure that I actually tested
* A more native packaging than .bz2 files _________________ "It is so great it is insanely great." |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Oct 13, 2010 2:14 am Post subject: |
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Updated again, I did screw up the help files
http://tmc.castleparadox.com/ohr/ohrrpgce-macosx-2010-10-13-wip.tar.bz2
Changed:
* Custom can now find the help files
* oggenc included, so you can import WAVs. You can't import MP3s yet.
* Help menu no longer shown in Game
* relump and unlump utilities included
No progress on getting automatic nightly builds running. _________________ "It is so great it is insanely great." |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Wed Oct 13, 2010 9:30 am Post subject: |
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This is amazingly awesome! Thanks so much, TMC! |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Mon Oct 18, 2010 5:13 am Post subject: |
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BLAAAAAAAA!
OHR on Macs!!!! This is the coolest invention since ... zones!!!
My day is made!
You have made me a very happy manbaby!
Edit: Can I compile scripts in the Mac OS, or do I still have to do that avec les Fenêtres?
I'm also trying out these zones.
How is it that you restrict NPC movement to a certain zone? Do you set it in the NPC editor (I couldn't find it)? _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Oct 18, 2010 9:20 pm Post subject: |
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Yes, you can compile scripts; hspeak is included, and I tested that it's working. I'm not sure if it's possible to drag and drop your script files onto it like you can in Windows, so you might have to run it from Terminal. Of course, we're eventually going to let you invoke HSpeak from within Custom.
Sorry about the confusion around zones. I haven't done anything on them since adding the editor: they currently can't be used to do anything. See the thread about them in The Arcade. _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Tue Oct 19, 2010 12:43 am Post subject: |
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Using the terminal? Ok.
Uh, how? I go to the directory and type "./hspeak blubla.hss" ?
Hm, I tried that, and I'm getting weird errors.
The beginning of my script is mind bogglingly mundane and looks like this:
Code: | include, "plotscr.hsd"
include, "Saminaster&Sorcery.hsi"
include, "scancode.hsi"
include, "SandS_KeyPress.hss"
include, "SandS_MapScripts.hss"
include, "SandS_BBAnimations.hss"
include, "SandS_BB.hss"
include, "SandS_trig.hss"
include, "SandS_triplet.hss"
include, "SandS_Sandbox.hss"
include, "SandS_magic.hss"
include, "SandS_obselete.hss"
global variable (0,WaddiSwitch) # Reserve 30 of these.
global variable (30,DataLayer) # Layer in which certain information is stored
... blah blah blah
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But it doesn't seem to want to go past the first line of the script :-(
Code: | ERROR: in line 1 of SandS.hss
include, "plotscr.hsd"
i
^
Found garbage i after name of file to include. Try enclosing the filename in
"quote marks"?
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Is there something wrong with my newline characters maybe? _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Oct 19, 2010 2:20 am Post subject: |
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Oh yeah. James mentioned this bug a few days ago: nightly builds of HSpeak on Unix don't like Windows/DOS newlines. I should go fix it.
Instead of waiting for a fix, you could convert your line endings somehow, such as by running in Terminal
Code: | ls *.hss *.hsi | xargs sed -i -e "s/\r//" |
_________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Tue Oct 19, 2010 7:25 am Post subject: |
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I do not understand Linuxpeak.
What does that do exactly?
Also, I don't think it worked - I'm getting the same error.
Your magic words created duplicates of all my scripts and labeled them *.hss-e. Both duplicates give me the same error :-( _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Oct 19, 2010 8:22 am Post subject: |
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Uh...
It's meant to run all your script files through a sed script which deletes all the \r characters. I blame its failure on differences between GNU and BSD/Apple sed and xargs; works fine for me.
Fine, you could try this utility (or Textmate, or Emacs, or Xcode, or...):
http://code.google.com/p/linebreak/ _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Oct 19, 2010 8:26 am Post subject: |
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I am pretty sure there was a typo somewhere in that unix command that TMC gave you. It doesn't work for me. EDIT: oops! Yes, TMC already caught his typo before I finished posting this
Here is how to check the line endings on a file. from the terminal, type:
Code: | cat -vet myscript.hss |
and it will print your script file to the terminal with visible line endings. if all the lines end with ^M$ then the file is in DOS/Windows format, and that explains the error. If the lines all just have $ at the end then that means that the file is in Unix/Linux/Mac text format. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Oct 19, 2010 8:30 am Post subject: |
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The Mad Cacti wrote: | It's meant to run all your script files through a sed script which deletes all the \r characters. I blame its failure on differences between GNU and BSD/Apple sed and xargs; works fine for me.
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The -i argument to sed is half the problem. It was assuming that the -e was to be used for the backup file extension instead of treating it like the next argument.
The other half of the problem is that the \r gets evaluated both too song and wrongly, and it ends up as just plain "r" instead of being converted to ascii 13.
+1 on this! |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Oct 19, 2010 11:05 am Post subject: |
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What's wrong with good old-fashioned dos2unix? _________________
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