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rfinn

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  1. No more autoconfig? I'd still like to get this working under OS X. Theoretically, it can. Also, the sourceforge homepage still points to the old forum location instead of this one. [edit] Goldeye has config files in it. Says in SVN that you removed it. Is this not working or something?
  2. I contacted Ambrosia's legal department asking them if we could use the artwork from the old Escape Velocity series of games. They'd be so wonderfully perfect for the game...but alas. They feel it would be unfair to the artists to use their work in an open source and free environment. Free publicity isn't something I'd consider unfair, plus potential sales boost of the game that Discretion's gfx were based off of. *shrug* Oh well.
  3. Huzzah! Eclipse has the added benefit of being on all major platforms to boot. Hopefully there won't be much if any performance hit. I'm sure I'm not only speaking for myself, but an Eclipse project would be mighty nice. It can be imported into Xcode as well. *brainstorm* I'm thinking Core Image. Ripple effects when a bomb explodes on your ship, or ghost-fading when you rocket. That'd be sweet... Aha. I am also having problems getting the modules to build properly. I'm also using the latest and greatest in Freetype/sdl*. That's very iTunes of him. But very nice. Will fit right at home on my OS X computer.
  4. So close. ERROR: debug: dlopen failed on Modules/SettingsHandler.so in function loadAndGetInterface, on line 331 in file ../../src/Modules/ModuleManager/MMHelper.h ERROR: SettingsHandler Module not found at modules/SettingsHandler in function loadSkinSettings, on line 56 in file cskinviewer/Settings.cpp error loading skin settings aedGUI: Adding memory font: my_font at 0x21060, size 65933 bytes load_skin: Unable to access skin file(0x30a3cc): skins/default.skn Bus error Is this looking for an actual .so file? ls -a ~/Discretion/Modules/ | grep SettingsHandler SettingsHandler SettingsHandler.0 SettingsHandler.0.0.0 SettingsHandler.a SettingsHandler.la All that's in the Modules folder with regards to SettingsHandler is the above. In fact, there aren't any .so files. Did my modules not compile correctly?
  5. Okay, I explicitly converted it to a char array with c_str(), and it seems to be happy with that. Anyone see any problem with doing this? void profileNameChanged(void* caller, void* data) { const char* newName = (((aedTextBox*)widgets[0])->getCaption()).c_str(); if (newName[0] == '\0') newName = "(None)"; listBoxPtr->setIndexText(currentProfileIndex, newName); }
  6. Yes, I had the same problem. Basically the build process breaks while running the tests, even though the aedGUI actually compiled properly. So just run 'make install' after you get the error above and the lib should install fine. Ah, okay. Thanks for the tip.
  7. I'm having a bit of trouble getting aedGUI to install on Leopard 10.5 (x86). It's failing during the OpenGL test when running the makefile in the test section. A long list of "undefined symbols" errors: g++ -g -O2 `/sw/bin/sdl-config --cflags` -I../include/ gltest.o -o gltest \ -Wl,-rpath,../src/.libs/ \ -L../src/.libs/ -laedGUI -L/sw/lib -lSDLmain -lSDL -Wl,-framework,Cocoa -lSDL_ttf Undefined symbols: "_glTexImage2D", referenced from: LoadGLTextures() in gltest.o LoadGLTextures() in gltest.o CreateScreenTex() in gltest.o DrawGUI(SDL_Surface*) in gltest.o "_glEnable", referenced from: InitGL() in gltest.o InitGL() in gltest.o InitGL() in gltest.o InitGL() in gltest.o ... Looks like it can't locate the appropriate header file or something? Forgive me, I'm new to C/C++. Everything up until this point has been in Java, so I'm completely nub at this point. I have all the required SDL stuff installed. Apparently I missed something? Which brings me to another question. I have Freetype 2.3.5 installed. Should that be okay? The source comes packaged with version 2.2.1...
  8. [edit] I'll dig around some more. I just noticed the "Discretion compiles on Mac" thread. [edit] Okay, we're good now. Thanks to mbi for his very useful notes.
  9. That's cool. Since this applies to ships as well, could you apply a similar thing to overhead/floor tiles? That way, you could design something like a race track with booster tiles that give you a quick burst of acceleration when you fly over it a la Super Mario Cart.
  10. What about plugin(s) for the client to include IRC, ICQ, AIM, or in the normal game chat? It's not voice, but you could still chat with your other buddies while you're playing the game in full screen.
  11. Suggestion: OpenGL goodness.
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