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Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Kornel Kisielewicz:
I managed to compile DoomRL 0.9.9.4 under Mac OS X on a 64 bit system, however it seems it has stability issues.
You will need to have the SDL Framework installed to test it...
DoomRL 0.9.9.4 MacOS X, 64 bit
Any comments, suggestions or help really welcome!
Xecutor:
After I updated SDL and SDL_Image frameworks, it seems to work fine.
The only problem is - significant part of floor tiles are represented with question mark.
However, when I die, in graveyard, picture of level is fine, with dots as floor tiles.
I tried to run it in standard Mac OS X Terminal app.
Just tried to run it with X11 xterm - there things are even worse. It's not question mark. It looks like unrecognized unicode symbol (question mark in a white diamond).
Probably locale settings must be set to some specific locale?
Tried to set LC_CTYPE to "C", but it didn't help.
Kornel Kisielewicz:
Open config.lua, find AllowHighAscii and set it to False.
Xecutor:
Oh. That helped.
Now another issue. There is no num lock in mac os x.
In doomrl keypad switches weapons.
Playing with cursor+pgup/dn+home/end is possible, but not very convenient.
AFAIR there are two modes in curses for keypad handling.
And in one mode keypad keys produce some unique seqs of codes.
Just checked. If I call 'keypad(stdscr, true);' then keypad7 produces 27, 79, 119.
Hm. It works in Terminal, but it doesn't work in iTerm.
Kornel Kisielewicz:
DoomRL doesn't use curses, it uses FPC video. But I'll look into the issue.
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