Chaosforge Forum

DoomRL => Discussion => Topic started by: Kornel Kisielewicz on September 01, 2011, 02:21

Title: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Kornel Kisielewicz on September 01, 2011, 02:21
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 (http://www.libsdl.org/release/SDL-1.2.14.dmg) installed to test it...

DoomRL 0.9.9.4 MacOS X, 64 bit (http://doom.chaosforge.org/files/doomrl-osx-x64-0994.tar.gz)

Any comments, suggestions or help really welcome!
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Xecutor on September 01, 2011, 04:13
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.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Kornel Kisielewicz on September 01, 2011, 07:04
Open config.lua, find AllowHighAscii and set it to False.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Xecutor on September 01, 2011, 22:29
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.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Kornel Kisielewicz on September 07, 2011, 07:26
DoomRL doesn't use curses, it uses FPC video. But I'll look into the issue.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: brokenfury8585 on September 07, 2011, 09:22
inital testing down to level 10 seems stable enough. Have not noticed any crashing. Being on a 10.6 laptop does provide a weird control scheme to get used to (no home,end,pgup,pgdn. Thank you edit keybindings). Sound files have played without issue, all graphics are accounted for. There was one issue in hells arena tho. it took a few taps of the enter key to get the text to show up and monster to load in. only happened once though and will try to repeat to have more occurances. But overall fantastic test build gents, hats off to you!!!

-found issue: after dying in a game, and restarting new game in same running instance. the  music does not start from the beginning and once reaches the end does not loop again.

Update sept 8:

--------------------------------------------------------------
 DoomRL (v.0.9.9.4) roguelike post-mortem character dump
--------------------------------------------------------------

 Brokenfury, level 12 Former Human Corporal Technician,
 defeated the Cyberdemon on level 25 of the Phobos base.
 He survived 131888 turns and scored 114488 points.
 He played for 1 hour, 26 minutes and 48 seconds.
 He didn't like it too rough.

 He killed 693 out of 693 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He saved himself 13 times.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 9
  Levels completed : 9

-- Awards ----------------------------------------------------

  Hell Armorer Badge
  Grim Reaper's Badge
  Medal of Prejudice
  UAC Star (bronze cluster)
  Hell Champion Medal
  Reaper Gold Badge
  Reaper Silver Badge
  Veteran Bronze Badge
  UAC Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #................###...........................###.........
  #................###...........................#>#.........
  #................###...........................###.........
  #....................................###...................
  #....................................###.................##
  #....................................###..###..###.......##
  #...........###...........................###..###.......##
  #...........###...........................###..###.........
  #...........###.....................###....................
  #.................X............###..###....................
  #....................#.........###..###....................
  #...................###........###.........................
  #.........................###...................###........
  #.........................###...................###........
  #.........................###...................###........
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 35/50   Experience 62274/12
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +2  ToDmg Melee +2

-- Traits ----------------------------------------------------

  Class : Technician

    Tough as nails   (Level 2)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 2)
    Intuition        (Level 1)
    Whizkid          (Level 1)
    Badass           (Level 1)
    Triggerhappy     (Level 2)
    Entrenchment     (Level 1)

  SoB->SoB->TH->WK->TaN->TaN->Bad->MSh->EE->TH->EE->Int->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Angelic Armor [7/7] (55%)
    [b] [ Weapon     ]   BFG 10K (6d6)x5 [12/40]
    [c] [ Boots      ]   tactical boots [1/1] (100%)
    [d] [ Prepared   ]   nuclear BFG 9000 (8d8) [40/40]

-- Inventory -------------------------------------------------

    [a]   modified plasma rifle (1d7)x6 [0/40] (A1T1)
    [b]   modified nuclear plasma rifle (1d8)x6 [24/24] (P2)
    [c]   nuclear plasma rifle (1d6)x6 [18/24]
    [d]   modified BFG 9000 (10d8) [220/220] (B3)
    [e]   red armor [4/4] (100%)
    [f]   red armor [2/4] (37%)
    [h]   power cell (x56)
    [i]   power cell (x70)
    [j]   power cell (x70)
    [k]   large med-pack
    [l]   large med-pack
    [m]   large med-pack
    [n]   large med-pack
    [o]   large med-pack
    [p]   phase device
    [q]   power mod pack
    [r]   agility mod pack
    [s]   power battery (x16)

-- Resistances -----------------------------------------------

    None

-- Kills -----------------------------------------------------

    105 former humans
    76 former sergeants
    26 former captains
    89 imps
    56 demons
    165 lost souls
    47 cacodemons
    31 barons of hell
    1 Cyberdemon
    32 hell knights
    33 arachnotrons
    3 former commandos
    12 pain elementals
    10 arch-viles
    2 mancubi
    2 bruiser brothers
    1 shambler
    1 agony elemental
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  On level 4 he found the Arena Master's Staff!
  On level 4 he assembled a assault rifle!
  He defeated the Hell Arena Master!
  On level 8 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 12 he ventured into the Halls of Carnage.
  On level 15 he encountered the Phobos Hellgate.
  On level 17 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 19 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 20 he entered the Vaults.
  He cracked the Vaults and cleared them out!
  On level 21 he found the BFG 10K!
  On level 22 he was foolish enough to enter the Mortuary!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 missile hits the Cyberdemon. The missile hits the Cyberdemon. The missile
 hits the Cyberdemon. The missile hits the Cyberdemon.
 Chain fire (full) -- Choose target or abort...
 You see : a Cyberdemon (heavily wounded) [m]ore | blood
 The missile hits the Cyberdemon. You are hit!
 Your weapon is empty.
 Unknown command. Press "?" for help.
 You use a large med-pack. You feel fully healed.
 You wear/wield : a BFG 10K (6d6)x5 [0/40] The Cyberdemon reloads his rocket
 launcher.
 You reload the BFG 10K with power cell. You are hit! The Cyberdemon reloads
 his rocket launcher.
 Fire -- Choose target...
 You see : a Cyberdemon (heavily wounded) [m]ore | blood
 The Cyberdemon dies. You feel relatively safe now. Congratulations! You
 defeated the Cyberdemon! Press <Enter>...

-- General ---------------------------------------------------

 21 brave souls have ventured into Phobos:
 19 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

 1 souls destroyed the Cyberdemon...
 1 killed the bastard and survived.

--------------------------------------------------------------

[thelaptop: Mortems should go into mortem tags.  No exceptions since without 'em, all the formatting will be screwed up.]
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Rossy on September 13, 2011, 20:21
Hello,

I eagerly awaited the mac release, so hooray!
So far i found two "bugs": 1. The music does not loop.
2. I have to press ESC multiple times. This happens both in iTerm and Terminal.app. Changing the Key helps, but this behaviour is kinda strange.

All in all I had fun playing, but the nonlooping music was quite a bummer.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: thelaptop on September 13, 2011, 22:31
2. I have to press ESC multiple times. This happens both in iTerm and Terminal.app. Changing the Key helps, but this behaviour is kinda strange.
Side effect of terminal emulation mode -- when you press Esc once, the terminal is waiting for the escape code.  This is a similar problem that appears on the Linux version.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Rift on September 21, 2011, 17:31
Hi,

I just tried to start it on my Macbook (Lion 10.7.1) with the linked SDL framework (and the mentioned SDL image framework) installed but get the following error:

dyld: Library not loaded: @executable_path/../Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer
  Referenced from: /Users/<username>/Temp/doomrl-osx-0994/./doomrl
  Reason: image not found
Trace/BPT trap: 5

Any ideas how to get it running?
Thanks!
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Kornel Kisielewicz on September 21, 2011, 18:25
http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.11.dmg

Once I figure out how to do a dmg, I'll package those into the download probably.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Rift on September 22, 2011, 09:33
Thanks, its working now!

http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.11.dmg

Once I figure out how to do a dmg, I'll package those into the download probably.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: FreeKillB on September 24, 2011, 22:50
Installed the three frameworks, works sorta OK in iTerm, Terminal, X11, except:

-The music doesn't loop.  Others have mentioned this, but I would add that once the music stops looping, it breaks all of the sound effects.
-I noticed that picking up ammo would look like "You found  of 10mm ammo" with a blank space where the number should be.
-iTerm worked better for showing non-ASCII glyphs (edit: terminal seems fine as well), but it had trouble with the rightmost and part of the leftmost column.  Edit: fixed by updating iTerm
-X11 is the only one showing the bottom line of display ie tactics and current level

Thanks for working on the build!
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: VANDAM on October 29, 2011, 12:00
SDL frmws installed, then in iterm i've got the following error:
X11 vrsn is ok
An unhandled exception occurred at $000000010005743E :
                                                      EInOutError : File not found    $000000010005743E
                     logout
Oh yes, macbook air(4.2); OSX 7 
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Kornel Kisielewicz on October 29, 2011, 16:36
Is there more info in the error.log?
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: VANDAM on October 29, 2011, 16:58
Solved this...
To avoid this bug you should launch iterm then cd to doomrl install dir and ./doomrl that's all.
But, if you launch doomrl in finder... I think that the current directory sets wrong.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: Kornel Kisielewicz on October 30, 2011, 03:36
Oh yeah, the current dirrectory *must*  be the one with DoomRL. I think I can find a way to solve this later.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: WasJordan on October 31, 2011, 03:36
Hi there.

I started testing out this OS X version yesterday, and I've played a few games now. I can confirm some issues others have already mentioned, such as the blank number when picking up ammo. But overall it was quite playable.

However, I just realized the game is not properly saving my progress (rank/badges/what have you). It does properly note my wins/deaths but nothing else. I notice the client crashes whenever I exit--perhaps this might have something to do with it? (It says an unhandled exception occurred, something about an invalid pointer.) In any case since I can't progress to harder difficulties now it's somewhat of a big deal :)

I'm on a MacBook Air running Snow Leopard.
Title: Re: Testing Needed - DoomRL 0.9.9.4 Experimental MacOS X 64 bit Version
Post by: VANDAM on October 31, 2011, 13:06
I've got a suggestion, it would be great if the fullscreen will be a true fullscreen. Now, when you're using fullscreen it scales up to 80x25 (or smthng like that), and the game is on the right upper corner of the screen, if there will be zoom it will be much more playable and it wouldn't be so annoying like it's now. And, as far as i can remember, f you're playing linux version of doomrl there is the same bug/glitch/feature i don't know. When you're playing in a naked console it surely annoys. I want to use my tty and play doomrl with true fullscreen.
P.S. At first you should make macexecutable file. this file contains all lib f.e. symlinks for SDL and so on,  in the main folder there will be Info.plist MacOs(folder) Resources(folder) and it will be a true mac way.
P.P.S. If you want, I can help you with mac port.