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RossyMiles (talk | contribs) |
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== | ==Large textures== | ||
Just tested the upgrade for 1024x1024 and Oni crashed. First of all OniSplit works fine with a 1024x1024 targa image, I can import and export. | Just tested the upgrade for 1024x1024 and Oni crashed. First of all OniSplit works fine with a 1024x1024 targa image, I can import and export. | ||
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== | ==BSL functions== | ||
;Update on large textures | ;Update on large textures | ||
:Sorry, but we still haven't got a clear idea of what's going on. Ed's patch is correct, yet the crash log indicates that texture data was written on top of other stuff (i.e. outside of its supposed buffer). This probably means there's another texture buffer somewhere, specific to the Mac build. And we haven't tried looking for it yet. --[[User:Geyser|geyser]] 04:53, 9 October 2008 (CEST) | :Sorry, but we still haven't got a clear idea of what's going on. Ed's patch is correct, yet the crash log indicates that texture data was written on top of other stuff (i.e. outside of its supposed buffer). This probably means there's another texture buffer somewhere, specific to the Mac build. And we haven't tried looking for it yet. --[[User:Geyser|geyser]] 04:53, 9 October 2008 (CEST) | ||
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:geyser, weapon_reset works. I did a quick test of OTA and it runs fine, but its not 100% compatible, since I cannot access the menus, using the function keys. Going to Dev Mode and pressing F9 starts the recording, but the OTA menus do not appear, pressing F3 does not cycle arena. [[User:EdT|EdT]] 23:35, 9 October 2008 (CEST) | :geyser, weapon_reset works. I did a quick test of OTA and it runs fine, but its not 100% compatible, since I cannot access the menus, using the function keys. Going to Dev Mode and pressing F9 starts the recording, but the OTA menus do not appear, pressing F3 does not cycle arena. [[User:EdT|EdT]] 23:35, 9 October 2008 (CEST) | ||
== | ==BSL variables== | ||
::The Mac version doesn't have F2/F3 binding. Another patch, maybe? :) [[User:Gumby|Gumby]] 00:15, 10 October 2008 (CEST) | |||
Variables, darn it. Not sure what to do about them. 61 of them on the Mac. Sure, a few of them are disposable, and maybe a lot more if we get rid of everything we can't live without, but obviously we can never accomodate the 164 extra variables of the PC version: we'll have to make choices as for what we need the most on either side (what we have to keep VS what we need to add). So, '''sc_bind_f2''', '''sc_bind_f3''', '''co_display''' (so that OTA can be run in dev mode without messages cluttering up the screen), '''show_performance''' (devmode hotkey Ctrl+Shift/Alt+Y)... and then what? '''fast_mode'''? '''draw_every_frame'''? '''wp_kickable'''? '''chr_big_head_amount'''? a bunch of camera parameters? '''li_center_cursor'''? (oh, and speaking of camera stuff, we probably need to do the '''gs_fov_set''' function, too...). I mean, I can't just start disabling perfectly good variables without a good idea of how many I have in store and how many more I'll have to add. So let's brainstorm for a while (although I probably will add the foremost 4 I mentioned above right away...). Below are two little tables and two big ones. The first table is variables that don't seem to work but probably do, with the special case of '''ai2_boss_battle''' beilng used in [compound]. Then there's a small table of "huh" variables that are almost certainly disposable. Then there are tables (mutually exclusive, but overlapping with the small ones): debug/display things (32 items) and not-likely-to-be-tweaked things (17 items). Those would disempower modders and hackers but wouldn't change much or anything for level logic. 49 variables is a lot, but we have to choose wisely, and may end up having to maintain two versions of the Mac engine, one with debug stuff, the other with stuff that is meant to be used in scripts. --[[User:Geyser|geyser]] 05:14, 10 October 2008 (CEST) | Variables, darn it. Not sure what to do about them. 61 of them on the Mac. Sure, a few of them are disposable, and maybe a lot more if we get rid of everything we can't live without, but obviously we can never accomodate the 164 extra variables of the PC version: we'll have to make choices as for what we need the most on either side (what we have to keep VS what we need to add). So, '''sc_bind_f2''', '''sc_bind_f3''', '''co_display''' (so that OTA can be run in dev mode without messages cluttering up the screen), '''show_performance''' (devmode hotkey Ctrl+Shift/Alt+Y)... and then what? '''fast_mode'''? '''draw_every_frame'''? '''wp_kickable'''? '''chr_big_head_amount'''? a bunch of camera parameters? '''li_center_cursor'''? (oh, and speaking of camera stuff, we probably need to do the '''gs_fov_set''' function, too...). I mean, I can't just start disabling perfectly good variables without a good idea of how many I have in store and how many more I'll have to add. So let's brainstorm for a while (although I probably will add the foremost 4 I mentioned above right away...). Below are two little tables and two big ones. The first table is variables that don't seem to work but probably do, with the special case of '''ai2_boss_battle''' beilng used in [compound]. Then there's a small table of "huh" variables that are almost certainly disposable. Then there are tables (mutually exclusive, but overlapping with the small ones): debug/display things (32 items) and not-likely-to-be-tweaked things (17 items). Those would disempower modders and hackers but wouldn't change much or anything for level logic. 49 variables is a lot, but we have to choose wisely, and may end up having to maintain two versions of the Mac engine, one with debug stuff, the other with stuff that is meant to be used in scripts. --[[User:Geyser|geyser]] 05:14, 10 October 2008 (CEST) | ||
:I'll start testing the variables and those I find that do not have a visible effect, I'll add to the possibly broken and disposable section. [[User:EdT|EdT]] 07:08, 10 October 2008 (CEST) | :I'll start testing the variables and those I find that do not have a visible effect, I'll add to the possibly broken and disposable section. [[User:EdT|EdT]] 07:08, 10 October 2008 (CEST) | ||
{{Table}} | {{Table}} | ||
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|bool ph_debug_keyforces=0||"toggle keyboard applied forces" (no visible effect) | |bool ph_debug_keyforces=0||"toggle keyboard applied forces" (no visible effect) | ||
|} | |} | ||
==Mac Daodan== | |||
:What's the possibility of making something [[wikipedia:DLL_injection#Approaches_on_Unix-like_systems|Daodan-like]] for the Mac, or placing function calls in code caves? --[[User:RossyMiles|rossy]] 11:18, 10 October 2008 (CEST) | |||
:Define "code caves"; I'm not sure there's many of those, and we can't go very far with a hackish approach anyway. As for DLL-similar stuff, SFeLi said it was feasible and even relatively easy with [[wikipedia:Mach-O|Mach-O]] files: I haven't looked into that myself. --[[User:Geyser|geyser]] 18:06, 10 October 2008 (CEST) |