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Messages - alaska

Pages: [1]
1
Support / Re: Any luck with Wine on OSX?
« on: January 03, 2016, 08:29:34 PM »


Basically this is what you need to do with winebottler. Supposedly wineskins is as simple, though I haven't tried it myself.

Pressing install will ask for a path to save the bundle to. If you're packaging for yourself, just aim it to your Applications folder and enjoy cogmind. If you don't check "Silent install", you'll need to agree to MSVC++ 2010 EULA in its install dialog.

Feel free to remove winebottler afterwards if you don't need it for anything else.

With WineBottler 1.8-rc4 on OSX 10.11.2 El Capitan the program does not seem to want to run with these settings.  The crash.log contains the following:
Code: [Select]
/Applications/Cogmind.app/Contents/Resources/wineprefix/drive_c/winebottler$ cat crash.log
Cogmind - Alpha 5c

I=0000002 Initializing resources
W=0000015 Config::init() | Unable to open user/cogmind.cfg, creating new default config
I=0000016 Initializing Rogue Engine X
I=0000016 |   Starting SDL
I=0000052 |   Importing icon
I=0000053 |   Confirmed resource initialization
I=0000053 |   Loading colors
I=0000053 |   Initializing font type data
I=0000053 |   Mapping standard ASCII values
I=0000053 |   Loading fonts
F=0000054 |   |   REX::loadFonts() | Unable to open config file (data/fonts/_config.xt)

I'll see if WineBottler 1.6.1-Stable suffers from these issues.

2
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 03, 2016, 01:36:41 PM »
Ran into the CMD-C issue. Worked at first, then didn't. Researching fix.  Does NOT occur using the native OSX drivers so far.  At this point the black full screen is the only downside I'm finding to using this option, but I've submitted some issues to see if I can track down a good middle ground.

3
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 03, 2016, 01:01:51 AM »
Forcing it to run in fullscreen or a "Virtual desktop" seem to resolve this issue, but neither are adequate.  The former lets you exit fullscreen, but it is only into what appears to be a completely black void of an X environment behind the window, and the latter adds an extra window border that says something like <App name> - Virtual desktop.

4
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 03, 2016, 12:46:45 AM »
Huh, I guess the first situation could make sense based on when the game is setting cursor visibility based on the settings

I think that's exactly what's going on.  Further testing has revealed that the situation only occurs if I click on on the (fullscreen) surface sometime after the game has started up and begun to draw the screen.  If I start clicking on the screen during startup, the cursor is grabbed early and then it disappears sometime before the game starts to draw (presumably when the game calls SDL_ShowCursor(0) )

My current thinking is that what happens is that wine does not grab the cursor in fullscreen mode, and doesn't properly keep track of the fact that the app has requested it to be invisible so that, if I click on it late, it grabs the cursor, but it stays visible.  I have seen the not-grabbing-in-fullscreen behavior in other games as well, but this is the only situation in which the cursor has been affected.

5
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 03, 2016, 12:07:33 AM »
The fullscreen weirdness doesn't happen if I don't have "Use Mac Driver instead of X11" checked, but using X11 causes instability (keys not responding) when switching between fullscreen and windowed unless "Decorate windows" is off, so my recommendation would probably be to run it with both of these off for now.

The only issue that I've been able to regularly recreate with these settings is the issue of the mouse cursor being visible in fullscreen startup if the saved game is in keyboard mode.  Switching to mouse mode and back resolves this AS DOES switching to windowed and back.  Very interesting indeed.  A minor annoyance at this stage, but unacceptable for release. I am currently looking for a workaround. Might try some alternate or older engines.

I am also trying to make it as far as I can in the game to see if I can observe the aforementioned focus stealing/dropping.  Still haven't seen it yet in any configuration.

TL;DR:
- Using OSX drivers results in prettier windowed mode and no cursor at startup if in keyboard mode (yay!), but weird fullscreen behavior on multi-monitor setups (boo!)
- Using X11 without window decorations results in normal fullscreen behavior (yay!), mouse cursor on fullscreen keyboard mode startup (boo!), and uglier windowed mode decoration (shrug).
- Using X11 with window decorations is bad newstm


6
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 02, 2016, 11:28:35 PM »
I wonder how long it takes (in your video I saw it took a bit to start up, but it wasn't that bad

I just tested out the .dmg install on a fresh machine that had never run Cogmind (or even Wine for that matter!) before, and running for the very first time, there was a delay of about 5 seconds before the app came up in full screen, but it worked very well after that, and this is on a dual-screen setup with a new Macbook Pro.  It's worth noting that, in full screen, the other screen is black, while it looks just wonderful in windowed mode (can't even tell it's not a native app).

So the short answer is that, yeah, there's a perceptible startup delay the first time it's run, but I'm not sure there's really a good workaround to letting the user know that something's going on, aside from hand-coding in a splash screen.  Which, incidentally, probably wouldn't be THAT bad, if I can find some prior art.  Apparently wineskin makes it pretty easy to compile your own wine engine in these later versions.  I'd rather not, though ;)

Edit: from what I've been reading so far, swapping the key mappings (such that option is alt and cmd is control for instance) would also require a patch and recompile.

7
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 02, 2016, 11:10:06 PM »
Let me see if I can go through each of the issues (let me know if I miss anything)

Splash screen
As far as the splash screen, wineskin has had an open issue for this very feature for a LONG time, but it isn't considered very high priority. I could attempt to code it in myself, but that is a lot of trouble (and potentially a lot of unexpected side-effects) for very little gain.  I'll look into some way I might be able to cheat on it instead.

alt vs cmd
I observed this as well.  Strangely, even enabling the option to have wine treat option as alt still saw the game responding to cmd instead.  Curious.

cmd-c
Actually, using my current settings,this seemed to work just fine for me (see window minimization/focus loss below for what these settings are); it unequipped the item in my C slot.  Which is what alt-letter is supposed to do, right?

window minimization/focus loss
I have yet to observe this, though I've been running it in full screen almost exclusively, and have most recently been testing it with the "Use Mac Driver instead of X11" option on under "Screen Options".  The only thing this has won me so far is that the mouse cursor is no longer visible with keyboard mode on (as it should be).  While this used to be experimental, it is now the default driver for Wine, so it should be stable.  Wineskin seems to opt for X11 by default.  I'll confirm this.  In any case, maybe try enabling this instead.

game data stored within .app
As, Kyzrati mentioned, the data is stored within the game directory on Windows.  Having said that, wineskin sets up mappings for Desktop, My Documents, My Pictures, My Videos and My Music by default, so if he some day decided to move them to a folder in My Documents, it should "just worktm"

8
Support / Re: Cogmind OSX Test Build Feedback (5c)
« on: January 02, 2016, 10:21:43 PM »
I've noticed a potential issue with moving the game in and out of fullscreen, so if anyone runs into it (or anything really), post it here, and we can see if the fix I've found works for you.  I'll roll up another .dmg that incorporates them once I've poked at it a bit more.

9
Support / Re: Tutorial video: installing Cogmind under OSX with Wineskin
« on: December 30, 2015, 10:43:27 PM »
That's what I was hoping ;D. Migration of player-side data/settings is handled manually at present, something that I'd rather not change if possible. I don't imagine any of the other per-release changes would have any impact, either.

Ah, well that's ideal then. Wineskin definitely seems to be geared towards taking a single app and making it as native-looking and distributable as possible. I thought I'd seen something about a migration tool at some point (which would be more difficult), but that might just be my mind playing tricks on me ;)

10
Support / Re: Tutorial video: installing Cogmind under OSX with Wineskin
« on: December 30, 2015, 10:21:21 PM »
That is precisely what Wineskin is for, actually.  If you look at their page, they actually describe it as "tool used to make ports of Windows software to Mac OS X."  I could zip up the wrapper I've just made and distribute it, if I wanted, and it would work great. Conceivably, you could even automate it to some degree, provided you didn't care about staying latest and greatest with the version of Wine in the wrapper.  That can be updated separately, as you like.  You might even be able to completely automate the wrapper generation from Linux, though I haven't tested it, and differences in filesystem permissions might get in the way.  I'll test it out in a VM and get back to you.  Might end up being super easy.

Having said that, if wineskin is a route you'd consider, it would probably be good to start testing it sooner rather than later to see how well it works for folks before they pay for it.  Cogmind doesn't seem to get too crazy with its multimedia calls, so I'm betting it would be a largely bump-free process, and I can't imagine any companies that provide special wrappers for money do too much more than just use wineskin or something similar, but they're also the ones on the hook if it goes wrong.

But, if you test it through a few releases and no one complains, then you've just saved a bunch of money on the "port".  If you want, I can just start wrapping each new release and sending it to you to have the others test out.

It would be especially cool if in preparing a new release one could simply swap in a new game directory, though I imagine Wineskin doesn't allow that (?).

Unless the .exe name changes, I think it would work just fine, actually.  It basically just drops it into program files and points wine at the exe there.  If the directory chosen during the wrapper build process doesn't change names, drag and drop should work fine.  Get's a little more complicated if you need to use things like save file migrators, but I'll look into that.

11
Support / Re: Tutorial video: installing Cogmind under OSX with Wineskin
« on: December 30, 2015, 10:08:29 PM »
We have so many developers around here playing Cogmind :P

It would be nice to be able to accept more help and tap into that, but I prefer to focus on development myself rather than end up with a bunch of project manager responsibilities, which is an easy trap to fall into once others start helping! Even working with just one artist for the tiles ate up a surprising amount of time.

Trust me, I understand completely.  I wasn't actually referring to the core itself.  I actually think that, aside from tiny little things, it's generally a good idea to have labors of love like this driven by their benevolent dictators as much as humanly possible. Just keeps things pure and singular of vision.

Quote
I am, however, planning on eventually offering an "official" wrapper for OSX as an easy way for non-tech savvy players to be able to access Cogmind, and since I don't use OSX or Linux myself I'll be enlisting outside help for that.

I know there are companies that do this sort of thing, but it would be great to be able to do it through individuals in the community if possible. Is it just about that easy to just create an installable wrapped version of Cogmind that can be downloaded for players who use those systems? Or would it be more involved?

That is precisely what Wineskin is for, actually.  If you look at their page, they actually describe it as "tool used to make ports of Windows software to Mac OS X."  I could zip up the wrapper I've just made and distribute it, if I wanted, and it would work great. Conceivably, you could even automate it to some degree, provided you didn't care about staying latest and greatest with the version of Wine in the wrapper.  That can be updated separately, as you like.  You might even be able to completely automate the wrapper generation from Linux, though I haven't tested it, and differences in filesystem permissions might get in the way.  I'll test it out in a VM and get back to you.  Might end up being super easy.

Quote
About the icon, it's a free thing you're doing here so whatever you want is your call! I'm personally rather fond of the icon that Cogmind uses on PCs. Actually, have you perhaps not seen it? It's the same as my forum avatar, although with a black background instead of transparency. (Attached.)

No problem, this is super easy.  I'll update it :)

12
Support / Re: Tutorial video: installing Cogmind under OSX with Wineskin
« on: December 30, 2015, 09:05:41 PM »
Absolutely, anything I can do to help.  Also, feel free to use that icon or bundle it with the app if you want to make it easier.  I'll make sure to update the license on github to public domain for now to make that clear, though if there are any issues with that (given that I based it off of someone else's artwork), please let me know and I can either take it down or transfer ownership in a more official way.  It's really only on github in the first place so I could have someplace public to host it. Also, let me know if you'd prefer a different graphic; I just selected the player sprite because I thought it looked nice (though I use ASCII mode myself).

On a side note, I heard your interview on the Roguelike Radio podcast earlier.  Very enjoyable, and it inspired me to get more involved. As some of my launchpad icons or the github account might have betrayed, I'm a professional developer myself, so if you need any volunteer coding for anything, feel free to hit me up. Would love to help the game succeed any way I can.

-a

13
Support / Tutorial video: installing Cogmind under OSX with Wineskin
« on: December 30, 2015, 07:23:18 PM »
Hello Cogminders! For my first post, I'd like to announce a tutorial video I made earlier tonight on getting Cogmind up and running seamlessly in OSX (and with a pretty icon, to boot!).  Enjoy!

https://youtu.be/9ypp8giWqS0

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