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Messages - darklord42

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1
Builds & Ports / Re: OSX App 10.9+ Nightly Dev 20180720
« on: July 21, 2018, 02:51:01 pm »
Hey guys I broke out my beat up macbook again and updated the package.  Hopefully that will fix your mod troubles :)

2
Help / Re: Where can I find the midi files for TFTD?
« on: July 14, 2018, 04:55:59 am »
thanks,  for whatever reason the midi files from that site wouldn't load with fluidsynth on linux.  But maybe I can get them to work on my windows machine and export them or something.

3
Help / Where can I find the midi files for TFTD?
« on: July 11, 2018, 04:12:48 am »
I'm having a heck of a time finding them.  Any help would be greatly appreciated.

4
Wait are you referring to this bundle? 

https://openxcom.org/forum/index.php/topic,5288.msg89560.html#new

SDL_image.frameworks is part of the package.   I'm surprised it doesn't work for you.  I was told by others It did.  It's possible the bundle you are using I forgot to add rpath needed to find the internal app libraries.   I'm pretty sure it's working on the latest one, but if not you can always open up a terminal.app window and run the command
 "install_name_tool -add_rpath @executable_path/../Frameworks /path/to/openxcom.app/Contents/MacOS/openxcom"

Do let me know!

5
Builds & Ports / Re: OSX App 10.9+ Nightly Dev 20171022
« on: November 12, 2017, 07:43:41 am »
Sorry, I can't code sign the app as I am not a paying developer for apple.  Nor do I plan on spending the $100 a year to do this. 

As for the bugs in the mod, I woudn't be at all surprised if a mod needed to be updated to work with the latest code changes in git master.

6
Builds & Ports / Re: OSX App Nightly Dev 20160224
« on: February 26, 2017, 05:52:39 am »
Ah,  sorry, I didn't think that would be an issue.  Yes, permissions is most likely the main culprit.  I'll see if I can fix it next time.

[EDIT]

There, fixed the issue simply by getting rid of the simlink and linking the openxcom binary directly.
Ideally I wanted to replace the dylibs with the frameworks which were built for 10.5+ thereby ensuring 10.10 compatibility, but there was some weird dylib version incompatibility between the dylib and frameworks despite being the same library in a different package...  The only way to fix it would be compile OpenXcom against the OSX frameworks instead...

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Builds & Ports / OSX App 10.9+ Nightly Dev 20180720
« on: February 14, 2017, 06:44:21 am »
Hi all

This app bundle is based on on the changes in nightly as of 7/20/18

Now built for OSX 10.9 and up.

 (I can probably do x86_64 10.6 and up, but it would require reworking the yaml-cpp.framework, which is non standard.  If there is any interest, let me know.)

download


8
Released Mods / Re: [MUSIC][UFO][TFTD]Timbres of Heaven 3.4
« on: February 13, 2017, 02:26:18 am »
Well that's because they are the same midi files just rendered with a sound font. :) For a long time I preferred playing the game in dosbox as my setup allowed for me to use this soundfont.  So I figured I'd take the time to pre-render them for OpenXcom

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Released Mods / [MUSIC][UFO][TFTD]Timbres of Heaven 3.4
« on: February 12, 2017, 02:04:03 am »
Hi all,

I took the liberty of making a set of music .ogg files utilizing the very excellent Timbres of Heaven Soundfont.  On top of GM compatible it is also XG and GS compatible as well, and I highly recommend it for general use.

The soundfont is available at the midkar website.

Anyway the ogg set has been normalized and made gapless.  Unfortunately it was rendered with fluidsynth which is all I have available on OSX, although it has a few minor issues with ToH.  Still the end result I feel is better then anything else out there.

download

[EDIT]
I just added in the "Terror From the Deep" tracks as well. Fluidsynth had issues with them so I actually got Spider player which makes use of BASSMIDI driver to do the rendering.  Only I find it tends to crush the tracks.  As such I'm not really perfectly happy with the new renderings.  But these will do until I can find a better solution.

10
Troubleshooting / Re: OS X 10.11 and CPU usage
« on: January 17, 2016, 06:36:00 pm »
These really are bad bugs that can't be ignored.  They basically make the project unusable for modern OSX.  Please, please look into it. 

11
Troubleshooting / Re: OS X 10.11 and CPU usage
« on: October 24, 2015, 04:34:08 pm »
On the RedEclipse thread, they are claiming it will be a long while for Apple to fix their bug and are hoping it is fixed in the latest SDL 2 release which OpenXcom doesn't use.  Thing is, I haven't noticed any font issues in any other SDL1 apps so it may be unrelated.

12
Troubleshooting / Re: OS X 10.11 and CPU usage
« on: October 23, 2015, 06:37:12 am »
Wow, tosty... That ain't right, something has to be wrong there.  It is strange, if it were a Driver issue, you would think other games would be suffering the same thing?  I really don't know.

13
Troubleshooting / Re: OS X 10.11 and CPU usage
« on: October 22, 2015, 06:48:28 pm »
Wait, for clarification, you had the font issue in 10.10?!  When I used it then, it worked fine... I was certain it was a 10.11 issue.

14
Troubleshooting / Re: OS X 10.11 and CPU usage
« on: October 22, 2015, 05:42:07 am »
Bug certainly.  Xcom shouldn't be this intensive on the CPU... I don't think it's a  driver issue, or it would be the GPU that would be getting cooked, not the CPU, right?

15
Troubleshooting / Re: OS X 10.11 and CPU usage
« on: October 21, 2015, 12:22:54 am »
Honestly no, it doesn't seem to be shutting down...  But it does run hot.  (Note: Apple laptops almost always run hot when using the cpu...)  I didn't run it for all that long though..It's not playable as with the font issue, and boxer lets me use coremidi with the timbres of heaven soundfont.
I don't think there is a difference in cpu usage from window to fullscreen. (though it is hard to take a look at the activity monitor while in full screen, i have to go to windowed, alt enter, and look quickly) If I had to guess, I wouldn't think it's rendering...

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