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[FTE] Got a Mac? Wanna play?

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  • [FTE] Got a Mac? Wanna play?



    Hey guys,

    there is now a Mac OS X build of FTE available.

    It would be cool if the community could help test it. I know not many people have Macs, but if you do, help a poor starved engine out?

    Mac FTE downloads (at the bottom of the page)

    Mac FTE dependencies .zip (various libraries)

    If you're rockin' a Mac, it'd be great if you could give it a test run and report any crashes or smoke coming from your computer *cough*

    Drop the client in your Quake folder and put the libraries into /usr/local/lib.

    THANKS!
    Last edited by golden_boy; 08-29-2014, 03:24 PM.
    Scout's Journey
    Rune of Earth Magic

  • #2
    I recall one of the north american Quaker's (PowerZord IIRC) runs a Mac, I'll be sure and fling this post his way!

    edit : I flung it all the Q1DM'rs, He'll get the info faster that way haha.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

    Comment


    • #3
      Oh yeah, in case you're not rocking a Mac, Spike loves Windows and Linux bug reports too
      Scout's Journey
      Rune of Earth Magic

      Comment


      • #4
        Originally posted by golden_boy View Post
        Oh yeah, in case you're not rocking a Mac, Spike loves Windows and Linux bug reports too
        I run OSX on the latest Macbook Pro Retina (2860 resolution) as well as an external Thunderbolt display (also 2k resolution). I'll quick run through some issues I've had with past clients. So far I've used QuakeSpasm and GLProquake OSX. The ProQuake client is unusable due to sound issues, and therefore I have to use QuakeSpasm.

        GLProquake OSX:
        • Sound is flattened and non directional
        • Gamma seems a bit unusual
        • Small amount of screen tearing


        QuakeSpasm (in use):
        • There's a very small amount of console commands which are poorly documented. Constantly have to click tab in console to see them listed out.
        • Polyblend / Flashblend are super distracting and not the way they work on PC
        • Major amount of screen tearing (horizontal). No amount of FPS cures it.
        • Quake does not feel "native" or smooth. Lots of jittery video issues.
        • Why must it start with weird default settings? Everything initializes scaled so tiny I can barely read it. Then I have to adjust screen size. IMO have some rational default settings.
        • There's a command called fov_adjust which isn't documented anywhere. It makes 100 fov look like 120. Still have no idea how it works. Again, wish stuff like this was documented


        I tried using your client but there's no install instructions and the app doesn't work out the gate.

        Comment


        • #5
          Originally posted by omicron View Post
          I tried using your client but there's no install instructions and the app doesn't work out the gate.
          Hmm. Thanks for trying it. I reckon you should drop it right into the Quake folder.

          Let's see if another Mac user has more luck with it?

          EDIT: Actually, my bad! Spike has provided a zip file with all the dependencies for Mac FTE, including SDL2:

          Mac FTE dependencies

          EDIT 2: It seems the lib files have to go to /usr/local/lib, my bad again.
          Last edited by golden_boy; 08-29-2014, 03:24 PM.
          Scout's Journey
          Rune of Earth Magic

          Comment


          • #6
            Originally posted by omicron View Post
            There's a command called fov_adjust which isn't documented anywhere. It makes 100 fov look like 120. Still have no idea how it works.
            "fov_adapt" is the variable. You can set it to 1 or 0 in QuakeSpasm to turn on/off the feature that automatically corrects FOV. This automatic correction maintains a constant vertical FOV across different resolution settings (and different aspect ratios).

            So, you no longer modify the value of the "fov" console variable for different video settings. Instead, you want to set your "fov" value to be whatever looks best to you on a 4:3 resolution and then leave it alone. Let the engine take care of automatically adding more horizontal visibility if you change to a 16:10 or 16:9 resolution (for example).

            It's not an uncommon behavior in Quake engines these days, and I think it's a pretty nice feature. Admittedly it can be confusing in that not all engines do this, and among those that do, they have different ways of enabling/disabling the feature. There's some discussion about that in the "Display: FOV" section here: Steam Community :: Guide :: Quake Owner's Manual

            Comment


            • #7
              I tried it out.. I had to chmod +x the executable first.

              Seems to basically work, except I get a SIGSEGV crash when typing 'kill' in the console or clicking to reload after dying.

              Here are some stack traces, I got different ones each time:

              Code:
              0   libsystem_kernel.dylib        	0x00007fff940f3a1a mach_msg_trap + 10
              1   libsystem_kernel.dylib        	0x00007fff940f2d18 mach_msg + 64
              2   com.apple.framework.IOKit     	0x00007fff913546fe io_connect_method + 377
              3   com.apple.framework.IOKit     	0x00007fff912fb208 IOConnectCallMethod + 349
              4   com.apple.IOAccelerator       	0x00007fff8bbfda34 IOAccelResourceCreate + 164
              5   libGPUSupportMercury.dylib    	0x00007fff8b626eea gpusGetKernelTexture + 364
              6   com.apple.GeForceGLDriver     	0x0000123440310072 0x123440000000 + 3211378
              7   com.apple.GeForceGLDriver     	0x000012344030de30 0x123440000000 + 3202608
              8   libGPUSupportMercury.dylib    	0x00007fff8b626af2 gldModifyTexSubImage + 190
              9   GLEngine                      	0x00007fff9079ba92 glTexImage2D_Exec + 2040
              10  libGL.dylib                   	0x00007fff942187a8 glTexImage2D + 75
              11  mac_fteglqw_sdl2_4726         	0x0000000109cea7ea GLBE_UploadAllLightmaps + 570
              12  mac_fteglqw_sdl2_4726         	0x0000000109ce964c GLR_NewMap + 364
              13  mac_fteglqw_sdl2_4726         	0x0000000109dc1330 CL_LoadModels + 1952
              14  mac_fteglqw_sdl2_4726         	0x0000000109dc19f5 CL_RequestNextDownload + 565
              15  mac_fteglqw_sdl2_4726         	0x0000000109dbe09e Host_Frame + 1934
              Code:
              0   libsystem_platform.dylib      	0x00007fff906e69d5 _platform_bzero$VARIANT$Ivybridge + 85
              1   libsystem_malloc.dylib        	0x00007fff92a62b51 szone_malloc_should_clear + 2254
              2   libsystem_malloc.dylib        	0x00007fff92a64b61 malloc_zone_calloc + 79
              3   libsystem_malloc.dylib        	0x00007fff92a652ca calloc + 49
              4   mac_fteglqw_sdl2_4726         	0x000000010f38ec15 Z_Malloc + 21
              5   mac_fteglqw_sdl2_4726         	0x000000010f2fe193 Surf_NewLightmaps + 227
              6   mac_fteglqw_sdl2_4726         	0x000000010f2fe703 Surf_BuildModelLightmaps + 467
              7   mac_fteglqw_sdl2_4726         	0x000000010f2fed77 Surf_BuildLightmaps + 391
              8   mac_fteglqw_sdl2_4726         	0x000000010f31c64c GLR_NewMap + 364
              9   mac_fteglqw_sdl2_4726         	0x000000010f3f4330 CL_LoadModels + 1952
              10  mac_fteglqw_sdl2_4726         	0x000000010f3f49f5 CL_RequestNextDownload + 565
              11  mac_fteglqw_sdl2_4726         	0x000000010f3f109e Host_Frame + 1934
              Code:
              0   mac_fteglqw_sdl2_4726         	0x0000000101508b2e Surf_BuildLightMap + 3646
              1   mac_fteglqw_sdl2_4726         	0x000000010150bb73 Surf_BuildModelLightmaps + 1603
              2   mac_fteglqw_sdl2_4726         	0x000000010150bd77 Surf_BuildLightmaps + 391
              3   mac_fteglqw_sdl2_4726         	0x000000010152964c GLR_NewMap + 364
              4   mac_fteglqw_sdl2_4726         	0x0000000101601330 CL_LoadModels + 1952
              5   mac_fteglqw_sdl2_4726         	0x00000001016019f5 CL_RequestNextDownload + 565
              6   mac_fteglqw_sdl2_4726         	0x00000001015fe09e Host_Frame + 1934
              Code:
              0   libsystem_kernel.dylib        	0x00007fff940f3a1a mach_msg_trap + 10
              1   libsystem_kernel.dylib        	0x00007fff940f2d18 mach_msg + 64
              2   com.apple.framework.IOKit     	0x00007fff913546fe io_connect_method + 377
              3   com.apple.framework.IOKit     	0x00007fff912fb1b5 IOConnectCallMethod + 266
              4   com.apple.IOAccelerator       	0x00007fff8bbfe083 ioAccelResourceFinalize + 133
              5   com.apple.CoreFoundation      	0x00007fff8ac60398 CFRelease + 424
              6   libGPUSupportMercury.dylib    	0x00007fff8b625dc3 gldReclaimTexture + 76
              7   libGPUSupportMercury.dylib    	0x00007fff8b625e23 gldDestroyTexture + 31
              8   libGFXShared.dylib            	0x00007fff934f64ba gfxDestroyPluginTexture + 60
              9   GLEngine                      	0x00007fff908befb0 gleFreeTextureObject + 37
              10  GLEngine                      	0x00007fff9088ec15 gleUnbindDeleteHashNamesAndObjects + 211
              11  GLEngine                      	0x00007fff9079f72f glDeleteTextures_Exec + 722
              12  mac_fteglqw_sdl2_4726         	0x000000010eecc0cb GL_DestroyTexture + 123
              13  mac_fteglqw_sdl2_4726         	0x000000010eec4ee5 Surf_DeInit + 85
              14  mac_fteglqw_sdl2_4726         	0x000000010eee35c0 GLR_NewMap + 224
              15  mac_fteglqw_sdl2_4726         	0x000000010efbb330 CL_LoadModels + 1952
              16  mac_fteglqw_sdl2_4726         	0x000000010efbb9f5 CL_RequestNextDownload + 565
              17  mac_fteglqw_sdl2_4726         	0x000000010efb809e Host_Frame + 1934
              Also, it might be worth grabbing the code ioquake3/quakespasm use to disable the OS X mouse acceleration. It's super ugly; ideally SDL would handle it, but they don't.

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