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Topics - tchristney

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Mac / [FIXED in macports trunk] SDL_mixer + OGG broken? Fix in macports!
« on: December 21, 2009, 03:10:03 am »
Edit: this has been fixed in macports trunk, but this may be useful info if you don't use the source version of macports.

Hi fellow mac users. I've been experiencing a problem the last couple of weeks with OGG sound files not playing, and getting an error:

Code: [Select]
S_LoadSound: There are 0 joysticks available.
S_LoadSound: Could not find sound file: 'footsteps/water_under'

IF you are having the same problem (i.e. no footsteps being played, among other things), then read on! Otherwise, pretend that this message ends here.  ;)

I finally tracked it down and it is a problem with SDL_mixer that has only been fixed with version 1.2.11 (which is not current in macports). It is fairly easy to modify the macports Portfile and PortIndex files to upgrade your version. First, find the port file using port file libsdl_mixer, and open it in an editor as the super user.

  • Change the line that reads version 1.2.10 so that it reads version 1.2.11
  • Comment out the line that reads patchfiles patch-leopard.diff
  • Change the checksums: md5 65ada3d997fe85109191a5fb083f248c, sha1 ef5d45160babeb51eafa7e4019cec38324ee1a5d and rmd160 559355116a1c380edf71879da0dbcf5359f05476
  • Save the file and exit the editor.

Next, you need to change the PortIndex file so that it knows about the change. If port file libsdl_mixer returns a path PREFIX/audio/libsdl_mixer/Portfile, then you need to edit PREFIX/PortIndex (again as the super user). Search for libsdl_mixer, and change 1.2.10 to 1.2.11. Save and exit.

Lastly, run port upgrade libsdl_mixer. Done!

I'm going to notify the port maintainer to get this modification upstream. And no, mattn, I'm not going to update the wiki because this problem will hopefully be extremely short lived.  ;) :P ;D

ps. if this doesn't work for you, keep in mind that I'm using the source version of macports from their trunk and using the most up to date dports. Modifying the instructions to work for a packaged release of macports is left as an exercise for the reader...

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Discussion / Grenade Launcher
« on: February 17, 2008, 12:54:45 am »
I am wondering why the grenade launcher is so short ranged. Most modern GL's have at least 150 m range, with many over 300 m (both being effective range, not maximum range.) The GL in UFO:AI barely makes it past most modern launcher's minimum range. For example, you would think that PHALANX would get something at least as good as http://en.wikipedia.org/wiki/Milkor_MGL.

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