Sonarpulse Posted March 16, 2012 Report Share Posted March 16, 2012 Great Work! this should bring in tons of new users Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 17, 2012 Report Share Posted March 17, 2012 This is minor, but you should change the icon. if it's put on the desktop, you have to aim for the icon, because if you click on the void, it won't select it, which is a pain. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 17, 2012 Report Share Posted March 17, 2012 What do you mean by "void", the transparent part? Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 17, 2012 Report Share Posted March 17, 2012 Yes. It wouldn't be a problem if the circle was full, but as it stands now, the transparent parts in the middle are unclickable. Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted March 17, 2012 Report Share Posted March 17, 2012 Yes. It wouldn't be a problem if the circle was full, but as it stands now, the transparent parts in the middle are unclickable.That's a stupid thing. The icon is beautiful like its today with transparency. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 17, 2012 Report Share Posted March 17, 2012 I'm fairly sure even a 1% opacity layer would make it clickable while still having the transparent effect. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 17, 2012 Report Share Posted March 17, 2012 That explains why I had problems clicking on it, I thought it was my mouse I didn't make the icns file, so I'll try to get the guy who did to adjust the alpha. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted March 18, 2012 Report Share Posted March 18, 2012 Sorry guys... I was never aware of the problem. I've sent you the updated icon Ben. The rest of you, just replace the current one with this. Once again, sorry/ Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 18, 2012 Report Share Posted March 18, 2012 Sorry guys... I was never aware of the problem. I've sent you the updated icon Ben. The rest of you, just replace the current one with this. Once again, sorry/Thanks, it seems to work perfectly Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 18, 2012 Report Share Posted March 18, 2012 Indeed, it works perfectly, thanks Geek377. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted March 22, 2012 Report Share Posted March 22, 2012 Committed path and bundle improvements (same ones used in the Alpha 9 bundle). Next I'll make a patch for the build system changes. Quote Link to comment Share on other sites More sharing options...
Echelon9 Posted March 22, 2012 Report Share Posted March 22, 2012 Thanks historic_bruno! Quote Link to comment Share on other sites More sharing options...
Sonarpulse Posted March 24, 2012 Report Share Posted March 24, 2012 IMO, the 1% opacity trick should only be used within in the "0" of the icon. it actually makes some sense for the surrounding area to not be clickable. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted March 28, 2012 Report Share Posted March 28, 2012 IMO, the 1% opacity trick should only be used within in the "0" of the icon. it actually makes some sense for the surrounding area to not be clickable.I checked with system apps and reread the Apple Human Interface Guidelines on icons and this issue wasn't mentioned. However, system apps (iTunes, iSync) and even third party apps aren't clickable by transparent places. I've updated the icon file, thanks for letting me know. Quote Link to comment Share on other sites More sharing options...
Sonarpulse Posted March 29, 2012 Report Share Posted March 29, 2012 Well, I don't have a mac to view it, but great! glad to help in any way.*looks for .icns viewer* Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 29, 2012 Report Share Posted March 29, 2012 This is actually a special case: only in the desktop or in windows set to act "like a desktop" (not sure how to phrase that, ie not lists) does it matter. In the dock, the whole "block" is clickable anyway. When viewed in columns, it's all clickable too. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted March 29, 2012 Report Share Posted March 29, 2012 Personally, I don't think it matters, I just keep it on the dock (alphabetized, so 0 AD is second ) Quote Link to comment Share on other sites More sharing options...
mk12 Posted April 7, 2012 Report Share Posted April 7, 2012 (edited) Yes, there should definately be a 1% alpha inside the zero, and not outside. Details matter to Mac users—we wouldn't want to throw off the consistency of anyone's user experience .Wraitii, that's called "icon view", and it's the default. You are right in that it makes no difference in the Dock, Launchpad, or any Finder view besides Icon, though. Edited April 7, 2012 by mk12 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 25, 2012 Report Share Posted May 25, 2012 For those it may concern, I started using GitHub and made a fork/branch for the OS X build changes I've been working on. As far as I know, it should work for anyone as-is including Windows and Linux, though testing is welcome MacPorts is not needed or used anymore, instead the procedure for a basic build is something like this:You need Apple's command line tools or similar, not necessarily Xcode, see http://trac.wildfiregames.com/wiki/BuildInstructions#OSXYou need to install CMake as part of the libraries script is to build NVTT with CMakeRun libraries/osx/build-osx-libs.sh once, that will download and build the dependencies the game needs for OS X, in the default configuration (no SDK)Run build/workspaces/update-workspaces.sh to generate the Premake workspacesI would recommend a command-line/GCC build, the Xcode workspace is slightly broken on 4.0+ but you might get it to workWhen successfully built, you'll have a development version of the game as a loose binary (no bundle)To build a bundle, the process is actually simple though it takes much longer and you need Xcode:Open build/workspaces/build-osx-bundle.sh in a text editor and change variables as needed (e.g. SYSROOT must point to your Xcode SDKs directory)It defaults to 10.6+ 64-bit build with Xcode 4.2+; it uses SVN too, so for Git it's likely necessary to comment out the svn commands from build-osx-bundle.shIt builds the libraries and game against the chosen SDK, creates the data archive, creates the bundle structure and copies the game files into the bundleAt the end you should have a working 0ad.app bundleThe DMG packaging is currently done separately and by handBuilding a bundle takes 45 minutes to an hour on a Core i7 2600K test system. A standard binary is around 5 minutes, though the initial library build adds around 20-30 minutes for me, of course a developer would only do that once when they first checked out the source code. Quote Link to comment Share on other sites More sharing options...
stwf Posted May 25, 2012 Report Share Posted May 25, 2012 The best tool ever for automating DMG packaging is choctophttp://drnic.github.com/choctop/although you need to set up a small ruby environment its easy and so worth it. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 25, 2012 Report Share Posted May 25, 2012 The best tool ever for automating DMG packaging is choctophttp://drnic.github.com/choctop/although you need to set up a small ruby environment its easy and so worth it.Thanks, I'll have to look into it. The only other solution I've seen involves AppleScript, which I know nothing about and heard it doesn't work reliably for this anyway Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted May 25, 2012 Report Share Posted May 25, 2012 (edited) Thank you for your great effort.My 2008 MBP doesn't allow me to compile this huge project.One simple question: Did you made newer compilation than v11843 ???Incluiding new sound system or it's to early to talk about sound in Mac version ???Play the game on mac without sound it's to weird. Edited May 25, 2012 by memmaker650 Quote Link to comment Share on other sites More sharing options...
feneur Posted May 25, 2012 Report Share Posted May 25, 2012 Thank you for your great effort.My 2008 MBP doesn't allow me to compile this huge project.One simple question: Did you made newer compilation than v11843 ???Incluiding new sound system or it's to early to talk about sound in Mac version ???Play the game on mac without sound it's to weird.The new sound system isn't yet added to SVN, and it will not be included in any builds before it is. It should be added to SVN soon though, so unless something unexpected comes in the way it should definitely be included in the next release Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted May 25, 2012 Report Share Posted May 25, 2012 The new sound system isn't yet added to SVN, and it will not be included in any builds before it is. It should be added to SVN soon though, so unless something unexpected comes in the way it should definitely be included in the next release Thanks for the info. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 25, 2012 Report Share Posted May 25, 2012 My 2008 MBP doesn't allow me to compile this huge project.Any reason why not? People compile the game on much older computers than 2008, it's just slower. I wouldn't say it's a huge project either, many of the libraries we use are more complex than 0 A.D. Quote Link to comment Share on other sites More sharing options...
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