hanicka Posted April 27, 2007 Share Posted April 27, 2007 Today, I spent lot of time with trying compile GemRB correct with SDL on OSX... this is a solution: ./configure LIBS="-lSDLmain" LDFLAGS="-framework Cocoa" this make GemRB correct with obj-c threads to work in window mode here are some screenshots ... http://gemrb.hanicka.net/index.html in 16bps is good colors, but very slooooow in 24bps is bad colors and wrong placing of overlapping elements in gui in 32bps is bad color, speed and placing is ok At this moment I trying create "bundle" GemRB.app ... I'm at good way, after that I will send it here. Link to comment
Avenger Posted April 28, 2007 Share Posted April 28, 2007 Interesting, the red/green colors are swapped. Link to comment
hanicka Posted April 29, 2007 Author Share Posted April 29, 2007 Interesting, the red/green colors are swapped. Not only red and green, snow in Icewind Dale is yellow, i think this is error in endianity. This is error in SDL 1.3 SVN, in SDL 1.2 window mode is not functional Link to comment
Avenger Posted April 29, 2007 Share Posted April 29, 2007 You say, in sdl 1.2 you can see the colors correctly, but it doesn't work in windowed mode, but in sdl 1.3 the colors are screwed? Link to comment
hanicka Posted April 29, 2007 Author Share Posted April 29, 2007 Yes :/ Probadly I can take SDLmain from SDL1.3 directly to GemRB and use SDL1.2. (I know, I'm very bad in english, but I want planescape torment and heart of winter on mac ) Link to comment
Guest Guest Posted May 16, 2007 Share Posted May 16, 2007 I'm sorry if I am demanding too much but would you mind telling me how to do this? I have got OpenAL, SDL, Python and the source for GemRB but I have absolutely no idea what to do with it! Help please I need my roleplaying fix! Link to comment
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