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Post by zellsf on Nov 18, 2007 13:30:06 GMT
Maybe make a non-debug build too? Or only a non-debug build?
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Post by simx on Nov 18, 2007 14:20:55 GMT
This is a "non-debug" build.
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Post by zellsf on Nov 18, 2007 14:41:35 GMT
Then why doesn't mouse input work like it should?
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Post by simx on Nov 18, 2007 21:32:46 GMT
Because apparently it's a bug I need to fix? Why does mouse input not working mean that it's a debug build?
Can you describe how mouse input is not working? It looks like it doesn't work on the main menus, but the gameplay menus seem to work with the mouse.
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Post by zellsf on Nov 18, 2007 21:46:21 GMT
Mouse controls are supposed to work on the main menus, as well as ingame, and it's not supposed to draw the OS cursor over the game cursor
On Linux and Windows, you need to set DEBUG to 0 to make it work as it should.
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Post by yuriks on Nov 18, 2007 22:13:10 GMT
simX: Protip: If you're not using my Makefile, then you should be sure to define NDEBUG.
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Post by simx on Nov 18, 2007 22:19:23 GMT
Yup, after Zell said there was a non-debug setting, I found the NDEBUG variable a lot in the code and figured that was what he was talking about. Testing it out now...
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Post by yuriks on Nov 19, 2007 16:29:20 GMT
The debug he's talking about is probably the DEBUG variable in the makefile, which, when set to 0, enables optimizations, disables debugging info, and defines NDEBUG (which is what activates most of the mouse code).
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Post by simx on Nov 19, 2007 16:33:53 GMT
The debug he's talking about is probably the DEBUG variable in the makefile, which, when set to 0, enables optimizations, disables debugging info, and defines NDEBUG (which is what activates most of the mouse code). Well, disabling debug info and enabling optimizations is done through the Xcode project file, which is why I was initially confused when he asked for a "non-debug" version, because it was, in fact, a non-debug version. I just missed the NDEBUG part. The mouse code does indeed work on the main menus now, but there's still a little artifact of the mouse in the upper-left corner in fullscreen mode from when the program originally takes over the mouse. Is this in the Windows/Linux version, too? Other than that, it works well, although it's kind of weird when running it in windowed mode with a grabbed mouse -- you have to Command-Tab to get to a different app.
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Post by zellsf on Nov 19, 2007 18:19:04 GMT
No. Unless it's specific to LCDs that can't run at the native resolution.
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Post by simx on Nov 29, 2007 20:11:30 GMT
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Post by simx on Nov 30, 2007 5:41:33 GMT
CocoaTyrian 1.0.4 has a bug on PPC Macs which prevents enemies from firing; Intel Macs are unaffected. Hopefully we can resolve this issue soon...
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Post by simx on Dec 3, 2007 5:53:49 GMT
CocoaTyrian 1.0.4 (613) has been released. This fixes the no-firing-enemies bug on PPC Macs. It also adds an amusing new credits scroller in the OpenTyrian menu. Thank MindlessXD for both changes.
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Post by simx on Dec 3, 2007 9:48:01 GMT
Oh, also, figured out why the delete key wasn't working on Macs when changing savegame names. That should be fixed shortly.
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Post by simx on Dec 4, 2007 7:45:42 GMT
CocoaTyrian 1.0.4 (624) released. Backspace now works in the savegame menu. Yay!
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