On 2017-05-27, at 9:33 PM, Ken Cunningham <ken.cunningham.web...@gmail.com> 
wrote:

> I'm about 95% finished a Portfile for OpenJK. It doesn't take but a few 
> minutes to make one for a port like this. It's fully built and sitting on my 
> hard drive. Just working out a patchfile or two for an openGL glitch on MacOS 
> that is widely known, and I'll test it out. If it works, I'll send you the 
> Portfile.

Oh, do you mean any of the following:
1. Screen color calibration is ignored and it suddenly goes "very blue" as soon 
as an openGL program launches,
2. External trackpads (not USB, but with a system driver program) fail to work
3. "resolution settings" that forget about the size of the menu bar / title bar 
for a window mode
4. "resolution settings" that don't actually fetch the 16:10 settings? Or that 
don't fetch the actual monitor
5. Only the built-in monitor's calibration is ignored, an external monitor 
stays unaffected

I found it amazing that the original version could identify the retina 
resolutions, and use them (nb: the default was the raw 2800-something highest 
resolution, even if you asked for a window), while the OpenJK (I got it to work 
with a symlink to the macports SDL) wanted to give me IBM style 4:3 
resolutions. Neither could tell that I had a 720p external monitor, nor give me 
the resolutions for that, and the openJK was willing to give me a triple width 
(labeled surround) which seemed to assume I had a three monitor setup.

For what it's worth, I still hate games that assume "Your computer is nothing 
more than a 1984-era single process thing, just more powerful; we'll take over 
everything on your system/screen, because you can't possibly have anything else 
happening if you want to play a game".

(NB: If you have to hard-code in stuff like a 1024x576, or similar for a 698p 
(720 - 22), to get a window mode that actually fits on-screen because there's 
no programmatic way to fetch "available windowed space", that's OK with me :-).

> Portfiles for games like this usually involve a couple of "hacks" that are 
> generally frowned upon in the rather pure environment of the MacPorts repo. 
> So you might need to install it "rogue". We'll see.
> 
> Ken
> 
> 
> On 2017-05-27, at 9:02 PM, Mark Anderson wrote:
> 
>> Yes, but I'd advise against it. I thought I had to for RVM and it caused me 
>> loads of trouble. Then I learned I could set it to MacPorts and a deleted 
>> brew and never looked back. I've been using MacPorts since before Intel, so 
>> I'm attached.
>> 
>> —Mark
>> _______________________
>> Mark E. Anderson <e...@emer.net>
>> 
>> On Sat, May 27, 2017 at 10:22 PM, Al Varnell <alvarn...@mac.com> wrote:
>> I'm told it can be done now, but can get messy. I gave up on brew several 
>> years ago. Too many conflicts back then.
>> 
>> Sent from Janet's iPad
>> 
>> -Al-
>> --
>> Al Varnell
>> Mountain View, CA
>> 
>> On May 27, 2017, at 7:13 PM, Michael <keybou...@gmail.com> wrote:
>> > So apparently the open source code version of Jedi Knights Academy and 
>> > Outcast https://github.com/JACoders/OpenJK rely on brew's SDL 2, and have 
>> > that installation pathname in their binaries.
>> >
>> > Can I install brew, with its use of /usr/local/, at the same time as ports?

---
Entertaining minecraft videos
http://YouTube.com/keybounce

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