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 _______________________________________________ macports-users mailing list macports-users@lists.macosforge.org https://lists.macosforge.org/mailman/listinfo/macports-users