News | Forum | People | FAQ | Links | Search | Register | Log in
Slip & Frag For MacOS - 1.0.1
Get it here: http://www.quaketastic.com/files/SlipNFrag_MacOS_1_0_1.zip

Go to Preferences to configure, then press the big Play button. Remember, this is an unsigned app, so be sure to open it using the normal procedure for unsigned apps in MacOS.

Playable using keyboard and mouse - joystick/game controller will be supported in a future release.

After doing a bit of research about memory management in the original Quake engine, I found a bug in the way strings were handled in the previous version of this engine - finding strings in the memory space of a 32-bit application in a 64-bit operating system that randomizes pointer addresses proved to be a tricky thing to fix, but I believe I've finally managed to solve it.

By fixing this, I also managed to implement a feature I've always wanted for the engine: Slip & Frag for MacOS is now a sandboxed application, which will be able to access only one single folder in your computer (the -basedir folder, configurable through Preferences), plus also being able to become both a network client and server app while at the same time being protected by the operating system (and, of course, the operating system becomes also protected from the application).

Also, following the recommendation of an early tester, the command-line arguments that can be sent to the app are now *additional* command-line arguments, instead of replacing entirely the configuration set in Preferences.

As a consequence of the changes above, it is now mandatory to specify the -basedir parameter through the "Choose..." button in Preferences; if it's not done this way, the app will not be able to open the game files at all, because of the sandboxing restrictions in the application. Also, the application will no longer be able to receive command-line arguments from Terminal - any arguments will need to be specified in the "Additional command-line arguments" option in Preferences.

Lastly, by studying a bit the internal framebuffer management in the software version of the engine, I found a way to separate text messages from the 3D rendering, and to render them at different resolutions. From now on, Slip & Frag for MacOS will render the console, main menu, and any white text messages as if they were in a 320x200 screen - that is, they will look big, while at the same time not too pixelated, so the user does not need to squint to read the informative messages that appear in the screen while playing the game.

Source code is available at https://bitbucket.org/Izhido/slipnfrag/src .
Issue tracking is available at https://bitbucket.org/Izhido/slipnfrag/issues .

Feel free to use them for feedback related to the application.
No posts to display.
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.