So! We said we were putting up OS X and Linux builds by the end of October, if all went to plan. Here's where we are and what did not go to plan: OS X is basically working, but I am muddling through a pile of graphical errors still. Blame Apple for this - the functionality that we need is only available as part of the OpenGL 3.2 core profile, which we're moving to. As it stands, you get black characters. We also have a couple of Lua scripting errors which only show up on OS X, which is exciting. A preliminary version of this should be pushed to the experimental build Soon (like, this weekend soon.) Linux compiles, runs, and we can't ship it because we're having trouble getting our hacked up clang compiler toolchain on Linux to link versus the right version of glibc that will actually work on everybody's distros. (AKA typical Linux @#$@$###.) More updates on this as Ryan puzzles it out.
I have now moved the interface code over to Core OpenGL 3.2 and am now dealing with the rest of the shaders. (This is a bit slow owing to my being sick over the weekend.)
The game now runs and displays... a surprising quantity of things... under a core OpenGL 3.2 profile. You still get a lot of black rubbish and buildings don't display at all, though. Still, progress!
And the game now runs in Core OpenGL 3.2 on my windows machine with (I think) no rendering artifacts - it just spazzes out, horribly, on the Mac because OpenGL's core implementation over there doesn't stick ARB on any of the function pointers. So somebody, I think, gets the brutal job of renaming all that...
Thanks for keeping us updated. I'm a linux gamer who's been reading the blogs for this game for two years and can't wait to finally play it!
Today's adventures in the Mac build is the subject of today's blogpost: https://www.gaslampgames.com/2014/1...-a-legacy-opengl-codebase-to-core-opengl-3-2/ (Linux is still caught in a compiler kerfuffle.)
Still grinding away at this. We've removed any last non-OpenGL core 3.2 calls, so we are now linking against totally modern headers. This was... not a fun week, I'm not going to lie.
So hey! If you grab the latest build of Clockwork Empires and you're on OS X, it will actually start up! It gets to the main menu, and then spazzes out horribly with script errors once you start a game. To be honest, we're not totally sure why yet but we think it's a pretty small thing. (It also doesn't show up when we build it by hand on Micah's machine, only on the build machine. So somewhere, it's linking against the wrong library.) It does, however, now all render correctly.
To clarify... if I were to purchase this on Steam tonight I can attempt to play on my Mac, even though there are no indicators on Steam that Mac is supported?
We have now fixed the crazy "bad pairs error" issue with Lua. A new Mac build will be up sometime this weekend, once we get Andrew in here to re-assemble and re-set-up the build machines.
Have the current version (1.0 in the launcher) running. Script errors - check. Trees not rendering, fish people are headless and nobody will eat anything, so games are a little short as it stands.