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Mac OS X Leopard (10.5)
10-20-2007, 10:43 AM
Post: #1
Mac OS X Leopard (10.5)
As some of you may know, Mac OS X Leopard can already be pre-ordered. I am planning on getting it (as I'm sure many others are to) and i cant help but wonder if there will be compatibility issues with VDrift. I'm Guessing no but if there is, we have some work to do. Sad Sad
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10-20-2007, 01:05 PM
Post: #2
 
there are usually no compatibility problems, apple would be more than dumb to sell an OS upgrade that breaks normal 3rd party software. on the contrary, i expect the OpenGL/GLSL stuff to work a lot better in leopard.

anyway this thread is kinda pointless. why not just wait a week and speak up IF there are really any problems.
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10-20-2007, 05:52 PM
Post: #3
 
So that if we expect a problem, we can fix it before the release. that way less people would complain on the forums. i already said im guessing no problems.
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10-20-2007, 10:37 PM
Post: #4
 
I have it pre-ordered too, I don't think anything is going to go wrong. Apple is usually very good with keeping the OSes relatively similar in the base software, if you get what i'm saying.
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10-20-2007, 11:43 PM
Post: #5
 
I get what your saying, and thanks for your opinion. We will just have to see whats up when Leopard comes out. Smile Smile
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10-29-2007, 05:15 PM
Post: #6
 
preliminary and very short testing suggests that the last release of VDrift works fine on leopard, but svn trunk reproducibly causes a kernel panic when shaders are enabled. i don't think there is much we can do though, it seems like apple should fix their opengl/drivers.

btw. is it normal to get "EXCEPTION: Vamos_Body::Frame::axis_angle produced NaN axis angle" on some cars?
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10-29-2007, 08:36 PM
Post: #7
 
abs1nth Wrote:is it normal to get "EXCEPTION: Vamos_Body::Frame::axis_angle produced NaN axis angle" on some cars?

No, it isn't, I thought I fixed those. What car/track combinations give you this?
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10-30-2007, 05:05 PM
Post: #8
 
joevenzon Wrote:No, it isn't, I thought I fixed those. What car/track combinations give you this?

on "indian hill" it happens with these cars (the other ones work fine):
3S
C7
CO
CS
F1
FE
FF
M3
M7
M8
MC
MI
NS
RG
SB
TC
TL
XG
XM

i don't know if the situation would change when going back to Mac OS X 10.4.10 or opcode-ODE - but if it becomes necessary i could find out.

Code:
Frame axis_angle conversion resulted in: nan,nan,nan,nan
Angle is: nan
EXCEPTION: Vamos_Body::Frame::axis_angle produced NaN axis angle
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10-30-2007, 05:28 PM
Post: #9
 
I haven't upgraded to 10.5 yet, I'll check some of these cars on indian hill tonight.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
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10-30-2007, 09:15 PM
Post: #10
 
Checked - this doesn't seem to exist in 10.4.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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10-31-2007, 10:18 AM
Post: #11
 
So it's just on indian hill?
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10-31-2007, 07:39 PM
Post: #12
 
Where's the version with Indian Hill for mac? Has it been released yet?
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10-31-2007, 09:19 PM
Post: #13
 
Indian hill distribution for mac? As far as I know it's exclusive to one place:

In order to view links, you must have to reply to this thread.

Look for the downloads section.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
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11-01-2007, 05:24 AM
Post: #14
 
joevenzon Wrote:So it's just on indian hill?

no but i couldnt test every track/car combination for obvious reason. i could test if the list is the same on another "known good" track. any suggestions?
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11-01-2007, 07:51 AM
Post: #15
 
Try Le Mans. When I'm testing cars and doing setups, that's my favorite track to use, it has been working well, and as far as I know, has not changed.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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