Strange command line outputs in fallout 2

code monkey

First time out of the vault
i just ran fallout from its executable file (terminal) and received some odd messages in the output. Thought it might need a further look taken at it...

/Users/william/Desktop/Fallout\ 1\ and\ 2/Fallout\ 2.app/Contents/MacOS/Fallout2 ; exit;
cpe001ec20d600a-cm0014f85e423e:~ william$ /Users/william/Desktop/Fallout\ 1\ and\ 2/Fallout\ 2.app/Contents/MacOS/Fallout2 ; exit;
OCCCrashCatcher: Not enabling crash catching since we're connected to a tty (and thus presumably in gdb)

**** What is an autorun_mutex?: RealMain, ../code/game/main.c:147
**** hardcoded config file name...: gconfig_init, ../code/game/gconfig.c:220
**** No reset mode function.: win_init, ../code/plib/gnw/gnw.c:125
2010-02-25 08:19:14.914 Fallout2[289:903]


CGDisplayBestModeForParameters -> {
BitsPerPixel = 8;
BitsPerSample = 2;
Height = 480;
IODisplayModeID = -2147479542;
IOFlags = 515;
Mode = 40;
RefreshRate = 0;
SamplesPerPixel = 3;
UsableForDesktopGUI = 0;
Width = 640;
kCGDisplayBytesPerRow = 768;
kCGDisplayModeIsSafeForHardware = 1;
}

**** Not sure that I really need to do anything here...: GNW_kb_set, ../code/plib/gnw/kb.c:282
**** Hell no, the pipboy will not talk.: gsound_init, ../code/game/gsound.c:340
**** I should implement this at some point.:

MVE_sndVolume, macosx_sound.c:19
**** Implementation of setting partial palette may be inefficient because I set the whole palette, but I don't understand their code here.:
setSystemPaletteEntries, ../code/plib/color/color.c:289
Thu Feb 25 08:19:19 cpe001ec20d600a-cm0014f85e423e.cpe.net.cable.rogers.com Fallout2[289] <Error>: kCGErrorFailure: CGSColorProfileCreateWithColorSpace: Invalid ICC color space(0x137a5f70)
Thu Feb 25 08:19:19 cpe001ec20d600a-cm0014f85e423e.cpe.net.cable.rogers.com Fallout2[289] <Error>: kCGErrorFailure: Set a breakpoint @ CGErrorBreakpoint() to catch errors as they are logged.
Thu Feb 25 08:19:19 cpe001ec20d600a-cm0014f85e423e.cpe.net.cable.rogers.com Fallout2[289] <Error>: kCGErrorCannotComplete: CGSSetWindowColorSpace: Cannot create color profile
Thu Feb 25 08:19:19 cpe001ec20d600a-cm0014f85e423e.cpe.net.cable.rogers.com Fallout2[289] <Error>: kCGErrorFailure: CGSColorProfileCreateWithColorSpace: Invalid ICC color space(0x137a9740)
Thu Feb 25 08:19:19 cpe001ec20d600a-cm0014f85e423e.cpe.net.cable.rogers.com Fallout2[289] <Error>: kCGErrorCannotComplete: CGSSetWindowColorSpace: Cannot create color profile
**** Hardcoded freq, pan, etc...: soundPlay, macosx_sound.c:346
######## Terrible news: main_exit_system at ../code/game/main.c:378
**** Not closing sound...: soundClose, macosx_sound.c:121
**** Should be handled by the OS.: MacOSX_reset_mode, macosx_graphics.m:324
######## Terrible news: GNW_kb_restore at ../code/plib/gnw/kb.c:325
**** What is an autorun_mutex?: RealMain, ../code/game/main.c:342
logout

[Process completed]
something about implementing a sound file on OSX and invalid color palletes.
 
Is it a modded game you're playing? In this case, this should be in the Tech forum...

And excuse me for being blunt, but can you post your computer specs? Are you running on a Mac? Better highlight it then.
 
code monkey said:
**** Not sure that I really need to do anything here...: GNW_kb_set, ../code/plib/gnw/kb.c:282
**** Hell no, the pipboy will not talk.: gsound_init, ../code/game/gsound.c:340
**** I should implement this at some point.:
:rofl:

Awesome.

I think it's related to this:
Tell us a little bit about the process of porting Fallout to the Mac. Any specific problems you bumped into?

I did all the programming, of course. But my job also involved proof-reading the manual, getting someone to do a desktop theme in the Fallout style, and doing a few interviews.
My main role was programming. I had to get the sound, graphics, game play, etc. to work on the Mac. This was the first game that I had that much responsibility for. It was a lot of work.
I had a lot of problems getting the performance to be good enough. All the design and development decisions were based on the PC's strengths and weaknesses. The waves and fire were done using palette switching. That was fast on the PC, but slow on the Mac. It would have been faster on the Mac to animate it using frames. The Mac wasn't limited to 8-bit color like the PC was at the time.
Other bugs showed up from using a different compiler for a different operating system on a different CPU. I was using CodeWarrior on the Mac, and they were using Microsoft Visual C on the PC. Of course, a good thing with this was that these two versions would uncover bugs that might not have been caught if there had just been the PC version. This helped the PC development go a little faster. The problem for me was that I was the only one tracking down all the ones that showed up only on the Mac, and there were a dozen to find the ones showing up on the PC.
One of the fun things I added to the Mac version that wasn't in the PC version was having the Pipboy talk. I used the Mac's Text to Speech capability. When the Pipboy came up, it would say hello. It would have different greetings on various holidays. I'm not sure if many people noticed it. When the game was ported to OS X, they dropped that. I don't know why.

From Tim Hume's Developer Profile.
 
Silencer said:
Is it a modded game you're playing? In this case, this should be in the Tech forum...

And excuse me for being blunt, but can you post your computer specs? Are you running on a Mac? Better highlight it then.

when i got that message i was running fallout from my 20" iMac. its does not run fallout. i get the "white screen" error due to the graphocs card.

heres the specs for my macbook that it does run on however

Model Name: MacBook
Model Identifier: MacBook5,2
Processor Name: Intel Core 2 Duo
Processor Speed: 2 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 3 MB
Memory: 2 GB
Bus Speed: 1.07 GHz
Boot ROM Version: MB52.0088.B00
SMC Version (system): 1.38f5
Chipset Model: NVIDIA GeForce 9400M
Type: Display
Bus: PCI
VRAM (Total): 256 MB
Vendor: NVIDIA (0x10de)
Device ID: 0x0866
Revision ID: 0x00b1
ROM Revision: 3381
Displays:
Color LCD:
Resolution: 1280 x 800
Depth: 32-Bit Color
Core Image: Hardware Accelerated
Main Display: Yes
Mirror: Off
Online: Yes
Quartz Extreme: Supported
Built-In: Yes
Display Connector:
Status: No Display Connected
Capacity: 111.79 GB
Model: Hitachi HTS543212L9SA02
Revision: FBBAC52F
Native Command Queuing: Yes
Queue Depth: 32
Removable Media: No
Detachable Drive: No
BSD Name: disk0
Mac OS 9 Drivers: No
Partition Map Type: GPT (GUID Partition Table)
S.M.A.R.T. status: Verified


im going to look at this a bit more, i want to see if there is a way to re-implement this with my new app :) shouldnt be hard, im very unix savy
 
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