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Messages - leda

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21
If this tutorial wasn't helpful you can also try the wineskin method. https://feral-heart.com/smf/index.php?topic=67872.0 Best of luck, fellow mac-sufferers !

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Miscellaneous Tutorials / Running FH On Mac Using Wineskin Only
« on: March 21, 2020, 11:35:46 pm »
Making ANOTHER tutorial to try and help people who had to update their macs recently. ):
Hopefully this will help.  While I am quite fluent in mac, I do want to say I haven't updated.  I'll help any mac users in any way I can but I'm not exactly experiencing what you're experiencing.

The good news is, that wineskin and (if you saw my other tutorial) portingkit are actively updated programs, unlike PlayOnMac.  This means that even if these don't work, please know that the developers are bound to update sooner rather than later to help people with this unfortunate update!

1.  Download this (safe) download of wineskin here.  https://github.com/Gcenx/WineskinServer/tree/master/Winery You don't need to get the .txt file, only the wineskinwinery application.  If you are having trouble getting it, get the unarchiver, a free softwater that opens pretty much any download.  https://theunarchiver.com/

2.  If your mac says the software is unidentified, you can undo this by opening system preferences > going to security and privacy > clicking "open anyway" for wineskin.

3.  Now let's get down to business.  Upon opening, before you do anything, click the + sign at the bottom of the installed engines list to install a wine version needed to run feralheart.  You want the latest version of wine, which should be on the list near the bottom as WS11WineCX19.0.1 .  When you hit install, it might come up as "installing wine 5.6" but it's still the same thing.  Unfortunately I lack a screen for this part as I've already done it on my own! Sorry.  It's pretty easy though.

4.  Once WS11WineCX19.0.1 is under your list of "Installed Engines" go ahead and click new blank wrapper and name it whatever your heart desires, allowing wine to create it.  It's okay if it says it failed, mine did too and I still got FH to open!  YOU MUST CLICK VIEW WRAPPER IN FINDER.  If you don't do this it'll be hard to relocate the wrapper on your own since I'm not exactly sure where mac saves it.



5.  You should be brought to your newly created wrapper.  Keep the finder window open as you shouldn't move your wrapper until everythings set up.  Once the wrapper has "opened" click "install softwater" and you'll be prompted to locate the feralheart install file, click locate executable file.


6.  Feralheart should begin installing, looking like a windows window, you shouldn't need to change any settings except maybe installing the "Light" version rather than full.  Macs no like full version.


7.  After install you should be asked to locate the feralheart.exe to actually open the game.  Mine already had it selected and found after install.  Yours should too, otherwise search finder for it.


8.  Move your wrapper to your desktop for easy access, and you should now be able to click on the wrapper and let feralheart open.  You can right click on your wrapper and click "show in finder" then click "drive_c" and then "FeralHeart" to access files and install things like markings. 





If your FH is STILL not working..
.
Make sure you tried installing the light version rather than the full, make sure there are no other copies of feralheart on your computer, and if you've done those try experimenting with different or older wine engines, perhaps even a 64 bit engine.  To be frank I haven't fiddled with any engine except for the one I suggested and wine 5.0, so I couldn't recommend you one, I'm sorry!

and we must acknowledge worse case scenario...
feralheart may not run with any new mac updates... FOR NOW.  The last two tutorials I have provided using portingkit and wineskin are both programs that are still actively updated.  It sucks if you can't run FH and get in contact with friends right now, but keep in mind it'll likely be temporary until the developers of these programs swoop in and provide new engines.  There is a glimmer of hope, so don't give up just yet!



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Try using the non-64 bit one/the lower one and see what it tells you then, if you're able to install.  If it asks you to select try seeing if it'll let you select your downloaded wine 5.0

edit: also try seeing if more options come up if you select X11?

24
Character & Roleplay Tutorials / three basic roleplaying rules!
« on: March 21, 2020, 05:29:57 pm »
1.  Wasn't exactly sure what to call this, but this is some basic guidelines for semi-literate to literate roleplays.  I see these guidelines used quite often, and I feel we could do with a full explanation of them.
2.  If this has been made before I really do apologize, I'm not trying to steal anyone's glory from making this already, I just couldn't find it already done and I wanted a tutorial to hand over to new FH people when they join my roleplay.  So if this has been made twenty thousand times please don't kill me.


This is a small guidebook on three basic rules that most roleplays follow these days.  It can be hard to explain and understand them, so here's a tutorial you can easily chuck onto your roleplay's rulebook.

---

First things first, let's go over the issue with chat character limit.
Because we can only write a certain amount in the chatbox, this has lead to some shortcomings when someone wants to make quite a long post.  It's always fun and nice to be descriptive, but ah, how can we get past that small character limit?
Well, we use what I call 'marks of continuation and completion' to show when someone is still posting and continuing in the next post, and to show when they are done and the next person may go.

These marks can be anything along the lines of -c- , >> , -con- , (c), anything to show that the current and last poster plans to carry on their post in the next chat post.

But how do we know when they're done, and the next person can go? Why,  marks of completion of course! These marks are anything along the lines of -d-, << , -don- , (d), anything to show that the current and last poster is now done and the next user may post.

Here is an example of what this may look like in game.




But one may be wondering, why is this important?  Why is it used?

Because of post-cutting, and post order.

Post-cutting is when it's clear someone is continuing their post still, noted with marks of continuation, and then someone suddenly posts in between and cuts them off.  Don't worry though, most people are understanding, and accidents happen all of the time!  However, it is most roleplays preference that post-cutting is avoided.

Post-cutting is okay in certain circumstances, though.  Here's some examples of that!

1.  If the current poster has stated that it's okay to cut them off, helping speed along a roleplay session.

2.  If you have no part in a current roleplay session that someone's posting in and you're roleplaying with a completely different person that isn't currently posting, it might be fine to go ahead and post.  Still, in this instance, it's best to just ask permission, not everyone wants interruptions in their posting.

A general rule of thumb is just never post-cut someone you're currently interacting with!

Now you might be wondering, how can one avoid post-cutting?  How do I know when it is my turn to post?

Some roleplays use a little nifty thing we call post-order.

Post-order is simply assigning an order to current roleplay participators so they know exactly when they should go.  With a post-order made before each roleplay session, you can let everyone get equal speaking and action opportunity.  Without post-order, the fast typers get to go the most, and that's a bit unfair. 
An example of this is establishing max, tom, and sally is the order.  Max will post, and after a mark of completion, Tom will post.  Sally can post after Tom completes, and then the order restarts.

If you have trouble remembering post-order, you can ask someone to note it at the top of their in game bio, and write it down somewhere like your own bio or a piece of paper.


Hopefully these three guidelines will help you get into roleplaying more, good luck anyone seeking to utilize them!

25
Updated with screenshots!

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How do I get the wine (WS9Wine5.0) to be an option for the PortingKit? I opened up the Wine folder, and I see all these files and such. I am not sure what to do with them. Any help would be appreciated.
(answering here in case others have the same problem)
You needn't do anything with the downloaded wine version (: It just needs to be there just in case whilst installing the feralheart file you need to select it.
I'm going to upload screenshots and edit the tutorial now to make it more explanatory, so hopefully that'll help if you give me a few moments!

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Game Help / Re: Direct3D9 crashes my game and I can't find a solution.
« on: March 20, 2020, 03:57:09 am »
I know it’s not a great situation but if you weren’t able to run in direct3D9 without an ENB I’m not sure why it would work now with one ): I’ve heard a few cases of some computers simply not running one of the provided subsystems, it sometimes happens because ogre is simply an inconsistent and older system.
I’ll try to look around to see if anyone’s had any luck in getting direct3D9 to function instead of just OpenGL, when I have a moment here soon, but this may be another unfortunate shortcoming of the game that needs to be noted for future updates.

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Thank you, wasn’t sure where to put it !

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Game Help / Re: Direct3D9 crashes my game and I can't find a solution.
« on: March 20, 2020, 02:25:55 am »
Okay, noted, just two more questions!
1.  Have you been able to previously run Direct3D9 before this ENB?
2.  When it starts back up and forces you to choose OpenGL, does a window come up showing that that's selected and options for it?  If so, try clicking cancel, the next time you run it it should open up a direct3D9 window with options you can adjust to see if it will help render your ENB.



If you aren't getting this window I will look into how to force it to open.

You can also try opening your ogre.cfg file in your main feralheart folder with a text editing program (right click and click "open with" and select something like notepad) and change rendering system = OpenGL rendering subsystem to rendering system = Direct3D9 rendering subsystem

30
Game Help / Re: Direct3D9 crashes my game and I can't find a solution.
« on: March 20, 2020, 02:11:22 am »
Yes you'd likely have to uninstall first, but you can duplicate your current installs onto your desktop to just chuck into the lighter version.

When it crashes are you given a specific error or anything, or simply "feralheart.exe has stopped working" type deal?

You could perhaps try taking out files from your exports temporarily or removing items if you have those, to localize the problem a bit and see if either of those are interfering with your ENB.

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