Daniel
Daniel
@makus82 It's random, but I added a shuffle algorithm so you should at least hear all the music if you just leave it running in the background.
I think modern macOS versions require all executables to be signed (either a temporary developer signature or a permanent paid signature). Would be nice if it showed an error instead...
The files aren't cached. Make sure they're not saved somewhere else, as depending on how you run the game (portable mode, administrator, etc), the save location can change. Some possible...
There's already a `SDL_GL_SwapBuffers` here: https://github.com/OpenXcom/OpenXcom/blob/master/src/Engine/Zoom.cpp#L680 Maybe it's in the wrong place?
Can you include the save? (before you edited it) Are you using any non-default options or mods?
I'm moving the builds to GitHub. Can you check if the latest AppImage works for you? https://github.com/OpenXcom/OpenXcom/actions/runs/9654138850
Are you using any custom music?
The log stack trace is coming from libmad, so maybe there's something wrong with the battle MP3? Does the bog-standard version have a different log? Can you try building with...
You need to override the environment variable, eg. `VCPKG_BINARY_SOURCES: clear;files,${{ github.workspace }}/vcpkg-binary-cache,readwrite` Then you can save and restore that path as usual. Hopefully this will be built-in in the future.
@lukka This is the workflow I ended up with: ``` env: VCPKG_BINARY_SOURCES: clear;files,${{ github.workspace }}/vcpkg_cache,readwrite steps: - name: Restore vcpkg cache uses: actions/cache/restore@v4 with: path: ${{ github.workspace }}/vcpkg_cache key: vcpkg-${{...