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Author Topic: Anyone to build 0.8.0 for Mac ?  (Read 43387 times)
Reuti
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« Reply #25 on: August 26, 2008, 07:08:08 am »

Did anyone try to run Windows binaries on wine under Mac?

AFAICS the Mac version is only available as a commercial one, not for free. And I tried it with the demo just for curiosity: it starts up, but you can move the mouse only in a part of the window, hence it's not playable this way. I even had to cmd-alt-esc the oa, as I couldn't move the mouse to the exit button :-/
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Cacatoes
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« Reply #26 on: August 26, 2008, 07:32:23 am »

@Reuti,
Did you compile using sago's sources ? Otherwise network code may be fucked up in the builds you made :-/
I'm not sure SVN already takes into account the fix sago provided ...
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Reuti
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« Reply #27 on: August 26, 2008, 08:25:01 am »

@Reuti,
Did you compile using sago's sources ? Otherwise network code may be fucked up in the builds you made :-/
I'm not sure SVN already takes into account the fix sago provided ...

Which sago-source? I downloaded from svn/source/080/ioquake3svn1438.tar.bz2 and that's all. The script wasn't working, so compiled just by hand on two machines for ppc and i386. I play via network w/o probs.
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LANS
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« Reply #28 on: August 26, 2008, 12:49:03 pm »

I decided to try to compile 0.8.0 for OSX, and after a bunch of work to get it almost to the point where it needs to run LD, I discovered (through tracing errors that were thrown) that code/qcommon/files.c is missing a "}" on the last line. Adding one eliminated the errors. I've decided to give up on make-macosx-ub.sh for now and just make my universal binary by hand. I will host my build and such when I get it working, but you should trust Reuti's build first.

edit: I forgot to note this before, but I had to add "-fnested-functions" to
Code:
#############################################################################
# SETUP AND BUILD -- MAC OS X
#############################################################################

ifeq ($(PLATFORM),darwin)
  HAVE_VM_COMPILED=true
  CLIENT_LDFLAGS=
  OPTIMIZE=
 
  BASE_CFLAGS = -Wall -Wimplicit -Wstrict-prototypes
To get it to compile at all. I added it on suggestion from the compiler error messages.

Whether I use the SVN source or that source from that link posted by sago above, I get to this error. I'm not really sure where to go from here. Any suggestions?
Code:
DED_CC code/sys/con_tty.c
LD build/release-darwin-ppc/oa_ded.ppc
Undefined symbols:
  "_FS_PureServerSetLoadedPaks", referenced from:
      _Com_Error in common.o
      _Com_Error in common.o
  "_FS_LoadedPakNames", referenced from:
      _SV_SpawnServer in sv_init.o
  "_FS_FOpenFileByMode", referenced from:
      _FS_FOpenFileByMode$non_lazy_ptr in sv_bot.o
      _SV_GameSystemCalls in sv_game.o
  "_FS_Flush", referenced from:
      _FS_ReadFile in files.o
      _FS_ReadFile in files.o
      _FS_ReadFile in files.o
  "_FS_ReferencedPakNames", referenced from:
      _SV_WriteDownloadToClient in sv_client.o
      _SV_SpawnServer in sv_init.o
  "_FS_ReferencedPakChecksums", referenced from:
      _SV_SpawnServer in sv_init.o
  "_FS_Restart", referenced from:
      _SV_SpawnServer in sv_init.o
  "_FS_LoadedPakChecksums", referenced from:
      _SV_SpawnServer in sv_init.o
  "_FS_FilenameCompletion", referenced from:
      _Field_CompleteFilename in common.o
      _Field_CompleteFilename in common.o
  "_FS_ClearPakReferences", referenced from:
      _SV_SpawnServer in sv_init.o
  "_FS_InitFilesystem", referenced from:
      _Com_Init in common.o
  "_FS_LoadedPakPureChecksums", referenced from:
      _SV_VerifyPaks_f in sv_client.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
make[2]: *** [build/release-darwin-ppc/oa_ded.ppc] Error 1
make[1]: *** [targets] Error 2
make: *** [release] Error 2
As you can see, it compiles but does not link.

Edit2: I'm compiling on leopard on a macbook.
« Last Edit: August 26, 2008, 01:42:28 pm by LANS » Logged
Cacatoes
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« Reply #29 on: August 26, 2008, 08:04:15 pm »

@Reuti,
Did you compile using sago's sources ? Otherwise network code may be fucked up in the builds you made :-/
I'm not sure SVN already takes into account the fix sago provided ...

Which sago-source? I downloaded from svn/source/080/ioquake3svn1438.tar.bz2 and that's all. The script wasn't working, so compiled just by hand on two machines for ppc and i386. I play via network w/o probs.
You can play, but I'm not sure you can host ... and so you may not be able to play LAN. (it would stay in "awaiting gamestate")
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MordEth
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« Reply #30 on: August 27, 2008, 03:18:34 am »

Here you go, a working Univeral Binary GUI app of 0.8.0:  oa080-mac-ub.tbz (4.5mb).

Let me know if anyone has any difficulties using it, but I've tested it on both my G5 (PPC) desktop and Intel MacBook Pro, so it should work flawlessly.
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Reuti
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« Reply #31 on: August 27, 2008, 03:51:22 am »

Here you go, a working Univeral Binary GUI app of 0.8.0:  oa080-mac-ub.tbz (4.5mb).

Let me know if anyone has any difficulties using it, but I've tested it on both my G5 (PPC) desktop and Intel MacBook Pro, so it should work flawlessly.

I have here an Intel iMac with 10.4.11. It quits immediately with:

dyld: Library not loaded: /opt/local/lib/libvorbisfile.3.dylib

in the console application. During my built I was wondering, that also the dylib must by UB and how to compile them this way.
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MordEth
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« Reply #32 on: August 27, 2008, 03:57:22 am »

Hrm.  How did you compile it to tell it that the .dylib files are included in the same dir that the binary is in?

I had previously installed libsdl, libvorbis, and libogg via MacPorts, and it puts those dylib files in /opt/local/lib.  The dylibs included inside the .app are the ones packaged with the previous official .app release (0.7.8).
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Reuti
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« Reply #33 on: August 27, 2008, 04:45:18 am »

Hrm.  How did you compile it to tell it that the .dylib files are included in the same dir that the binary is in?

I had previously installed libsdl, libvorbis, and libogg via MacPorts, and it puts those dylib files in /opt/local/lib.  The dylibs included inside the .app are the ones packaged with the previous official .app release (0.7.Cool.

I removed all of the .dylib versions of these files, and then the linker will fall back to use the .a files to be linked in statically. So in my built only libSDL is dynamic. Why the libSDL get's linked in with "@executable_path/libSDL-1.2.0.dylib " according to a "oTool -L" must be somewhere in the Makefile part for OS X.

-- Reuti


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Timedude
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« Reply #34 on: August 27, 2008, 05:26:29 am »

Not a whole lot of this makes sense to me... Other than the one compiled by cacatoes, which requires console use, do we have a working version? To me, it looks like a no... But I could be wrong.

-Timedude
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MordEth
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« Reply #35 on: August 27, 2008, 05:37:53 am »

I've updated my .tbz again, and I think that I've fixed the dependencies on /opt/local/bin (MacPorts).

Someone want to test this and confirm that it works?
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Reuti
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« Reply #36 on: August 27, 2008, 05:46:00 am »

I've updated my .tbz again, and I think that I've fixed the dependencies on /opt/local/bin (MacPorts).

Someone want to test this and confirm that it works?

Nope, now I get:

PID:    15962
Thread: 0

Exception:  EXC_BAD_ACCESS (0x0001)
Codes:      KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0 Crashed:
0   libSystem.B.dylib           0x9010c802 _malloc_initialize + 992
1   libSystem.B.dylib           0x900028d7 malloc + 29
2   ws.openarena.openarena      0x0015a01a main + 1766 (SDLMain.m:354)
3   ws.openarena.openarena      0x00002566 start + 54
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MordEth
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« Reply #37 on: August 27, 2008, 06:36:17 am »

OK, I think I got it this time.

Can someone confirm that it works?  I tested on my system by moving those dylib files out of /opt/local/lib, so it should work.
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Reuti
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« Reply #38 on: August 27, 2008, 06:56:00 am »

OK, I think I got it this time.

Can someone confirm that it works?  I tested on my system by moving those dylib files out of /opt/local/lib, so it should work.

Same error as before on an Intel iMac with 10.4.11, on another Intel iMac with 10.5.4 it's working though.
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MordEth
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« Reply #39 on: August 27, 2008, 07:03:04 am »

OK.  I don't have any machines still running 10.4.11, and didn't even think about trying to factor in compile options for 10.4.x.

Glad to hear that I solved the dependency issue on Leopard, though.  I'll play with it more and post when I have something that should work on both 10.4.x and 10.5.x.  Hopefully everyone who was wanting this has Leopard.
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roflsours
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« Reply #40 on: August 29, 2008, 11:59:15 am »

Great, can't wait Smiley
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Flipendo
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« Reply #41 on: August 29, 2008, 06:29:23 pm »

i'm on 10.4...
still waiting though
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roflsours
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« Reply #42 on: August 30, 2008, 10:57:40 am »

You could always just download these:

http://download.tuxfamily.org/openarena/rel/080/oa080-mac-ppc.zip
http://download.tuxfamily.org/openarena/rel/080/oa080-mac-i386.zip

Follow the instructions in the readme file and just create an alias to the openarena.ppc file. It feels pretty close to the real thing, apart from opening in terminal.

Also: get leopard Tongue
« Last Edit: August 30, 2008, 11:00:14 am by roflsours » Logged
jackoverfull
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« Reply #43 on: September 02, 2008, 09:27:58 am »

hi, i'm back. ;-)

I just fixed the make-macosx-ub.sh script (the problem was that it expects "ioquake3" and "ioq3ded" bins, but they're now called "openarena" and "oa_ded") and trying to build the usual way.
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jackoverfull
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« Reply #44 on: September 02, 2008, 09:35:56 am »

built ub for 10.4/10.5. Seems that 10.2 build is broken, but it's been for a while now and i doubt that this will be a problem. I'm going to try a 10.3 build too, for max compatibility, then i'll test the thing a bit and upload it if everything is ok.
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sago007
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« Reply #45 on: September 02, 2008, 10:01:43 am »

Just to make sure... you are compiling from: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev080/ioquake3serverFix.tar.bz2 right?
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jackoverfull
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« Reply #46 on: September 02, 2008, 10:05:48 am »

no, from the svn.

i'm still in time to build from that one, if it's the right one.
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sago007
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« Reply #47 on: September 02, 2008, 10:10:10 am »

The one in svn (and all the binaries in openarena-0.8.0.zip) all suffers for the same "Awaiting gamestate..." bug if you use it to host a server.

But if you are not in a hurry I might want to clean the serverfix tar up a little to better reflect that it is an engine only tarball.
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jackoverfull
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« Reply #48 on: September 02, 2008, 10:15:45 am »

Quote
The one in svn (and all the binaries in openarena-0.8.0.zip) all suffers for the same "Awaiting gamestate..." bug if you use it to host a server.
ok. i'll try the other one.

Quote
But if you are not in a hurry I might want to clean the serverfix tar up a little to better reflect that it is an engine only tarball.
what's wrong with it?



mmmh, for some reason the script doesn't build oa_ded.ppc (but builds oa_ded.i386), although it builds well if built directly. Investigating.
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sago007
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« Reply #49 on: September 02, 2008, 10:33:47 am »

what's wrong with it?
It contains unused files and outdated files. I want to split the source in a engine only and vm only, since they are developed separately. I believe the bug in 0.8.0 was introduced during merging.

VM source will also be updated from 0.8.n to 0.8.n+1 while the engine is supposed to be the same until 0.9.0, so it makes good sense to separate them.

http://brie.ostenfeld.dk/~poul19/public_files/oa/dev080/openarena-engine-source-0.8.x-1.tar.bz2 is smaller.
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