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atopuzov

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    atopuzov
  1. Hi, There is a 0.7 version from your main site http://releases.wildfiregames.com/thirdparty/0ad-r10288-alpha-mac.dmg and the 0.8 are only source & data no binaries. Best regards Aleksandar
  2. Hi, Can you confirm that your directory structure looks like the one in the previous posts? Can you remove your .config/0ad (first backup your copy) and then start? Can you check .config/0ad/log for any errors. Best regards Aleksandar
  3. Hi, Yup that's right. I'll fix that soon so it looks for the data right in directory as same as the app (slow upload speeds ;(). Best regards Aleksandar
  4. Hi, What Mac OS version do you have? I have compiled this on 10.7 so for now it's the safest bet to try it on 10.7. I'll set up a build environment to target earlier versions of Mac OS X in the next few days. Best regards Aleksandar
  5. Hi, Have downloaded the data file and unpacked it? These are only binaries since the data package is c/a 300mb. In the future I can make a self contained app (that has everything needed inside) ATM you have to have the data in ../data (sorry for that I will make a new version that looks for the data in the same directory in which the app resides). Best regards Aleksandar P.S. You should have a folder in which the game will reside eg. 0ad Image And data files in the data folder Image An the binaries in the folder Image
  6. Hi, I have uploaded a new set of binaries for Mac OS X (on the first page) if anyone is interested. These are SDL 1.2 based (thanks for the link to the patch) and have scenario editor (wxwidgets 2.9). Best regards Aleksandar
  7. Hi, Yup that's what I was talking about. IMHO the only change to data loading should be that it's loaded from the folder where the app bundle is '.data' instead of '../data' (notice the ..) eg. if the main folder is 0ad, now data is in 0ad/data and binaries in 0ad/system (this is where the app bundle resides) and the app looks for data in ../data and much more convenient way would be to have for example 0ad and in that folder the app bundle and data in 0ad/data. One more request is that it would be nice that someone creates a 512x512 image from which we could create the Icons for Mac OS X, Best regards Aleksandar P.S. This is what I used to modify the libraries and the binary. install_name_tool -id @executable_path/libboost_filesystem-mt.dylib libboost_filesystem-mt.dylib install_name_tool -change /usr/local/lib/libboost_system-mt.dylib @executable_path/libboost_system-mt.dylib libboost_filesystem-mt.dylib install_name_tool -id @executable_path/libboost_signals-mt.dylib libboost_signals-mt.dylib install_name_tool -id @executable_path/libboost_system-mt.dylib libboost_system-mt.dylib install_name_tool -id @executable_path/libjpeg.8.dylib libjpeg.8.dylib install_name_tool -change /usr/local/lib/libjpeg.8.dylib @executable_path/libjpeg.8.dylib pyrogenesis install_name_tool -change /usr/local/lib/libvorbisfile.3.dylib @executable_path/libvorbisfile.3.dylib pyrogenesis install_name_tool -change /usr/local/lib/libboost_signals-mt.dylib @executable_path/libboost_signals-mt.dylib pyrogenesis install_name_tool -change /usr/local/lib/libboost_filesystem-mt.dylib @executable_path/libboost_filesystem-mt.dylib pyrogenesis install_name_tool -change /usr/local/lib/libboost_system-mt.dylib @executable_path/libboost_system-mt.dylib pyrogenesis install_name_tool -change /usr/local/lib/libSDL-1.3.0.dylib @executable_path/libSDL-1.3.0.dylib pyrogenesis install_name_tool -change libnvcore.dylib @executable_path/libnvcore.dylib pyrogenesis install_name_tool -change libnvmath.dylib @executable_path/libnvmath.dylib pyrogenesis install_name_tool -change libnvimage.dylib @executable_path/libnvimage.dylib pyrogenesis install_name_tool -change libnvtt.dylib @executable_path/libnvtt.dylib pyrogenesis install_name_tool -id @executable_path/libSDL-1.3.0.dylib libSDL-1.3.0.dylib install_name_tool -id @executable_path/libvorbisfile.3.dylib libvorbisfile.3.dylib install_name_tool -change /usr/local/Cellar/libvorbis/1.3.2/lib/libvorbis.0.dylib @executable_path/libvorbis.0.dylib libvorbisfile.3.dylib install_name_tool -change /usr/local/lib/libogg.0.dylib @executable_path/libogg.0.dylib libvorbisfile.3.dylib install_name_tool -id @executable_path/libogg.0.dylib libogg.0.dylib install_name_tool -id @executable_path/libvorbis.0.dylib libvorbis.0.dylib install_name_tool -change /usr/local/lib/libogg.0.dylib @executable_path/libogg.0.dylib libvorbis.0.dylib install_name_tool -id @executable_path/libnvcore.dylib libnvcore.dylib install_name_tool -id @executable_path/libnvmath.dylib libnvmath.dylib install_name_tool -change libnvcore.dylib @executable_path/libnvcore.dylib libnvmath.dylib install_name_tool -id @executable_path/libnvimage.dylib libnvimage.dylib install_name_tool -change libnvcore.dylib @executable_path/libnvcore.dylib libnvimage.dylib install_name_tool -change libnvmath.dylib @executable_path/libnvmath.dylib libnvimage.dylib install_name_tool -change /usr/local/lib/libjpeg.8.dylib @executable_path/libjpeg.8.dylib libnvimage.dylib install_name_tool -id @executable_path/libnvtt.dylib libnvtt.dylib install_name_tool -change libnvcore.dylib @executable_path/libnvcore.dylib libnvtt.dylib install_name_tool -change libnvmath.dylib @executable_path/libnvmath.dylib libnvtt.dylib install_name_tool -change libnvimage.dylib @executable_path/libnvimage.dylib libnvtt.dylib install_name_tool -change /usr/local/lib/libjpeg.8.dylib @executable_path/libjpeg.8.dylib libnvtt.dylib install_name_tool -id @executable_path/libCollada.dylib libCollada.dylib
  8. Hi, Can you provide a link for the patch since I've seen a few and haven't had the time to read trough which is the latest and fixes the problems. It's not only the fullscreen issue, I can live with windowed mode but all the colors are wrong and there are some image tearing. Since nobody knows when SDL 1.3 will be released I get your point (we saw a release of duke nukem so we can only hope) of having a one version of library on Mac and an other on Win/Lin. It would hard to maintain. Best regards Aleksandar
  9. Hi, Yes that's correct for opening the libraries with dlopen and likes. But for linked libraries you change the locations with install_name_tool to be sure that the right libraries are found when deploying Mac OS X applications. (eg. check the Mac OS X QT deployment guide). So for 1. you have to add it in the source code of the application to look for it at the right place. eg. for QT #if defined(Q_OS_MAC) QDir exec_dir = QDir(QCoreApplication::applicationDirPath()); #endif And now you have exec_dir (which is set at the location of the executable) and you can now use it to find whatever you need. So when you distribute the app you have everything bundled up in one app.bundle. Best regards Aleksandar
  10. Hi, Great news indeed. While you are at it could you possibly check out the compatibility with libSDL 1.3 since 1.2 doesn't run well on Mac OS X 10.7 Lion (no fullscreen, and some glitches with the colors). The error I have encountered was to do with SDLK_LAST not being available (I just added a define for it) and something to due with sync settings which I disabled (can't really remember now). Just try to compile it with libSDL 1.3 and you get the errors. Best regards Aleksandar
  11. Hi, All libraries and executables are 'modified' so the search path is @executable_path/ (install_name_tool) eg.: otool -L pyrogenesis.app/Contents/MacOS/pyrogenesis pyrogenesis.app/Contents/MacOS/pyrogenesis: /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0) /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL (compatibility version 1.0.0, current version 1.0.0) @executable_path/libjpeg.8.dylib (compatibility version 12.0.0, current version 12.0.0) /usr/X11/lib/libpng15.15.dylib (compatibility version 20.0.0, current version 20.0.0) /usr/lib/libz.1.dylib (compatibility version 1.0.0, current version 1.2.5) @executable_path/libmozjs185-ps-release.1.0.dylib (compatibility version 1.0.0, current version 1.0.0) @executable_path/libvorbisfile.3.dylib (compatibility version 7.0.0, current version 7.4.0) @executable_path/libboost_signals-mt.dylib (compatibility version 0.0.0, current version 0.0.0) @executable_path/libboost_filesystem-mt.dylib (compatibility version 0.0.0, current version 0.0.0) @executable_path/libboost_system-mt.dylib (compatibility version 0.0.0, current version 0.0.0) @executable_path/libenet.1.dylib (compatibility version 2.0.0, current version 2.3.0) /usr/lib/libcurl.4.dylib (compatibility version 7.0.0, current version 7.0.0) @executable_path/libnvcore.dylib (compatibility version 0.0.0, current version 0.0.0) @executable_path/libnvmath.dylib (compatibility version 0.0.0, current version 0.0.0) @executable_path/libnvimage.dylib (compatibility version 0.0.0, current version 0.0.0) @executable_path/libnvtt.dylib (compatibility version 0.0.0, current version 0.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 159.1.0) @executable_path/libSDL-1.3.0.dylib (compatibility version 1.0.0, current version 1.0.0) /usr/lib/libxml2.2.dylib (compatibility version 10.0.0, current version 10.3.0) /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0, current version 52.0.0) But libCollada.dylib is loaded from the app itself by dlopen and I have looked at the source code where does the app try to find it. But for me it works if it's in the folder where the pyrogenesis.app resides and not in the @executable_path which is in fact pyrogenesis.app/Contents/MacOS. Best regards Aleksandar
  12. Hi, I also get the error that the audio is disabled due to OpenAL but haven't tried to enable it to see what seems to be happening. For the errors during the game can you go into the ~/.config/0ad/logs and look at the files and c&p the error (and write what scenario have you chosen, and which binaries are you using mine or yours). I haven't tried playing for a long time so I haven't encountered any. The only errors I got was when I forgot to put the libCollada.dylib file in the right place, which should be in the same directory as the pyrogenesis.app. Best regards Aleksandar
  13. Hi, Download the data archive (0ad-r10803-alpha-unix-data) unpack it. You should now have a folder named something like 0ad-r10803-alpha now open it and download the NEW BINARIES and unpack them in the binaries folder (0ad-r10803-alpha/binaries). Now open the binaries dir and double click the pyrogenesis.app. The game should start hopefully. If you get an error please c&p it here. Binaries are tested on 10.7 compiled in 64bit (IMHO they should also run on 10.6). Scenario editor is not provided (just me being lazy). There are some problems with mouse zooming in/out (due to SDL 1.2 and 1.3 quick fix by me). Update new set of binaries are uploaded with patched SDL 1.2 and Scenario editor! Best regards Aleksandar
  14. Hi, I just successfully compiled and run the game. Instead of double-clicking on the test.app use Terminal to go to the binaries/system directory and copy pyrogenesis.app/Contents/MacOS/pyrogenesis to binaries/system eg. if you are in binaries/system: cp pyrogenesis.app/Contents/MacOS/pyrogenesis . and now run the game from terminal with: ./pyrogenesis If you don't get full screen and the colors are weird it's because of the incompatibility of libSDL 1.2 and Mac OS X Lion. I have compiled it with SDL 1.3 (with some minor modifications due to errors eg. [1], but since they are more of hacks just to see if it will compile some of the mouse/keyboard controls are misfiring ) and with it everything with the graphics is OK. I haven't compiled in the atlas (scenario editor) support because I didn't what to fiddle with wxwidgets If you want I can provide the binaries (which are unofficial of course), the only constraint is that they will run only on 10.7 64bit systems (due to my environment setup at the compile time) [1] Link1
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