
juniorbl
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Build environment and deployment on the Mac
juniorbl replied to Yves's topic in Game Development & Technical Discussion
Ops, I wasn't running update-workspaces.sh. Now, using xcode or gcc, the only problem is the libnvimage.a I reported above. I'll try to find if I'm doing something wrong, maybe something related to build-osx-libs.sh like you said. -
Build environment and deployment on the Mac
juniorbl replied to Yves's topic in Game Development & Technical Discussion
Yes, I ran it in /libraries/osx. After that I read build-osx-bundle.sh more carefully and saw that it also runs build-osx-libs.sh, so I ended up running it twice. I just cloned the osx-build branch, changed the MacOSX sdk path and ran build-osx-bundle.sh and I got this error: ... Linking AtlasUI Linking test ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound0<void>::caller<boost::function<void ()()> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound1<void>::caller<AtObj const&, boost::function<void ()(AtObj const&)> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound1<void>::caller<AtlasMessage::sEnvironmentSettings const&, boost::function<void ()(AtlasMessage::sEnvironmentSettings const&)> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound1<void>::caller<ObjectSettings const&, boost::function<void ()(ObjectSettings const&)> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound1<void>::caller<wxString const&, boost::function<void ()(wxString const&)> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound1<void>::caller<std::vector<unsigned int, std::allocator<unsigned int> > const&, boost::function<void ()(std::vector<unsigned int, std::allocator<unsigned int> > const&)> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in boost::signals::detail::slot_call_iterator<boost::signals::detail::call_bound1<void>::caller<ITool*, boost::function<void ()(ITool*)> >, boost::signals::detail::named_slot_map_iterator>::dereference() constto global weak symbol vtable for boost::bad_function_callmeans the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ERROR: Game build failed! I opened the Xcode (xcode4) project and got the same problem: Libtool ../../../binaries/system/libmocks_real_dbg.a normal x86_64 cd /Users/myUser/src/0ad-mac2/0ad/build/workspaces/xcode4 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static -arch_only x86_64 -L/Users/myUser/src/0ad-mac2/0ad/build/workspaces/xcode4/../../../binaries/system -L../../../binaries/system -filelist /Users/myUser/Library/Developer/Xcode/DerivedData/pyrogenesis-budvwkvggudeghhiiqhgqknpjish/Build/Intermediates/mocks_real.build/Objects-normal/x86_64/mocks_real_dbg.LinkFileList -Wl,-syslibroot,/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -mmacosx-version-min=10.6 -o /Users/myUser/src/0ad-mac2/0ad/build/workspaces/xcode4/../../../binaries/system/libmocks_real_dbg.a /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: unknown option character `W' in: -Wl,-syslibroot,/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk Usage: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static [-] file [...] [-filelist listfile[,dirname]] [-arch_only arch] [-sacLT] Usage: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -dynamic [-] file [...] [-filelist listfile[,dirname]] [-arch_only arch] [-o output] [-install_name name] [-compatibility_version #] [-current_version #] [-seg1addr 0x#] [-segs_read_only_addr 0x#] [-segs_read_write_addr 0x#] [-seg_addr_table <filename>] [-seg_addr_table_filename <file_system_path>] [-all_load] [-noall_load] Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool failed with exit code 1 It thought it could be something related to the version 7 of the MacOSX sdk but I tried the version 8 and got the same errors. -
Build environment and deployment on the Mac
juniorbl replied to Yves's topic in Game Development & Technical Discussion
I'm running and debugging it in Xcode I didn't get you fix yet and I'm not entirely sure if the things I did are right or if my system has problems but I hope it helps something: When I loaded the project in Xcode for the first time I had the libtool error I reported yesterday. I googled a little bit and removed -Wl,-syslibroot,/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -mmacosx-version-min=10.6 from each project in Build Settings > Other Linker Flags. I tried again and this time it was complaining about this: Linking pyrogenesis Undefined symbols for architecture x86_64: "_TIFFClose", referenced from: nv::ImageIO::saveFloatTIFF(char const*, nv::FloatImage const*, unsigned int, unsigned int)in libnvimage.a(ImageIO.cpp.o) nv::ImageIO::loadFloatTIFF(char const*, nv::Stream&)in libnvimage.a(ImageIO.cpp.o) "_TIFFDefaultStripSize", referenced from: nv::ImageIO::saveFloatTIFF(char const*, nv::FloatImage const*, unsigned int, unsigned int)in libnvimage.a(ImageIO.cpp.o) "_TIFFGetField", referenced from: nv::ImageIO::loadFloatTIFF(char const*, nv::Stream&)in libnvimage.a(ImageIO.cpp.o) "_TIFFOpen", referenced from: nv::ImageIO::saveFloatTIFF(char const*, nv::FloatImage const*, unsigned int, unsigned int)in libnvimage.a(ImageIO.cpp.o) nv::ImageIO::loadFloatTIFF(char const*, nv::Stream&)in libnvimage.a(ImageIO.cpp.o) "_TIFFReadScanline", referenced from: nv::ImageIO::loadFloatTIFF(char const*, nv::Stream&)in libnvimage.a(ImageIO.cpp.o) "_TIFFScanlineSize", referenced from: nv::ImageIO::loadFloatTIFF(char const*, nv::Stream&)in libnvimage.a(ImageIO.cpp.o) "_TIFFSetField", referenced from: nv::ImageIO::saveFloatTIFF(char const*, nv::FloatImage const*, unsigned int, unsigned int)in libnvimage.a(ImageIO.cpp.o) "_TIFFWriteScanline", referenced from: nv::ImageIO::saveFloatTIFF(char const*, nv::FloatImage const*, unsigned int, unsigned int)in libnvimage.a(ImageIO.cpp.o) ld: symbol(s) not found for architecture x86_64 collect2: ld returned 1 exit status make[1]: *** [../../../binaries/system/pyrogenesis] Error 1 make: *** [pyrogenesis] Error 2 You said you don't use Xcode so I tried gcc and had the same error. Google to the rescue again and I copied "libnvimage.dylib" from another 0ad repository I have to libraries/source/nvtt/lib. Here I could compile the game. I tried to run it in Xcode or in the console and I saw this one: dyld: Library not loaded: @executable_path/libnvimage.dylib Referenced from: /Users/myUser/src/0ad-mac/0ad/binaries/system/./pyrogenesis Reason: image not found Trace/BPT trap: 5 I copied "libnvimage.dylib" to binaries/system/ and it complained two more times about "libnvcore.dylib" and "libnvmath.dylib" saying they were referenced from "libnvimage.dylib". I copied those libraries again and voilĂ . Now I can debug and study how everything works. Thanks for the help. -
Build environment and deployment on the Mac
juniorbl replied to Yves's topic in Game Development & Technical Discussion
Right but do you use something to debug? I wanted to run inside Xcode because would be easier to debug and study the code. I tried codeblocks but it crashes all the time. Regards. -
Build environment and deployment on the Mac
juniorbl replied to Yves's topic in Game Development & Technical Discussion
Hello everyone, I'm trying to compile the project using Xcode 4.5 on mountain lion using the historicbruno's version from this repository on github https://github.com/h.../tree/osx-build and the script to build the dependencies in the same repository (related to this ticket http://trac.wildfire...com/ticket/1112), I just had to change the path to SDK MacOSX10.7 in the file build-osx-bundle.sh and I get the following error. The script generates a project file for Xcode3, that could be the problem but I'm not sure. I googled the error and tried different solutions like changing the "Other Linker Flags" but it caused even more errors, I'm not familiar with Xcode. Any ideas? Thank you. Libtool ../../../binaries/system/libmocks_real_dbg.a normal x86_64 cd /Users/myUser/src/0ad-mac/0ad/build/workspaces/xcode3 /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static -arch_only x86_64 -L/Users/myUser/src/0ad-mac/0ad/build/workspaces/xcode3/../../../binaries/system -L../../../binaries/system -filelist /Users/myUser/src/0ad-mac/0ad/build/workspaces/xcode3/obj/mocks_real_Debug/mocks_real.build/Objects-normal/x86_64/mocks_real_dbg.LinkFileList -lboost_filesystem-mt -lboost_system-mt -Wl,-syslibroot,/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -mmacosx-version-min=10.6 -o /Users/myUser/src/0ad-mac/0ad/build/workspaces/xcode3/../../../binaries/system/libmocks_real_dbg.a /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool: unknown option character `W' in: -Wl,-syslibroot,/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk Usage: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static [-] file [...] [-filelist listfile[,dirname]] [-arch_only arch] [-sacLT] Usage: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -dynamic [-] file [...] [-filelist listfile[,dirname]] [-arch_only arch] [-o output] [-install_name name] [-compatibility_version #] [-current_version #] [-seg1addr 0x#] [-segs_read_only_addr 0x#] [-segs_read_write_addr 0x#] [-seg_addr_table <filename>] [-seg_addr_table_filename <file_system_path>] [-all_load] [-noall_load] Command /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool failed with exit code 1