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cc_julian

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  1. the files i've posted some years back are offline now but i placed a copy here in case something in there is still of interest: http://s000.tinyupload.com/?file_id=36564605789805633113
  2. >Why do you include ps/Pyrogenesis.h in several source files? i've included pyrogenesis.h in all files that use psLogDir(), which is declared in this header, so i don't know how it could ever compile without it being included >Why the #undef _T in UniDoubler.h? i got an warning for an double definition there, and there already were some undefs there so i added it. you can just skip that part because it's just a warning. >As a general question, does your build support precompiled headers? yes xcode supports a single precompiled header. i've created the xcode/Sources/_ad_Prefix.pch as the precompiled header >In Memory.h, it's conventional to name the macro guard after the file, so MEMORY_H. oh yes sorry, i meant to do that but the namespace name confused me ;-) >In AtlasUI, I notice several files have changed <> includes to "", any particular reason for that? consistency. 95% of the WX includes use the local header "" notation, and just very few the system header includes <>. i could just add the wx header directory as a user header directory AND as a system header directory, but that would be kinda ... wrong ... just because a few includes deviate from the others. actually using <> everywhere would be even more "right" >Why is RGBColor renamed to RGBColorVector? it conflicts with RGBColor as defined somewhere deep in the headers of the mac version of WX. i bet one could work around this with some namespace things, but i am not that fluent in c++ things.
  3. ok i have: changed the linked mac patch to be generated from "svn diff" to be easier apply-able added a patch needed for compiling atlas to my initial post uploaded a new xcode project folder that also can build atlas and is improved in some other ways. please commit these to SVN trunk.
  4. i got atlas *running* but i don't think it is working as intended. i get this on most things: source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.cpp(78): assert "tool" failed in SetCurrentTool().
  5. if generating deployable binaries from premake would work, you'd already have those.
  6. ok thanks! links mostly now, except for a boost issue. will continue sunday or monday.
  7. ok thanks got it too compile. weirdly changing c_str() to wc_str() doesn't fix the archiveviewer issue, but as you noted we don't need that file ;-) although it compiles now, it doesn't link ;( the atlas stuff depends on all the core stuff like CRenderer and CSimulation2 etc. what to do here? can't include these sources in the dll for atlas, as that would lead to duplicate symbols when loading it, or? anyway, i am off for the weekend
  8. progress on atlas. got most of it to compile after some work, remaining problems: • whats with the DEVIL dependency in DDT.cpp, is this really necessary? • XMP.cpp, whats all this xercesc stuff? • archiveviewer.cpp:464, gcc complains: /Users/julian/Desktop/trunk/build/xcode/../../source/tools/atlas/AtlasUI/ArchiveViewer/ArchiveViewer.cpp:464:0 /Users/julian/Desktop/trunk/build/xcode/../../source/tools/atlas/AtlasUI/ArchiveViewer/ArchiveViewer.cpp:464: error: no matching function for call to 'std::set<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, std::less<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >, std::allocator<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > > >::insert(wxCStrData)' /Xcode3/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/bits/stl_set.h:304:0 /Xcode3/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/bits/stl_set.h:304: note: candidates are: std::pair<typename std::_Rb_tree<_Key, _Key, std::_Identity<_Key>, _Compare, typename _Alloc::rebind<_Key>::other>::const_iterator, bool> std::set<_Key, _Compare, _Alloc>::insert(const _Key&) [with _Key = std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, _Compare = std::less<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >, _Alloc = std::allocator<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >] /Xcode3/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/bits/stl_set.h:331:0 /Xcode3/SDKs/MacOSX10.6.sdk/usr/include/c++/4.2.1/bits/stl_set.h:331: note: typename std::_Rb_tree<_Key, _Key, std::_Identity<_Key>, _Compare, typename _Alloc::rebind<_Key>::other>::const_iterator std::set<_Key, _Compare, _Alloc>::insert(typename std::_Rb_tree<_Key, _Key, std::_Identity<_Key>, _Compare, typename _Alloc::rebind<_Key>::other>::const_iterator, const _Key&) [with _Key = std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >, _Compare = std::less<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >, _Alloc = std::allocator<std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >]
  9. i am a bit short of time currently. if someone provides me with a pre-built deployable binary of wxWidgets devel 64 bit (.a or .dylib or .framework) i will give it a try tomorrow, else i will look at it next week. check dependencies of libraries with "otool -L"
  10. >Uploaded the new .dmg here again (md5 f708e3a565137402aaf843c360e474c0). thanks. sorry but i've now fixed the javascript slowness bug and updated the file again runs fine now
  11. i've updated all 3 files and can confirm it "working" now. there are some remaining problems though • game freezes for a few seconds or even minutes after loading a map (and being sluggish even afterwards), may be related to having to use the debug version of the javascript library cause of linker issues • i've seen the game hang in opengl code on lion for both of these issues it would be good to set the game to windowed mode in the config file in Library/Application Support/0AD/config/ i'll look at these later on.
  12. ok thanks, but the version has the collada problem, i will have an fixed version in a few minutes.
  13. i'll have a look EDIT: found the problem, this was already working, will fix it soon. just FYI, saying something like "it fails" is completely useless at it doesn't give any information on what the actual problem is means the files couldnt be found, means you didn't put the xcode folder into the build folder of the 0ad sources. the xcode project is meant for *developers*
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