
Echelon9
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There has been a switch to the SDL 2 version middleware, from a SDL1.x before. Could be related here.
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Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
From a quick playtest here no issues apparent. Running through single player skirmish, setting up a hosted game and opening Atlas Editor. $ uname -msrDarwin 13.4.0 x86_64$ $ otool -L 0ad.app/Contents/MacOS/pyrogenesis 0ad.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) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices (compatibility version 1.0.0 -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
That's great to hear historic_bruno! I'm enjoying being able to dev again with 0ad on Mac. -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
Thanks for looking into that and providing the alternative approach in SVN. For the first time in a little while really happy to see Mac builds, tests (subject to Trac #2780) and pyrogenesis works fine without extensive tweaks. -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
The compile error is: Undefined symbols for architecture x86_64: "std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> >::empty() const", referenced from: CParamNode::ApplyLayer(XMBFile const&, XMBElement const&, wchar_t const*) in libsimulation2_dbg.a(ParamNode.o)ld: symbol(s) not found for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation) -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
Hi ben, Thanks for the most recent changes to SVN which assist building on Mac. With r15726, and a clean build I was able to follow the current instructions on Trac under BuildInstructions / Mac / "1. Build the game for your personal use", with only one small patch required. Almost there. I think it's a libc++ issue with the pyrogensis use of those C++11 functions. Index: source/simulation2/system/ParamNode.cpp===================================================================--- source/simulation2/system/ParamNode.cpp (revision 15726)+++ source/simulation2/system/ParamNode.cpp (working copy)@ -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
Thanks for looking into that dvangennip (and wraitii for fixing). Being able to build a loose binary is helpful for those debugging, not just the release bundled app. -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
Did you go about building the game as an App bundle (./build-osx-bundle.sh) or a loose binary (./build-osx-libs.sh followed by make)? See further here: http://trac.wildfiregames.com/wiki/BuildInstructions#OSX -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
Let's give the RC a good test to ensure no C++ runtime library issues are introduced! Great to see though. -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
It's still messy, and manual. Yes, there is a need to manually change iconv.h wraitii and I will connect on IRC again this weekend to clarify and where possible coalesce the steps into a clean patch and command line steps. My goal here is to have single button / single command building returned to Mac OSX 10.9. -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
With wraitii's assistance on IRC, I was able to build an 0ad.app for the first time on OS X Mavericks 10.9. Wraitii and I will separately write up and settle the building steps for this platform. This pleasing development did allow me to test the UPnP-related double free patch (#2338) on the Mac platform. Happily to say, the latest patch permitted no crashes when running the UPnP setup routines affected by the double-free bug. My testing confirmed the UPnP Internet Gateway Device was successfully contacted and the port forward registered (run one). A second run which cached the loc -
Build environment and deployment on the Mac
Echelon9 replied to Yves's topic in Game Development & Technical Discussion
Hi - I tried as suggested and deleted the gloox/boost folders then re-ran ./build-osx-bundle.sh -j3. The error reported was: Undefined symbols for architecture x86_64: "std::runtime_error::runtime_error(char const*)", referenced from: (anonymous namespace)::UnixAssertHandler::assert(char const*, char const*, int, char const*) in libnvcore.a(Debug.cpp.o)ld: symbol(s) not found for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)I also tried the similar step of deleting gloox/boost and then running the ./build-osx-libs.sh script standalone. -
Towards Automated Testing
Echelon9 replied to agentx's topic in Game Development & Technical Discussion
Sounds great -
Towards Automated Testing
Echelon9 replied to agentx's topic in Game Development & Technical Discussion
Note there is already unit tests. Is that similar to the end goal you had in mind? Or were you thinking of in-place testing, rather than unit testing?