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Posts posted by Echelon9

  1. As a test of the new Mavericks builds utilising the latest patches on Trac ticket #2304, I've run unit tests successfully over the resultant binaries with only one failing test report.

    $ ./test Running 289 tests.........................................................................................................................................................In TestCStr::test_parse:../../../source/ps/tests/../../../source/ps/tests/test_CStr.h:136: Error: Expected (str3.ToFloat() == 3.0f), found (0.0000 != 3.0000)../../../source/ps/tests/../../../source/ps/tests/test_CStr.h:137: Error: Expected (str3.ToDouble() == 3.0), found (0.0000 != 3.0000).......................................................................................................................................Failed 1 of 289 testsSuccess rate: 99%
  2. Okay, I've narrowed down the wxWidgets C++11 MacOSX Clang++ linking issue.

    Linking AtlasUIUndefined symbols for architecture x86_64:  "std::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> >::find_last_of(wchar_t const*, unsigned long, unsigned long) const", referenced from:      wxFileName::SplitPath(wxString const&, wxString*, wxString*, wxString*, wxString*, bool*, wxPathFormat) in libwx_baseu-3.0.a(baselib_filename.o)

    At the time of report I was using a tip-of-trunk LLVM/Clang build.

    See this thread on the wxWidgets for reported and resolved case of the linker issue in this external library. http://forums.wxwidgets.org/viewtopic.php?f=19&t=37432

  3. The patches to source/renderer/ModelRenderer.cpp and source/tools/atlas/AtlasObject/AtlasObjectImpl.h found in http://trac.wildfiregames.com/ticket/2304#comment:9 worked for me in drastically reducing the number of Clang compiler errors on Mavericks OS X 10.9.

    This improvement is without having to manually edit premake files or makefiles per some posts above, nor set the stdlib being utilised.

    However, there are still a number of wxwidgets related compiler errrors in libAtlasUI.dylib.

  4. - "I see documentation about a library, which I cannot download until I register for your service. But nothing about the working of the API."

    The algorithms used by Colobe are not public for a safety reason. Sorry if you can't download a sample copy of the library! Here you can download a copy of the library: colobe-lib.php.

    That download host you've selected requires us to "sign up" before accessing the file. Can you host it somewhere more customary?

  5. Enabling "Prefer GLSL" in this release, then iron out all the GLSL bugs sounds very reasonable.

    I'd also flag the cross-platform issues. Does 0AD yet support Apple's newer OpenGL 3.2 Core profile? If not, there could be issues upon dropping the older ARB shaders on Mac hardware that would otherwise run 0AD fine.

    The OpenGL 3.2 Core profile was presented as a clean break from the past for Apple devs, but it must be explicitly setup and called in an application -- there's no automatic benefit from it.

  6. WinRT is a completely new platform. There is no 'backward' to be compatible. Also, there is no direct download. all the apps must be downloaded/purchased from Microsoft Store (and/or their partners).

    That's not correct. While Microsoft are looking to increase the number of Windows Store apps (and by implication move developers to their latest proprietary WinRT or Metro API) you can still directly download and run program's on Windows 8.

    I've spent an afternoon setting up a Windows 8 laptop and I'm running directly downloaded applications.

    This porting effort seems only to be able to support offering the engine through the Windows Store via a forked code base. Will the Windows Store terms comply with the open source license that the source code is under?

  7. osx-build branch has been merged into SVN! http://trac.wildfire...changeset/13148

    If you're on OS X and want to test it, my advice is:

    • delete all *.dylib and *.a in binaries/system
    • run ./clean-workspaces.sh in build/workspaces
    • run ./build-osx-libs.sh in libraries/osx -- it will download and build a lot of libraries from source
    • run ./update-workspaces.sh in build/workspaces
    • do a clean build ("make clean && make" in gcc workspace, if using gcc, or Product > Clean in Xcode)

    (I only include the cleaning steps to be safe since the build system has changed, those aren't typically needed)

    That will build a loose binary. The process if you want to build a bundle takes longer but is simpler:

    • delete all *.dylib and *.a in binaries/system
    • run ./build-osx-bundle.sh in build/workspaces -- this will take a while... but it does everything else

    Fantastic! So this is the beneficiary of not utilising MacPorts and building the libs from source?

    Edit: Hrmm, I have Xcode 4.6 plus the Command Line Tools, and when following the first set of steps above I get an error building NVTT as it relies on cmake, which isn't included by default. So it's not fully without dependencies.

    Building NVTT...
    ~/Documents/Coding/0ad/trunk/libraries/source/nvtt ~/Documents/Coding/0ad/trunk/libraries/osx
    ~/Documents/Coding/0ad/trunk/libraries/source/nvtt/src ~/Documents/Coding/0ad/trunk/libraries/source/nvtt ~/Documents/Coding/0ad/trunk/libraries/osx
    ~/Documents/Coding/0ad/trunk/libraries/source/nvtt/src/build ~/Documents/Coding/0ad/trunk/libraries/source/nvtt/src ~/Documents/Coding/0ad/trunk/libraries/source/nvtt ~/Documents/Coding/0ad/trunk/libraries/osx
    ./build-osx-libs.sh: line 430: cmake: command not found
    ERROR: NVTT build failed

  8. This is an issue I've seen lately with the Wildfire Games forum (i.e. this forum), running on IP Board.

    When browsing using iPad (reproduced with both iOS 5.x and 6.0) the "Mark all as read" button returns a popup simpy saying "undefined", then returns me to the top level folder of the forum.

    The difference to what I was expecting is that (i) I'm returned back to the top level, rather than the sub-forum I was reading, and (ii) *ALL* forum threads are marked as read, not just those in the particular sub-forum.

    As this is likely an issue with IP Board, I took a look through their support forums, and found only one similar report here -> http://community.invisionpower.com/resources/bugs.html/_/ip-board/mark-all-as-read-says-undefined-in-ipb-mobile-r37580

    It seemed pretty infrequent due to no further reports, but as I'm getting this consistently, perhaps it is a bug fixed in a more recent version of IP Board than Wildfire Games is using.

    A small issue, but would be nice if others could confirm, or might have to wait for a forum upgrade to fix.

  9. Okay, 3/4 patches are completed and ready for review! 4th is easy and should be done by tomorrow at the latest.

    Each patch is saved as a separate commit in this branch:


    Running a bit late for Alpha 11, I guess... but if someone can step up and review this, there might still be a chance. :unknw:

    Edit: Ok, 4/4 patches are ready. I don't want to commit anything to SVN without it being reviewed first, as these bring rather extensive changes so there's always a possibility of silly bugs that could be caught now. Please review them in the order committed, let me know what needs to be changed and I can take care of committing to SVN now that I have access.

    In addition to k776's comments, a means of reasonably quickly parsing over the changes would be to pull in the help of some automated source code checkers.

    PVS-Studio, MSVC's Analyze etc can be run on the current trunk 0ad, then with each of these patches applied, to pick up the delta.

    Some reports will be gumph, but could pick out reasonably quickly things like incorrect use of arrays, copy/paste typos and the like.

    I did a parse over the code base about 6 months ago with some of these tools. Might be unlikely for me to do so again this weekend, but next would be fine (assuming that is pre A11).

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