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Quacker

WFG Retired
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Posts posted by Quacker

  1. Philip, getting a new error on latest svn up:

    ==== Building simulation2 ====
    precompiled.cpp
    In file included from /opt/local/include/boost/mpl/aux_/has_apply.hpp:17,
    from /opt/local/include/boost/mpl/apply_wrap.hpp:23,
    from /opt/local/include/boost/mpl/apply.hpp:23,
    from /opt/local/include/boost/iterator/iterator_facade.hpp:34,
    from /opt/local/include/boost/filesystem/v2/path.hpp:22,
    from /opt/local/include/boost/filesystem.hpp:26,
    from ../../../source/lib/pch/pch_boost.h:21,
    from ../../../source/lib/precompiled.h:73,
    from ../../../source/pch/simulation2/precompiled.h:19,
    from ../../../source/pch/simulation2/precompiled.cpp:18:
    /opt/local/include/boost/mpl/has_xxx.hpp:344:9: warning: "BOOST_MPL_HAS_XXX_NO_EXPLICIT_TEST_FUNCTION" is not defined
    /opt/local/include/boost/mpl/has_xxx.hpp:357:9: warning: "BOOST_MPL_HAS_XXX_NO_WRAPPED_TYPES" is not defined
    /opt/local/include/boost/mpl/has_xxx.hpp:386:9: warning: "BOOST_MPL_HAS_XXX_NO_EXPLICIT_TEST_FUNCTION" is not defined
    /opt/local/include/boost/mpl/has_xxx.hpp:459:8: warning: "BOOST_MPL_HAS_XXX_NEEDS_TEMPLATE_SFINAE" is not defined
    make[1]: *** No rule to make target `../../../source/lib/path_util.h', needed by `obj/simulation2_Release/Simulation2.o'. Stop.
    make: *** [simulation2] Error 2

  2. Gen. Octavian, the goal for the final product is to have a self-installer, just like a game you'd buy off the shelf.

    memmaker, if I understand your post correctly, you're asking if there are self installers or such for the game's Alpha 4 release. There is this page, which will take you where the latest official release is. That page has a link for two files in order to download the game's files, but you'll still have to compile. I recommend this page instead, which has the full process of downloading files through Terminal. It can be somewhat daunting, but we're working on a instruction sheet that will give a bit more detail and make it easier to follow.

    The advantage of the second method (downloading all the files through Terminal) is that it allows you to update the game whenever one of the developers updates the files on the public server, and that ends up being several times a week, I've discovered. But don't hold them to that :) It was certainly handy when the build was giving me an error, and Ykkrosh (Phil) updated a file for me, I downloaded it using the Terminal method, and my game worked.

  3. Any time between now and next Tuesday. I'm going out of town tomorrow till Monday night so I won't be able to implement it till then.

    What'd you study at Tech? I've got some friends that went there/are going there. People smarter than me, for sure :)

  4. Sorry Aviv, I had a post but apparently something messed up. <_<

    German born, UK raised, grew up in Athens (deep south)

    I would be up for a US trailer / international.

    Cheers,

    Venn

    Athens, as in Athens, GA? Did you go to UGA? I'm a Georgia boy myself, so it always intrigues me to meet someone that lives relatively near.

    Love the voice, and I'm with Jeru & Pureon. Thanks for being willing to help out on this!

  5. I can see what I can do; my home computer is a first-gen MBP, and it runs a little choppy. Plus I don't have access to Atlas. Someone with a Windows rig would be best suited to this, though I'm not sure as to the best recording programs. QuicktimeX allows full HD screen recording.

  6. You're very welcome to stay and join, Venn.

    Meanwhile, Quacker, let's keep working on this. Could you specify what you need to move forward? :)

    (Incidentally we now have an awesome music dept. head, Omri, so I think we have the music side covered).

    For sure.

    Here's the latest, cuz I'm lazy and don't want to scroll up every time

    Imagine a moment in time that never was

    (On-screen: Time axis animation showing somehow that 1 B.C. is followed by 1 A.D. and that 0 A.D. is being added artificially).

    when six civilizations were each at their prime.

    (On-screen: Map of the 6 civs on parchment as in the Facebook page. Fade to in-game shots of various building sets & biomes.)

    Imagine the freedom to learn from a game, alter and expand it and share your creations.

    (On-screen: Gameplay shots, with overlays on the bottom fading in and out. First, logos of Windows, Linux and Mac and the words "cross-platform"; Next, logos of GNU and Creative Commons and the words "Free, open-source software").

    Gain experience in game development.

    (On-screen: Shots of the actor viewer, wireframes of buildings and units and then their textured versions, a shot of the pathfinding visualization etc.).

    Visit play0ad.com to contribute.

    (On-screen: Find Out How to Contribute at www.linkhere.com, possibly with YT annotations)

    0 A.D. - History is yours for the taking.

    (On-screen: 0 A.D. logo & motto. Secondary logos: WFG and the other stuff like GNU, CC, the operating systems)

    Can we get sign-off on this from a higher power? Once that is accomplished, we need a VO so I can time the animations and such rather than editing blind..er, deaf.

    As for the currently chosen graphics:

    Time-Axis Animation - Done, will tweak as needed to fit timing.

    Map of 6 Civs - Do we have this original PSD or AI file? Vector = better, if it exists. If someone has the PSD with layers, that would be great, too.

    In-game shots of various buildings - Mythos, can you eye-candy it up for me? You seem to have a great eye for map design, and a good working knowledge of Atlas. If you can provide some screen shots and videos of basic gameplay, that would be fantastic. Everyone else feel free to join in, not just Mythos. I'd also like it to be original content, not just a mash-up of currently posted screenshots.

    Actor viewer, wireframes, textureds, pathfinding - Same thing, those who can access these resources to get captures, I'll need those. The more the better. I'd rather have things I can't use because of time than be fishing for even more. My situation makes it so that I really need you guys to provide this.

  7. About the build instructions: How much is duplicate from: http://trac.wildfiregames.com/wiki/BuildInstructions#OSX ? Or that doesn't matter too much, just make sure we only have one document in the end ;)

    The only thing that I can see (besides the "coming soon" and /path/to/source obviousness) is the link to Java Dev Package. That was definitely needed for my compile.

    Under step four, Kieran, I'd put something like "for the latest official release, the source files are available (link) here. For the work in progress, follow the svn process." Otherwise, looks good. Much needed for those who come after us forerunners, lol. Thanks for starting it up, Kieran!

    Phil, I actually looped around the sun and timed it to 40.99 years, so I was able to watch the game launch...but the dust on the computer caused it to overheat and crash once the game launched. Then I saw your post about fixing it and just decided to come back by going backwards around the sun. It's building now.

    Edit- Build & Compile went smoothly, and Phil, it runs! Thank you so much for helping me sort this all out. I look forward to helping improve things on the Mac through testing and such.

  8. (gdb) thread apply all bt full

    Thread 2 (process 43909):
    #0 0x00007fff88e7816a in kevent ()
    No symbol table info available.
    #1 0x00007fff88e7a03d in _dispatch_mgr_invoke ()
    No symbol table info available.
    #2 0x00007fff88e79d14 in _dispatch_queue_invoke ()
    No symbol table info available.
    #3 0x00007fff88e7983e in _dispatch_worker_thread2 ()
    No symbol table info available.
    #4 0x00007fff88e79168 in _pthread_wqthread ()
    No symbol table info available.
    #5 0x00007fff88e79005 in start_wqthread ()
    No symbol table info available.

    Thread 1 (process 43909):
    #0 0x00007fffffe0171c in __nanotime ()
    No symbol table info available.
    #1 0x00007fffffe00306 in __gettimeofday ()
    No symbol table info available.
    #2 0x00007fff88e626af in gettimeofday ()
    No symbol table info available.
    #3 0x00000001002a55ba in timer_Time [inlined] () at /Users/thequacker87/0ad/source/lib/timer.cpp:126
    t = 1298414198.175087
    cur = {
    tv_sec = 1298414227,
    tv_usec = 4384
    }
    #4 0x00000001002a55ba in InitResolution () at ../../../source/lib/timer.cpp:151
    t = 1298414198.175087
    cur = {
    tv_sec = 1298414227,
    tv_usec = 4384
    }
    #5 0x00000001002a0737 in ModuleInit (initState=0x10041eb68, init=0x1002a5500 <InitResolution()>) at ../../../source/lib/module_init.cpp:46
    ret = <value temporarily unavailable, due to optimizations>
    latchedInitState = 140735090615744
    __func__ = "ModuleInit"
    suppress__ = 0
    #6 0x00000001002a535c in timer_Resolution () at ../../../source/lib/timer.cpp:162
    initState = 100004
    #7 0x000000010001b833 in RunGameOrAtlas (argc=<value temporarily unavailable, due to optimizations>, argv=<value temporarily unavailable, due to optimizations>) at ../../../source/main.cpp:474
    args = {
    m_Args = {
    <std::_Vector_base<std::pair<CStr8, CStr8>,std::allocator<std::pair<CStr8, CStr8> > >> = {
    _M_impl = {
    <std::allocator<std::pair<CStr8, CStr8> >> = {
    <__gnu_cxx::new_allocator<std::pair<CStr8, CStr8> >> = {<No data fields>}, <No data fields>},
    members of std::_Vector_base<std::pair<CStr8, CStr8>,std::allocator<std::pair<CStr8, CStr8> > >::_Vector_impl:
    _M_start = 0x0,
    _M_finish = 0x0,
    _M_end_of_storage = 0x0
    }
    }, <No data fields>},
    m_Arg0 = {
    <std::basic_string<char,std::char_traits<char>,std::allocator<char> >> = {
    static npos = 18446744073709551615,
    _M_dataplus = {
    <std::allocator<char>> = {
    <__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>},
    members of std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Alloc_hider:
    _M_p = 0x102801318 "/Users/thequacker87/0ad/binaries/system/pyrogenesis"
    }
    }, <No data fields>}
    }
    ran_atlas = <value temporarily unavailable, due to optimizations>
    #8 0x000000010001c279 in SDL_main (argc=1, argv=0x1012119b0) at ../../../source/main.cpp:501
    No locals.
    #9 0x00000001002f54b0 in -[SDLMain applicationDidFinishLaunching:] () at bits.h:81
    No symbol table info available.
    #10 0x00007fff82e6aa66 in _nsnote_callback ()
    No symbol table info available.
    #11 0x00007fff81ae1000 in __CFXNotificationPost ()
    No symbol table info available.
    #12 0x00007fff81acd578 in _CFXNotificationPostNotification ()
    No symbol table info available.
    #13 0x00007fff82e619ce in -[NSNotificationCenter postNotificationName:object:userInfo:] ()
    No symbol table info available.
    #14 0x00007fff802623d6 in -[NSApplication _postDidFinishNotification] ()
    No symbol table info available.
    #15 0x00007fff8026230b in -[NSApplication _sendFinishLaunchingNotification] ()
    No symbol table info available.
    #16 0x00007fff8032d305 in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] ()
    No symbol table info available.
    #17 0x00007fff8032cf81 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] ()
    No symbol table info available.
    #18 0x00007fff82e98f62 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] ()
    No symbol table info available.
    #19 0x00007fff82e98d92 in _NSAppleEventManagerGenericHandler ()
    No symbol table info available.
    #20 0x00007fff824e8323 in aeDispatchAppleEvent ()
    No symbol table info available.
    #21 0x00007fff824e821c in dispatchEventAndSendReply ()
    No symbol table info available.
    #22 0x00007fff824e8123 in aeProcessAppleEvent ()
    No symbol table info available.
    #23 0x00007fff855a6765 in AEProcessAppleEvent ()
    No symbol table info available.
    #24 0x00007fff8023204b in _DPSNextEvent ()
    No symbol table info available.
    #25 0x00007fff802317a9 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] ()
    No symbol table info available.
    #26 0x00007fff801f748b in -[NSApplication run] ()
    No symbol table info available.
    #27 0x00000001002f5b03 in main () at bits.h:81
    No symbol table info available.

  9. Lo and behold, r8973 compiles without issue, ./test gives 3 failures, and on ./pyrogenesis, I get this:

    WARNING: Invalid locale settings
    WARNING: LC_ALL="(unset)"
    WARNING: LC_COLLATE="(unset)"
    WARNING: LC_CTYPE="(unset)"
    WARNING: LC_MONETARY="(unset)"
    WARNING: LC_NUMERIC="(unset)"
    WARNING: LC_TIME="(unset)"
    WARNING: LC_MESSAGES="(unset)"
    WARNING: LANG="en_US.UTF-8"
    WARNING: Setting LC_ALL env variable to: C

    And the application starts to run, but never actually comes up with anything; no GUI. It shows up in the dock and such, but I get stuck with a pinwheel till I force quit. With the "latest release" (8832) the game would actually load and I could see the GUI.

  10. Ok Phil, using the svn process, update-workspaces is fine, then on make CONFIG I get this error:

    Linking pyrogenesis
    Undefined symbols:
    "unsigned long long ScriptInterface::ToJSVal<unsigned long>(JSContext*, unsigned long const&)", referenced from:
    ConvertTLBs(ScriptInterface&, x86_x64_TLBs const*) in libengine.a(HWDetect.o)
    ConvertTLBs(ScriptInterface&, x86_x64_TLBs const*) in libengine.a(HWDetect.o)
    ConvertTLBs(ScriptInterface&, x86_x64_TLBs const*) in libengine.a(HWDetect.o)
    ConvertTLBs(ScriptInterface&, x86_x64_TLBs const*) in libengine.a(HWDetect.o)
    ConvertCaches(ScriptInterface&, x86_x64_Caches const*) in libengine.a(HWDetect.o)
    ConvertCaches(ScriptInterface&, x86_x64_Caches const*) in libengine.a(HWDetect.o)
    ConvertCaches(ScriptInterface&, x86_x64_Caches const*) in libengine.a(HWDetect.o)
    ConvertCaches(ScriptInterface&, x86_x64_Caches const*) in libengine.a(HWDetect.o)
    ConvertCaches(ScriptInterface&, x86_x64_Caches const*) in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    RunHardwareDetection() in libengine.a(HWDetect.o)
    ld: symbol(s) not found
    collect2: ld returned 1 exit status
    make[1]: *** [../../../binaries/system/pyrogenesis.app/Contents/MacOS/pyrogenesis] Error 1
    make: *** [pyrogenesis] Error 2

    Any ideas?

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