Ykkrosh Posted February 22, 2011 Report Share Posted February 22, 2011 Does it work better if you update to the most recent SVN (r8973 or later)? Quote Link to comment Share on other sites More sharing options...
Quacker Posted February 22, 2011 Author Report Share Posted February 22, 2011 Lo and behold, r8973 compiles without issue, ./test gives 3 failures, and on ./pyrogenesis, I get this:WARNING: Invalid locale settingsWARNING: 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: CAnd 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. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 22, 2011 Report Share Posted February 22, 2011 The test failures are expected. The game shouldn't hang, though - perhaps you could run it in gdb to find out where it's stopping?Run the game with the command "gdb ./pyrogenesis" (assuming you've got gdb already - might need to do something like "port install gdb" if not), and it should say some stuff and then it should say "(gdb)", and then you should enter "r" (and press Enter), and wait a while for the game to start up (then it should hang like it did before), then do ctrl+c in gdb and enter "thread apply all bt full" and post the output from that. Quote Link to comment Share on other sites More sharing options...
Quacker Posted February 22, 2011 Author Report Share Posted February 22, 2011 (gdb) thread apply all bt fullThread 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:501No locals.#9 0x00000001002f54b0 in -[SDLMain applicationDidFinishLaunching:] () at bits.h:81No 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:81No symbol table info available. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 22, 2011 Report Share Posted February 22, 2011 Hmm, odd. Could you try recompiling with "make CONFIG=Debug" (instead of CONFIG=Release) and then run "gdb ./pyrogenesis_dbg" (the _dbg is the new executable) and do exactly the same thing? And then (assuming it still hangs), after the "thread apply all bt full", type "fin" and press enter several times until it stops printing new messages? Quote Link to comment Share on other sites More sharing options...
Quacker Posted February 23, 2011 Author Report Share Posted February 23, 2011 One line alone:#27 0x0000000100423733 in main () at locale_facets.tcc:2578No symbol table info available.(gdb) finRun till exit from #0 0x00007fffffe0171f in __nanotime ()finfin Quote Link to comment Share on other sites More sharing options...
k776 Posted February 23, 2011 Report Share Posted February 23, 2011 I just tried to compile the game myself, got as far as opening up the game executable, and the same thing happened. The game had no GUI, it just printed some LC_* messages and did nothing.Compiling threw no errors, only heaps of warnings from spidermonkey. I also remove atlas from the update workspaces script to it could compile. Not sure what's going on here.Here is the backtrace from GDB: http://pastie.org/1597119 . It seems to hang in timer.cpp:152 (the 'fin' command never eturns to another gdb prompt).A quick search shows this file was changes since Alpha 3. http://trac.wildfiregames.com/changeset/8515 and http://trac.wildfiregames.com/changeset/8516 .All changes since revision 8000: http://trac.wildfiregames.com/changeset?old_path=ps%2Ftrunk%2Fsource%2Flib%2Ftimer.cpp&old=8000&new_path=ps%2Ftrunk%2Fsource%2Flib%2Ftimer.cpp&new=8973However, if I revert those changes, update workspaces, and recompile, it still doesn't work, so there looks to be multiple regressions :-(P.S.  I've written up a guide with some very simple and quick instructions for Mac users. http://trac.wildfiregames.com/wiki/MacBuildInstructions Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 23, 2011 Report Share Posted February 23, 2011 Thanks, fixed.(Technically it wasn't actually hanging forever, but you would have had to wait 41 years before it returned from the InitResolution() function.) Quote Link to comment Share on other sites More sharing options...
k776 Posted February 23, 2011 Report Share Posted February 23, 2011 WOOO! It works on Mac again. Hopefully with these instructions, it'll make compiling for Mac users a lot easier :-) http://trac.wildfiregames.com/wiki/MacBuildInstructionsEdit 1: Aww, so close. I can load the game and submit my user details, but when I go to play a map, I get this: http://pastie.org/1599061Here is the profile I got from the Mac. http://feedback.wildfiregames.com/report/user/2af9e2ea0a3e9dd5ffee421a14999d79e76e7f3eAny ideas?Edit 2: Talked with Philip on IRC and it turns out the error came from toggling from full screen to windows mode. A new ticket was made to handle it later on. Quote Link to comment Share on other sites More sharing options...
feneur Posted February 23, 2011 Report Share Posted February 23, 2011 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 Quote Link to comment Share on other sites More sharing options...
k776 Posted February 23, 2011 Report Share Posted February 23, 2011 The new instructions use Homebrew, the old ones use MacPorts. The new doc is just a place for me to put my install instructions.When someone else confirms they work on a new laptop, I'll probably make the old instructions link to the new page. Quote Link to comment Share on other sites More sharing options...
Quacker Posted February 24, 2011 Author Report Share Posted February 24, 2011 (edited) 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. Edited February 24, 2011 by Quacker Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted March 18, 2011 Report Share Posted March 18, 2011 Any improvement to play 0ad under OS X.Any DMG file of Alpha 4 to test it.Thanks for your amazing work. Quote Link to comment Share on other sites More sharing options...
General Octavian Posted March 30, 2011 Report Share Posted March 30, 2011 When the Mac version comes out, will we have to download the macport or the program on the disk? Quote Link to comment Share on other sites More sharing options...
Quacker Posted March 30, 2011 Author Report Share Posted March 30, 2011 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. Quote Link to comment Share on other sites More sharing options...
raymond Posted April 6, 2011 Report Share Posted April 6, 2011 (edited) Does anybody successfully compile 0 A.D. Alpha 4 Daedalus for Mac OS X? Please offer a download link here. Edited April 6, 2011 by raymond Quote Link to comment Share on other sites More sharing options...
Quacker Posted April 12, 2011 Author Report Share Posted April 12, 2011 Philip, getting a new error on latest svn up:==== Building simulation2 ====precompiled.cppIn 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 definedmake[1]: *** No rule to make target `../../../source/lib/path_util.h', needed by `obj/simulation2_Release/Simulation2.o'. Stop.make: *** [simulation2] Error 2 Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted April 12, 2011 Report Share Posted April 12, 2011 You probably need to run "make clean CONFIG=Release" before rebuilding. Quote Link to comment Share on other sites More sharing options...
Quacker Posted April 13, 2011 Author Report Share Posted April 13, 2011 Do'h! I'm an idiot, don't mind me. Thanks. Quote Link to comment Share on other sites More sharing options...
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