shipteas Posted September 11, 2012 Report Share Posted September 11, 2012 (edited) Hi, just d/l'ed and played a bit on my mac. What an awesome game so far – brings back some fond AoE2 memories!Just a couple of things that have probably been picked up before but just in case... During the game I couldn't use the menu button (it gets highlighted but doesn't open when I click) so I had to force quit to exit. Also was getting some javascript errors to do with 'jubot' when in combat. I've attached a screenshot of the error text from the console, sorry if there's a simpler way of submitting that info or if this is the wrong thread!Great work folks! Edited September 11, 2012 by shipteas Quote Link to comment Share on other sites More sharing options...
MishFTW Posted September 11, 2012 Author Report Share Posted September 11, 2012 <p><p>Hi, just d/l'ed and played a bit on my mac. What an awesome game so far – brings back some fond AoE2 memories!Just a couple of things that have probably been picked up before but just in case... During the game I couldn't use the menu button (it gets highlighted but doesn't open when I click) so I had to force quit to exit. Also was getting some javascript errors to do with 'jubot' when in combat. I've attached a screenshot of the error text from the console, sorry if there's a simpler way of submitting that info or if this is the wrong thread! Great work folks!Well the errors are expected, the game is still in alpha. Have you read this? It explains a lot Plus JuBot is pretty much deprecated and will probably be removed from the game by the next release. Quote Link to comment Share on other sites More sharing options...
shipteas Posted September 11, 2012 Report Share Posted September 11, 2012 Yeah, I was expecting errors and such, just wanted to report them With the menu button thing, it works when I'm using the discrete GPU (NVIDIA GeForce 9600m GT) but not when I'm using the integrated (NVIDIA GeForce 9400M).Thanks for the link to the known problems thread – clears a lot up. Quote Link to comment Share on other sites More sharing options...
dvangennip Posted September 11, 2012 Report Share Posted September 11, 2012 During the game I couldn't use the menu button (it gets highlighted but doesn't open when I click) so I had to force quit to exit.I have this as well, but repeatedly pressing the button sometimes works. Otherwise you can open the console (~, thus Shif+`) and type: exit(). That is easier than forced closing, and a quick way to exit the game completely. Quote Link to comment Share on other sites More sharing options...
feneur Posted September 11, 2012 Report Share Posted September 11, 2012 The bug should of course be fixed, but more out of curiosity: does F10 open the menu properly? Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted September 11, 2012 Report Share Posted September 11, 2012 The bug should of course be fixed, but more out of curiosity: does F10 open the menu properly?By default the f10 key on a mac keyboard disable the speaker. I think the the game must use ESC key to open the menu during the game. Quote Link to comment Share on other sites More sharing options...
shipteas Posted September 11, 2012 Report Share Posted September 11, 2012 Fn+F10 works for me to open the menu though ESC is the more obvious choice I think. Quote Link to comment Share on other sites More sharing options...
feneur Posted September 11, 2012 Report Share Posted September 11, 2012 By default the f10 key on a mac keyboard disable the speaker. I think the the game must use ESC key to open the menu during the game. Why do OSs have to use up single-key combinations (and especially for such ridiculous things ). Either way, using the ESC key is not a bad idea per se, but it does make it harder to enable the use of the ESC key to cancel dialogs. There is probably a way to do it though, and as always, you can customize the hotkeys (http://trac.wildfiregames.com/wiki/Manual_Settings ) for the time being. Quote Link to comment Share on other sites More sharing options...
luziferius Posted September 12, 2012 Report Share Posted September 12, 2012 a little bit OT and just a wild guess about the single key thing:the mac keyboard works similar to normal notebook keyboards with fn-functions but on the mac the multimedia functions are the default ones and the F1-F12 functions are shiftet with fn."Who would ever use such an old and unmagic thing like F-keys?!?!"You could use wild 5-finger multitouch gestures instead ;-) Quote Link to comment Share on other sites More sharing options...
MishFTW Posted September 13, 2012 Author Report Share Posted September 13, 2012 Hah... I have the Apple extended keyboard with numpad... so I don't run into these problems . Quote Link to comment Share on other sites More sharing options...
MishFTW Posted October 6, 2012 Author Report Share Posted October 6, 2012 Upgraded to Lion on this old machine finally (its the highest this machine will go) and got Xcode 4. Should be able to build and distribute myself. If all goes well, I'll post SVN versions each week Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted October 7, 2012 Report Share Posted October 7, 2012 Upgraded to Lion on this old machine finally (its the highest this machine will go) and got Xcode 4. Should be able to build and distribute myself. If all goes well, I'll post SVN versions each week Thanks, great idea. I will test your builds to comment it and submit OSX ML bugs (and Retina MBP bugs). Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 10, 2012 Report Share Posted October 10, 2012 Thanks, great idea. I will test your builds to comment it and submit OSX ML bugs (and Retina MBP bugs).That reminds me, I want to try building on OS X against SDL 2.0 and see if it makes any difference. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted October 21, 2012 Author Report Share Posted October 21, 2012 I am using these instructions. All was well until I entered the command cd gcc, just before the make command. I received a message saying "No such file or directory".I'm using OSX 10.7.5 (Lion) and have Xcode 4.5.1 and the command line tools installed. I've tried using export CC=gcc CXX=g++ but it doesn't change anything. Any help? Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted October 21, 2012 Report Share Posted October 21, 2012 I am using these instructions. All was well until I entered the command cd gcc, just before the make command. I received a message saying "No such file or directory".This folder ("gcc") should be generated inside "build/workspaces" (where you should be after "cd build/workspaces") by previous call ("./update-workspaces.sh --disable-atlas"). So if it was not, there is apparently some errors reported by update-workspaces, please paste its output here. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted October 21, 2012 Author Report Share Posted October 21, 2012 Here you go...iMac:~ Geek$ cd /Users/Geek/0adiMac:0ad Geek$ cd build/workspacesiMac:workspaces Geek$ ./update-workspaces.sh --disable-atlasreadlink: illegal option -- fusage: readlink [-n] [file ...]Updating bundled third-party dependencies...bash -c 'mkdir -p output/{debug,release,test}/{FCollada/{FCDocument,FMath,FUtils,FColladaTest/{FCTestAssetManagement,FCTestExportImport,FCTestXRef}},FColladaPlugins/FArchiveXML}'cp output/libFColladaSD.a ../lib/libFColladaSD.acp output/libFColladaSR.a ../lib/libFColladaSR.aBuilding SpiderMonkey...SpiderMonkey build options: --disable-tests patching file js-1.8.5/js/src/configure.inpatching file js-1.8.5/js/src/configurepatching file js-1.8.5/js/src/jsnativestack.cpploading cache ./config.cachechecking host system type... x86_64-apple-darwin11.4.2checking target system type... x86_64-apple-darwin11.4.2checking build system type... x86_64-apple-darwin11.4.2checking for mawk... nochecking for gawk... nochecking for nawk... nochecking for awk... awkchecking for perl5... nochecking for perl... /usr/bin/perlchecking for gcc... gcc-4.2checking whether the C compiler (gcc-4.2 ) works... noconfigure: error: installation or configuration problem: C compiler cannot create executables.ERROR: SpiderMonkey build failediMac:workspaces Geek$ cd gcc-bash: cd: gcc: No such file or directoryiMac:workspaces Geek$ Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 24, 2012 Report Share Posted October 24, 2012 Do the gcc/g++ commands exist? Try "which gcc" and see if it gives you a path. At least for my version of Xcode and command line tools, gcc does exist, but it's only a symlink to llvm-gcc-4.2. Spidermonkey is incorrectly configured to use "gcc-4.2" which doesn't exist anymore on OS X, so it fails (this is why it must be overriden by CC and CXX).This might work: "export CC=llvm-gcc-4.2 CXX=llvm-g++-4.2" before running update-workspaces. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted October 28, 2012 Author Report Share Posted October 28, 2012 Do the gcc/g++ commands exist? Try "which gcc" and see if it gives you a path. At least for my version of Xcode and command line tools, gcc does exist, but it's only a symlink to llvm-gcc-4.2. Spidermonkey is incorrectly configured to use "gcc-4.2" which doesn't exist anymore on OS X, so it fails (this is why it must be overriden by CC and CXX).This might work: "export CC=llvm-gcc-4.2 CXX=llvm-g++-4.2" before running update-workspaces.It worked. I compiled the game and ran the test and everything went well. Until I started a match; the models won't load. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 29, 2012 Report Share Posted October 29, 2012 For some reason it's not loading the collada dylib, but I have no idea why, I never could reproduce it. Quote Link to comment Share on other sites More sharing options...
wraitii Posted October 31, 2012 Report Share Posted October 31, 2012 I think it's a path issue. I've had the very same issue with the collada lib, and changing the DLLLoader.cpp file (in source/ps) from#if OS_UNIXstatic CStr prefix = "lib";#elsestatic CStr prefix = "";#endifto#if OS_MACOSXstatic CStr prefix = "@executable_path/lib";#elif OS_UNIXstatic CStr prefix = "lib";#elsestatic CStr prefix = "";#endifmade it load properly. However, the collada library must be put in the same folder as the executable (in the current repo architecture, it should be that way. If it's a packaged app however, the path may need to be changed. As I understand it, Geek, you're trying to compile the project created by update-workspaces, so you should only have to apply the change I just wrote). Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 31, 2012 Report Share Posted October 31, 2012 Does Atlas work without that change? If Atlas works, then I don't see why Collada wouldn't work, since they are in the same location. Of course if Atlas fails to open too, then that may be the best solution. If one works and one doesn't, it sounds more like an issue with our Premake script (but what?).According to Apple's documentation for dlopen:The dynamic loader looks in the paths specified by a set of environment variables, and in the process’s current directory, when it searches for a library. These paths are called dynamic loader search paths. The environment variables are LD_LIBRARY_PATH, DYLD_LIBRARY_PATH, and DYLD_FALLBACK_LIBRARY_PATH. The default value of DYLD_FALLBACK_LIBRARY_PATH (used when this variable is not set), is $HOME/lib;/usr/local/lib;/usr/lib.The order in which the search paths are searched depends on whether path is a filename (it does not contain a slash) or a pathname (it contains at least one slash).When path is a filename, the dynamic loader searches for the library in the search paths in the following order:1. $LD_LIBRARY_PATH2. $DYLD_LIBRARY_PATH3. The process’s working directory4. $DYLD_FALLBACK_LIBRARY_PATHThe working directory should be binaries/system? You might be able to use lsof to find out the cwd, like "lsof -a -d cwd -c pyrogenesis". Quote Link to comment Share on other sites More sharing options...
MishFTW Posted October 31, 2012 Author Report Share Posted October 31, 2012 The working directory should be binaries/system? You might be able to use lsof to find out the cwd, like "lsof -a -d cwd -c pyrogenesis".The libraries and dylibs are present in binaries/system. I used Wraitii's changes and it works Quote Link to comment Share on other sites More sharing options...
wraitii Posted November 1, 2012 Report Share Posted November 1, 2012 @Historic_Bruno: I might be wrong, but I believe Atlas doesn't work either without this change. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted November 1, 2012 Report Share Posted November 1, 2012 The libraries and dylibs are present in binaries/system. I used Wraitii's changes and it works Can you try that lsof command and see what pyrogenesis' working directory is? Quote Link to comment Share on other sites More sharing options...
MishFTW Posted November 2, 2012 Author Report Share Posted November 2, 2012 Can you try that lsof command and see what pyrogenesis' working directory is?I just got a bunch of system info when I ran lsof but nothing about pyrogenesis. I also ran lsof -a -d cwd -c pyrogenesis but didn't produce any results. Quote Link to comment Share on other sites More sharing options...
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