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Author Topic: The UQM MegaMod - Now on MacOS X!  (Read 20476 times)
Kohr-Ah Death 213
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #60 on: March 08, 2017, 08:34:16 pm »

I'll get sleep when my brain allows it.

I've seen posts here saying that compiling on 10.9+ is a major pain in the arse.  ¯\_(ツ)_/¯

I think I'm going to have to find a version of 10.5 and compile it with its appropriate Xcode.
Just found a 10.5 VMWare image so here's hoping it actually works.
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darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #61 on: March 08, 2017, 08:52:13 pm »

Heh, Will I bet you apples to dollars it's a clang issue.   I'd try the Apple/gcc-4.2 compiler first.  That's the compiler that shipped with Xcode3 and is available on macports.

Sure does explain why the windows version worked...
[EDIT]

Hmm applegcc-4.2 doesn't like my system files stuff, I'll have to get a 10.6.sdk and try to link that..
But I'll have to do it after work.  VMing an old OS may be the way to go...Apple makes thing unnecessarily hard sometimes...
« Last Edit: March 08, 2017, 09:01:47 pm by darklord42 » Logged
Kohr-Ah Death 213
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #62 on: March 08, 2017, 09:01:10 pm »

Oh yeah, don't try to install earlier versions of Xcode onto your Mac directly.

Sometimes doing so soft-bricks the OS.

I've no idea what Macports is, all I'm going to do find the earliest version of OS X that works in a VM and do it that way.
So far no dice on 10.5, just gives me the loading screen.

Go for 10.6 I guess.
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darklord42
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #63 on: March 08, 2017, 09:02:19 pm »

macports is a linux like package manager for OSX
10.6 I knows works in VirtualBox as I used it for a long time before I borked it.
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Kohr-Ah Death 213
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #64 on: March 08, 2017, 09:19:58 pm »

Not a fan of VirtualBox.

I'm going to install Xcode 3 on Mountain Lion, found a little tutorial that modifies the installer a bit so it doesn't install the kernel panicking extensions.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #65 on: March 08, 2017, 09:33:35 pm »

Hmm, your going to hit the same problem i'm getting.  The problem I'm having is that apple/gcc-4.2 doesn't work with the modern system folder.  Installing a full XCode package on 10.10 is just going to hit the same problem.   That said you should beable to link the 10.6 sdk with -sysroot /folder/MacOS10.6.sdk as a linker flag (I think).   I just tried it with 10.7 sdk as that is what I had in my system currently and no luck either....

[EDIT]
Oh yeah Xcode3 comes with the right SDK. So use that! Smiley it will be in the /Developer folder
« Last Edit: March 08, 2017, 09:40:39 pm by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #66 on: March 08, 2017, 09:49:18 pm »

You know *way* more about the Mac side of things than I do.

I'm just pokin' and proddin' looking for a tangible result.

EDIT:

Managed to bork my Mac VM anyways with the tutorial. Booting into single user is a pain in the ass when the Windows key is the command key.

Update:

Now it's time for bed. I'll be alive in about 12-14 hours.
« Last Edit: March 08, 2017, 10:51:08 pm by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #67 on: March 09, 2017, 05:50:08 am »

For the record, I built it with clang 3.9 and had the same result.  I wanted to try it with a modern gcc, but the buildscript makes it dang hard, for a few reasons.  A) it wants to use frameworks in the system folder and not dylibs and B) It detects osx and wants to use some osx objective c stuff (there is some sort of osxmsgs.m file) ...Neither of which work with gcc.

So therefore the only gcc we can use is apple's ancient gcc4.2. Longstory short, I really need to setup my 10.6 virtualbox VM.  I think that's the only way we can get this to work.  What a pain...

Thankfully I still have my 10.6 server image which is I think the only one that works with virtualbox, but it's still going to take a bit of doing to get everything setup.

 I suppose I needed it for a future project anyway.  I compile with 10.6 as the easiest way to maintain compatibility with that system.  On the plus side, the binary will support 10.6+ if nothing else.
« Last Edit: March 09, 2017, 06:13:37 am by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #68 on: March 09, 2017, 12:42:13 pm »

I've got 10.7 running in a VM.

It downloaded quicker.

10.6 is still extracting.
« Last Edit: March 09, 2017, 01:53:55 pm by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #69 on: March 09, 2017, 01:53:32 pm »

Just so you know, 10.6 had the Xcode we need right on the install disc under other installs.  So you don't have to register as an apple dev and download it off their site.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #70 on: March 09, 2017, 01:54:37 pm »

Just so you know, 10.6 had the Xcode we need right on the install disc under other installs.  So you don't have to register as an apple dev and download it off their site.

Too late for that. I've registered as an Apple dev years ago during UQM 0.5 or 0.6.

And an update:

10.6 wouldn't work in Windows VM, kept complaining that it wasn't running under  10.6 Server.

But 10.7 yielded a positive result.

Building UQM in Xcode 3.6.2 gets rid of the screwed up orbit lines.

I will be making a new release for OS X as soon as I confirm that the Lion built binaries work in Sierra.

Who knows what other bugs or glitches are introduced by building under the more modern Clang.
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #71 on: March 09, 2017, 02:02:14 pm »

Excellent!  with Xcode 3 you are most likely using said apple gcc.  I wouldn't say it's entirely clang's fault,  but it is a very pedantic compiler.   GCC historically lets you get away with more.  Unfortunately these bugs are the kind that don't make the software crash or build incorrectly, and the very hardest to fix...

Chances are pretty good it will work with Sierra,  I have stuff compiled for 10.6 that still work for 10.12.  As long as it's not built for PowerPC...  Which you don't have.
« Last Edit: March 09, 2017, 02:06:22 pm by darklord42 » Logged
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #72 on: March 09, 2017, 02:05:42 pm »

Excellent!  with Xcode 3 you are most likely using said apple gcc.  I wouldn't say it's entirely clang's fault,  but it is a very pedantic compiler.   GCC historically lets you get away with more.  Chances are pretty good it will work with Sierra,  I have stuff compiled for 10.6 that still work for 10.12.  As long as it's not built for PowerPC...  Which you don't have.

Yeah, I remember trying to build UQM for PPC on Windows.

Getting OS X to work in PearPC environment was one of the hardest things I ever accomplished. I don't remember if I got a build to work or not.

EDIT:

You know what would be fun?

I have OS X 10.3 or 4 on disc. I wonder if PearPC is much easier to work with these days to get a PPC build of UQM to work.
« Last Edit: March 09, 2017, 02:08:29 pm by Kohr-Ah Death » Logged

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Re: The UQM MegaMod - Now on MacOS X!
« Reply #73 on: March 09, 2017, 02:16:47 pm »

Unfortunately I believe PearPC's development has been pretty slow.  I never tried to get it to work.  Did have sheepshaver running till I resurrected my old beige G3 Smiley
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Re: The UQM MegaMod - Now on MacOS X!
« Reply #74 on: March 09, 2017, 02:27:14 pm »

Hmm.

Well we now have a positive result on Sierra.

Going to replacing all the Mac builds on Sourceforge and Github within the next ten minutes.

Update:

All Mac builds replaced.
« Last Edit: March 09, 2017, 02:51:06 pm by Kohr-Ah Death » Logged

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