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Author
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Topic: Mac OS X Success (Read 5889 times)
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fwiffo42
Zebranky food
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I love YaBB 1G - SP1!
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I've had some success at getting UQM to run under Mac OS X. I got it to compile after playing with some of the build environment stuff. I haven't tested it extensively, but it seems to work. The one thing I noticed was that in OpenGL mode all of the colors are messed up. I don't know if this is a known issue or not, but thought I would mention it.
-fwiffo
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Death 999
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We did. You did. Yes we can. No.
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Can I have your .app?
::gets excited::
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fwiffo42
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I love YaBB 1G - SP1!
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I'm using the current CVS version.
-fwiffo
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fwiffo42
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I love YaBB 1G - SP1!
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If you want to download a binary, you can get it from http://www.andrew.cmu.edu/~jge/uqm-cvs-macosx.tar.gz you still need to install the SDL, SDL_image, SDL_mixer, and vorbis libraries from fink. Also, I compiled this on a machine running Mac OS X 10.2.3, it may not work on anything else.
Good Luck-
-fwiffo
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Will
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Wow, very cool! However, a question. I pulled the 0.1 content off of the web site. When I run your binary with that, it starts up. I get the splash screen to fade in, to fade to the menu screen. Alas, I cannot click, or get any keys to do anything like interact with the menu. After some seconds, it fades back to splash, and then back to menu, in an endless loop. Do you have any idea what is wrong? (Or is this as far as you can have yours get?)
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Peter Berger
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Someone earlier indicated that they didn't see any benefit to having a ProjectBuilder project file for the source; but this is the reason: if you can build with projectbuilder, you can distribute a packaged .app that doesn't require the user to separately build or finkify the various SDL things.
I managed to build ./uqm via gcc, but it's crufty and unsatisfying (the build process! not the work -- thanks, guys!). An integrated mac package would be so much nicer once we're out of beta.
I haven't put much effort into the projectbuilder path since christmas, mostly because of all the duplicated symbol issues that i know were actively being worked on. maybe i'll have another go at it.
-Pete PS: As a software engineer, the other thing i'll say is that if you can take your project and easily put it into various build systems, that's a good confirming sign that there aren't hidden dependencies on custom-rolled build environments, which are IMHO almost always a bad thing. So it's a useful exercise in and of itself, because it gives you greater confidence in the correctness of your code. Just like linting, in fact.
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Death 999
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We did. You did. Yes we can. No.
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I'm ALMOST there: I have the uqm-debug, I have the libraries finked in... but here's the remaining problem: Couldn't initialize joystick subsystem: Joystick: Couldn't create a HID object iterator. I'm not even USING a joystick. Is there some way to prevent this question from being asked?
Might it be because I'm on System 10.1.5? We might have a more primitive way of handling peripherals... or something...
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Will
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I stand corrected. I got the CVS code, and it plays now! One odd thing left. I can't hear any speech. For instance, when the probe hits me as I enter Earth's vicinity at the start of the game, the console gives this:
SpliceTrack(): loading comm/urquan/urqua027.ogg SpliceTrack(): Mix_LoadWAV failed for comm/urquan/urqua027.ogg: Unrecognized file type (not VOC)
If I run uqm-debug with the PC music, it still won't play. The 3DO music oggs play just fine, though. All of my SDL stuff is from fink unstable, I'm running 10.2.3. Any ideas?
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Nic.
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That means you don't have OGG support, which would make sense if you were using SDL_mixer from Fink instead of the bleeding-edge version.. The "Downloads" page explains all that..
I'm working on getting an OSX version running with OpenAL, which is proving challenging because the dev tools on OSX 10.1 are a thalidomide abortion. (for starters, "gcc -MM" doesn't work, and it just gets better from there)
But I'm pretty close, and might have something to offer publically in the next few days.. We shall see..
UPDATE: I finally got it to build, (and run!) after disabling joystick support and a bunch of other crap. Now the only thing barring me from giving it away is that it plays static instead of Oggs. Really funny, because it plays MOD files just fine, and doesn't seem to play WAV files at all. Oh, and "pure SDL" looks fine, OpenGL mode has screwy colours.
But at the very least, I can now look into doing what I was trying to do originally, getting this thing localised into a .app for maximum fun; then when I get the kinks workedout it will be ready to go. In theory.
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« Last Edit: January 09, 2003, 09:55:05 am by Nic. »
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Death 999
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We did. You did. Yes we can. No.
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Excellent! Can you post the executable, even if it isn't a .app yet?
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Nic.
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That wouldn't be proper, it's still very broken on my machine just yet. All good things in good time.
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EldritchEvil
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Only eats Khor-Ah!
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FASTER!!!
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Irresponsible Capt. Tylor
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Hey, I am using Fwiffo's build with the SDL and vorbis files installed from fink. The program runs, but comes up with a black window. The terminal keeps spouting "Couldn't get cel data from..." many differnt files. I checked to make sure that all those files are there. Any clue what is going wrong? Anyone else have this problem?
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fwiffo42
Zebranky food
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I love YaBB 1G - SP1!
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Is the executable in the same directory as the content directory?
-fwiffo
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