One of the people I thought might like to try it said this came up...
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c-d792e255:~ simp$ /Applications/Spring.app/Contents/MacOS/spring
-bash: /Applications/Spring.app/Contents/MacOS/spring: Bad CPU type in executable
Moderator: Moderators
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c-d792e255:~ simp$ /Applications/Spring.app/Contents/MacOS/spring
-bash: /Applications/Spring.app/Contents/MacOS/spring: Bad CPU type in executable
I plan to have a go first at getting SpringLobby working, then I'll turn my attention to QT Lobby and see what state that is in and see if it is worth taking on. I personally have never liked SpringLobby very much - so I would love to have an alternative to use myself.neddiedrow wrote:So, what is to be done about lobby support? Is there going to be an SL branch, or does somebody plan to bring back QT? Most Mac users I know are going to lose interest pretty quickly if they can't at least try to play MP.
Can I have more information about the specific machine? i.e. model, installed version of Snow Leopard, graphics card, etc.neddiedrow wrote: One of the people I thought might like to try it said this came up...
His processor is a Core 2 Duo.Code: Select all
c-d792e255:~ simp$ /Applications/Spring.app/Contents/MacOS/spring -bash: /Applications/Spring.app/Contents/MacOS/spring: Bad CPU type in executable
Thanks for the feedback!Tim Blokdijk wrote:@Belmakor, I tested your release and it works good on:
MacBook Pro 5,4
Intel Core 2 Duo
2,53 Ghz
4 GB Memory
Nvidia GeForce 9400M 256 MB 1440 x 900
Only issue I had was that Kernel Panic's own in game menu won't load the actual game. I guess some functionality is lacking there. Spring1944 looks real nice! Ohh,.. and actually selecting an AI from the menu (in combination with Spring1944) would crash Spring once it loaded the map. I guess the AI's are not provided?
I think this is because AI's library files have a bad extension. For example, ".spring/AI/Interfaes/C/0.1/libAIInterface.so" should be "libAIInterface.dylib". After renaming the libraries, I could start game with AI with your binary.The AIs are there, but yes, don't seem to be working for any mod I tried. Thinking about it now I have a suspicion why, but I'll have to look at it tonight in detail or something.
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-DCMAKE_CXX_FLAGS=-m32 -DCMAKE_C_FLAGS=-m32
I'm sorry, my last reply was confusing. SDL supports 64 bit in the latest stable release. I updated my branch and you should be able to compile it for 64bit now.fliebel wrote: So basically the Mac port is waiting for wxWidgets and SDL to switch to Cocoa and add 64 bit support?
I compiled an SVN release of wx to get Cocoa, but I did not try SDL yet.
How comes the standard Spring does compile one Mac and your branch does not? Is standard Spring not relying on SDL?
I didn't know there is a SVN release of wx that supports Cocoa and I haven't tested it yet. Only thing I can tell is that I was able to compile SpringLobby with wxWidgets for Carbon. I installed wxWidgets from Macports and built SpringLobby with the arguments I wrote.fliebel wrote:Which projects do I need to compile to 32 bit to get them working? Spring? wx? SpringLobby? SDL? All the same arguments?
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[ 16%] Building CXX object rts/CMakeFiles/spring.dir/System/Platform/Misc.cpp.o
/Users/artemivanov/Desktop/spring/spring_0.81.2/rts/System/Platform/Misc.cpp: In function ÔÇÿstd::string Platform::GetBinaryPath()ÔÇÖ:
/Users/artemivanov/Desktop/spring/spring_0.81.2/rts/System/Platform/Misc.cpp:48: error: ÔÇÿ_NSGetExecutablePathÔÇÖ was not declared in this scope
/Users/artemivanov/Desktop/spring/spring_0.81.2/rts/System/Platform/Misc.cpp:53: error: ÔÇÿprocExeFilePathÔÇÖ was not declared in this scope
I read somewhere that you could rename the AI files. Oh well.hoijui wrote:you need dylibs for sure, so AIs will not work under OS X, that's a fact.
it is hard to imagine that the AI could corrupt something graphic related. consider attaching infolog.txt as file, from a game with problems, please.