Page 16 of 29

Re: Mac Binary Release

Posted: 01 Jan 2008, 04:06
by AF
The ideal solution would be an unsynced unitdef class that's referred to in unitdef. However to save time it was just changed to unsigned int

IIRC GLuint is ubyte under mac os

Re: Mac Binary Release

Posted: 03 Jan 2008, 18:16
by Commander
I'm back in action! I changed the GLuint explicit casts to proper declarations.
AF wrote:For example a GLuint was replaced with an unsigned int in UnitDef because it meant AIs would need to add OpenGL as a dependency, which is quite absurd.
I didn't stumble across this one. I hope I didn't break building the AIs, I didn't try that yet.

I attached a diff with my changes so far. I hope a simple "svn diff" is sufficient, my experience is limited in this.

By the way: The changelog of the new release mentions a full network code rewrite. Does this already allow inter-arch network play?

Re: Mac Binary Release

Posted: 03 Jan 2008, 18:29
by imbaczek
Commander: please upload your patch here so it won't get lost:

http://spring.clan-sy.com/mantis/main_page.php

Re: Mac Binary Release

Posted: 04 Jan 2008, 00:03
by Commander
imbaczek wrote:Commander: please upload your patch here so it won't get lost:
Done. See http://spring.clan-sy.com/mantis/view.php?id=771
The patch provided there includes a small fix for an explicit cast I missed out in the patch provided here in the forums.
AF wrote:For example a GLuint was replaced with an unsigned int in UnitDef because it meant AIs would need to add OpenGL as a dependency, which is quite absurd.
I'm on the AIs now, and it seems they do depend on OpenGL...

Re: Mac Binary Release

Posted: 04 Jan 2008, 00:13
by Tobi
The point is they shouldn't :-)

Re: Mac Binary Release

Posted: 04 Jan 2008, 00:27
by Kloot
Fortunately the dependency is limited to one loneley GLuint in UnitDef. ;)

Re: Mac Binary Release

Posted: 04 Jan 2008, 00:31
by Tobi
For one GLuint it may still be a hell of a lot of work to factor it out properly ;-)

Re: Mac Binary Release

Posted: 05 Jan 2008, 18:44
by bulldawg
YES!
Damn, I loved TA. I'm learning C++ now, not nearly on the level that I would need to contribute... but hell. This is AWESOME!! Mac TA makes a glorious return!

Re: Mac Binary Release

Posted: 05 Jan 2008, 19:28
by bulldawg
ummm... where's the latest build? Actually - what is it exactly that I have to download?

Re: Mac Binary Release

Posted: 05 Jan 2008, 19:44
by DandyGnome
You have to download the SVN from here
https://spring.clan-sy.com/svn/spring/trunk/
then patch it with the patch that Commander submitted. You also have to download and build all the dependencies for which you could use Commander's dependencies xCode project (note requires that you install the developer tools). Then you have to try to compile it, which I have not attempted yet.

Re: Mac Binary Release

Posted: 05 Jan 2008, 20:01
by bulldawg
... I'm obviously not in the loop here :oops:

A little embarrassed to ask, but where exactly is the SVN in this directory? Or is the composite bunch of files in /trunk the SVN? I'm confused... like someone said earlier, if somebody has the time, please explain this process simply for (mac) newcomers.

Re: Mac Binary Release

Posted: 05 Jan 2008, 20:08
by bulldawg
ok I downloaded SpringRTS 0.74b3+ Universal Mac Build 0.7gU
along with a map and a mod, which I put in the correct location (I know because I just played a test script on the chess map)
and the new mac patch uploaded by commander. Where exactly do I put the patch?

Re: Mac Binary Release

Posted: 05 Jan 2008, 20:17
by BrainDamage
bulldawg wrote:... I'm obviously not in the loop here :oops:

A little embarrassed to ask, but where exactly is the SVN in this directory? Or is the composite bunch of files in /trunk the SVN? I'm confused... like someone said earlier, if somebody has the time, please explain this process simply for (mac) newcomers.
SVN is the program that is used to share and keep track of the sources of the program, SVN is also used as slang term for the development version spring (spring SVN)

you need a SVN client to retrive the sources from the svn repository url (the link posted by dandygnome) then compile them yourself

the link you posted refers to a old, precompiled version that cannot be changed, if you wanna contribute you'll have to do the aforementioned steps

Re: Mac Binary Release

Posted: 05 Jan 2008, 20:26
by LordMatt
Tobi committed that patch, so you could just download the trunk and figure out how to compile it (I have no idea how to do this on a MAC).

Re: Mac Binary Release

Posted: 05 Jan 2008, 23:06
by Commander
If you are able to wait a couple of days: I'm quite close to make a nice easy to use binary release. But right now I'm struggling with some strange issue in C++ polymorphism...

The SVN version currently only allows you to play on your own, even without bots. I managed to compile the AIs, and will upload a patch soon.

For those who want to try to compile: You need to open the project file in rts/build/xcode with XCode and build. Make sure you meet all the dependencies. My dependencies package (read in this thread on the previous page) has to be in a directory next to the spring source tree. You need Ogg, Vorbis and Freetype as well...

It's complicated. I recommend waiting just a little longer :mrgreen:

Re: Mac Binary Release

Posted: 06 Jan 2008, 04:54
by Stealth870
Thanks a lot Commander for stepping up to this. :) At least I can recommend a game now to anyone with a Mac! :roll:

Re: Mac Binary Release

Posted: 06 Jan 2008, 11:29
by AF
Whatever hapens with AIs and UnitDef I suggest it be done very quickly. Changing Unsigned int to GLuint broke AI binary compatability, and an AI interface version increment is now needed.

(people who download NTai.dll from buildbot be warned, the window has passed it should no longer work with 0.76b1).

Re: Mac Binary Release

Posted: 06 Jan 2008, 11:33
by Tobi

Re: Mac Binary Release

Posted: 06 Jan 2008, 11:34
by AF
Ah I'd forgotten about that commit, good work ^_^

Re: Mac Binary Release

Posted: 07 Jan 2008, 12:07
by Commander
So here it is!

http://fabian.herb-clan.de/Spring-0.76b1+5286.dmg (24 MB)
http://fabian.herb-clan.de/Spring-0.76b ... nomaps.dmg (15 MB)

It is almost untested, but this is what you are here for, right? :wink: Let me know if it works for you.

What you can do with this until now is play a nice skirmish game using the Global AI start script. You need at least one map and one mod to play. Put the files into the maps and mods folders respectively. See the installation instructions on this website for more information. The larger of the two packages includes two maps, so you only have to download a mod.

Make sure to try several mod/bot combinations, since not all work. Some mods don't work at all. I don't know if this is mac related though.

A patch to the source will follow.

And now: have fun!

EDIT: I logged at least 4 Downloads, and no complaints yet ;).
But it seems that no mod is working properly at all. Only one so far doesn't crash Spring, and in that no unit has any weapon. The rest crashes in CS3OParser::LoadPiece(). I never touched that function. Maybe SVN version is broken? I swear I already played some games properly with an earlier SVN version.