Mac Binary Release
Moderator: Moderators
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- Posts: 5
- Joined: 31 Jul 2007, 08:05
Hey Elio I just wanted to give you the error message I get when I try to run the current version on my G4. I use terminal and do "open ...../SpringRTS.app/Contents/MacOS/SpringRTS"
I get the following error..:
$ ........../SpringRTS.app/Contents/MacOS/SpringRTS; exit
dyld: Library not loaded: /./././././usr/local/lib/libIL.1.dylib
Referenced from: .........../SpringRTS.app/Contents/MacOS/../Frameworks/libILU.dylib
Reason: image not found
Trace/BPT trap
logout
[Process completed]
I get the following error..:
$ ........../SpringRTS.app/Contents/MacOS/SpringRTS; exit
dyld: Library not loaded: /./././././usr/local/lib/libIL.1.dylib
Referenced from: .........../SpringRTS.app/Contents/MacOS/../Frameworks/libILU.dylib
Reason: image not found
Trace/BPT trap
logout
[Process completed]
- desertlynx
- Posts: 23
- Joined: 26 Jul 2006, 09:46
Elio will be able to answer more specifically for that for the long term.Smilesalot wrote:elio, will mac users be able to play with windows/linux users as well?
At the present, this build is only able to play with computers with similar CPU architecture (i.e. PowerPC macs with PowerPC macs etc.)
I am fairly sure that cross-platform/CPU play should be possible, given the existence of a mature Linux distribution (though I daresay I'm probably confusing endian-ness with Kernel types). However, I believe that Elio has accounted for all the technical issues and it now comes simply down to a large amount of work.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
- DandyGnome
- Posts: 61
- Joined: 25 Jun 2007, 06:43
I don't know if that will work but you might as well try it. The cpu will be fine but the slow hard drive and usually low ram might get you. You might want to max out the ram as it is shared with the GMA if it needs more than 64 MB. Considering the number of other games that the MacBook can handle (if not well then barely) and that Spring can be more CPU than GPU heavy it should work to some extent. Tell us how it goes.
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- Posts: 5
- Joined: 31 Jul 2007, 08:05
with intel integrated graphics, it's a maybe; it'd probably work fine with low graphics detail.
regards with cross arch playability; the biggest challenge that's to be worked on is to get the numbers in precise enough sync; g5s working with g4 only instructions would give a mostly fine result, and does allow syncing quite nicely; though the downside is you lose about 20% of the optimisations that the g5s have. intel to ppc will be a challenge, especially regarding floating point as they have completely different methods of calculating a result, which while minor in theory, (relatively) slowly has the game drifting out of sync. Ignoring the sync checks (and resulting errors as to provide an overly simplified example), you'll have one computer thinking the AK's in perfect line of sight, and pummels it, while the other thinks it's out of sight behind a rock. one computer thinks there's no ak, the other thinks there is. Expanding out from that, you'll end up playing two totally different games.
basically one has to get the numbers as close as possible on each arch to sync with, so yes, eventually there will be, but just getting spring playing happily with the same code base is the priority atm.
regards with cross arch playability; the biggest challenge that's to be worked on is to get the numbers in precise enough sync; g5s working with g4 only instructions would give a mostly fine result, and does allow syncing quite nicely; though the downside is you lose about 20% of the optimisations that the g5s have. intel to ppc will be a challenge, especially regarding floating point as they have completely different methods of calculating a result, which while minor in theory, (relatively) slowly has the game drifting out of sync. Ignoring the sync checks (and resulting errors as to provide an overly simplified example), you'll have one computer thinking the AK's in perfect line of sight, and pummels it, while the other thinks it's out of sight behind a rock. one computer thinks there's no ak, the other thinks there is. Expanding out from that, you'll end up playing two totally different games.
basically one has to get the numbers as close as possible on each arch to sync with, so yes, eventually there will be, but just getting spring playing happily with the same code base is the priority atm.
- desertlynx
- Posts: 23
- Joined: 26 Jul 2006, 09:46
If you're referring to just the spring application, this is already possible. However, they need to be launched with a script which can get a little technical.Jaho101 wrote:When will you possibly have a build that can run in multiplayer with PPC to PPC connectivity?
In order to run spring on a mac like on the PC version with the lobby client so one might be able to play on the internet with ease, this version will need to be connected (for want of a better word) to one of the lobbys (AF lobby possibly).
I usually don't joke around about these things. An SNES emulator has to simulate a very specific chipset, which takes a comparatively large amount of resources to do effectively.Erom wrote:Funny thing, I have both installed on an old Mac laptop and... this statement is literally true. They're within the same ballpark.neddiedrow wrote:Warcraft III is about as demanding as an SNES emulator...
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- Posts: 1
- Joined: 08 Sep 2007, 21:00
I DONT NOSE WHTS GOING ON?
Kan soomeone tell me xpected tyme of ubar kool MAC voirsion release of springy! kay thx ^o^
We need a person with problem solving skills, who has a mac and is capable of developing on it, to sort out some problems in SpringLobby.desertlynx wrote:In order to run spring on a mac like on the PC version with the lobby client so one might be able to play on the internet with ease, this version will need to be connected (for want of a better word) to one of the lobbys (AF lobby possibly).
None of the SpringLobby Team members has a Mac, so it is hard for us to fix the small number of issues that currently prevents usage on Mac.
Contact us!