Mac OS X General Release for 0.80 - Page 4

Mac OS X General Release for 0.80

Discuss everything related to compiling and running Spring on Mac OS X.

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Belmakor
Posts: 212
Joined: 16 Nov 2005, 00:01

Re: Mac OS X General Release for 0.80

Post by Belmakor »

FourtyTwo wrote:found out something interesting about what kind of mac spring can me built on, i am running a 2008 white mac book with the Intel GMA X3100 built in graphics card, and under the 10.5 version of the operating system the computer only has version 1.2 of OpenGL, so i got spring to compile but could not run it. it would crash whenever it tried to load up the map in the pre-game loading.

However i updated to 10.6 "snow leopard" on friday hoping for some good news about the OpenGL, and it seems that OpenGL is now upto 2.0. so the game can now run.

the only problem is this : http://bugzilla.libsdl.org/show_bug.cgi?id=581 SDL wont build on snow leopard, but they are working on a fix in the next release, so you should be able to get it to compile if you use the UNSTABLE subversion code for SDL, however i am unsure about that.

so for anyone trying to compile spring it might be a good idea to wait to upgrade. :)

i did manage to get the old spring engine to run against the old libraries that i linked it to, so it CAN run on snow leopard, you just can't compile it yet.
Yeah, already caught out by that. Upgraded to Snow Leopard, but cannot build SDL, so cannot build Spring. Oh well :)
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Mac OS X General Release for 0.80

Post by REVENGE »

Belmakor wrote:
FourtyTwo wrote:found out something interesting about what kind of mac spring can me built on, i am running a 2008 white mac book with the Intel GMA X3100 built in graphics card, and under the 10.5 version of the operating system the computer only has version 1.2 of OpenGL, so i got spring to compile but could not run it. it would crash whenever it tried to load up the map in the pre-game loading.

However i updated to 10.6 "snow leopard" on friday hoping for some good news about the OpenGL, and it seems that OpenGL is now upto 2.0. so the game can now run.

the only problem is this : http://bugzilla.libsdl.org/show_bug.cgi?id=581 SDL wont build on snow leopard, but they are working on a fix in the next release, so you should be able to get it to compile if you use the UNSTABLE subversion code for SDL, however i am unsure about that.

so for anyone trying to compile spring it might be a good idea to wait to upgrade. :)

i did manage to get the old spring engine to run against the old libraries that i linked it to, so it CAN run on snow leopard, you just can't compile it yet.
Yeah, already caught out by that. Upgraded to Snow Leopard, but cannot build SDL, so cannot build Spring. Oh well :)
Fail, SDL doesn't build??
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adso
Posts: 23
Joined: 22 Aug 2009, 04:23

Re: Mac OS X General Release for 0.80

Post by adso »

I can provide a compiled 0.80.4 for any OSX user?

:)

send me a pm with your email and I can tar.gz it?
yokosou
Posts: 21
Joined: 10 May 2009, 08:16

Re: Mac OS X General Release for 0.80

Post by yokosou »

I have just pushed the fix for sound attenuation to my branch. I'll upload the bundle later.

Spring can be compiled and runs fairly well on my Mac now, so I am trying to run springlobby on my Mac. It can be built fine expect for this: http://translations.springlobby.info/issues/show/390 and adding #define __WXMAC_CARBON__ solved it. It can load unitsync without any problem here and singleplayer works well.

Then I run a TASServer on my Mac and connected to it. When I try to host a battleroom, add a bot in it or join it, Springlobby crashes with a following dialog.

Code: Select all

Critical error
The application has generated a fatal error and will be terminated
Generating a bug report is not possible

please get a wxWidgets library that supports wxUSE_DEBUGREPORT
Both 0.19 and the one from git have this problem. Torrent system is disabled because I haven't tried it yet.

I tried to build wxWidgets with bug report support by configuring wxWidgets with "---enable-debugreport" and building it, but I cannot get bug report support so far. Does anyone have any suggestion?
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Mac OS X General Release for 0.80

Post by BrainDamage »

mind joining #springlobby@freenode or #springlobby in the official lobby server so i can help debugging it live?
yokosou
Posts: 21
Joined: 10 May 2009, 08:16

Re: Mac OS X General Release for 0.80

Post by yokosou »

I'm sorry, I don't have much time now. So, I'll join there later.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Mac OS X General Release for 0.80

Post by el_matarife »

Intel's OpenGL support on most of their chipsets is pretty weak: http://en.wikipedia.org/wiki/Intel_GMA# ... d_chipsets
My official recommendation is just plain "Don't attempt to play Spring or anything at all graphically strenuous on Intel video, it will just make you miserable"
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Mac OS X General Release for 0.80

Post by AF »

nvidia 8400m ^_^
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adso
Posts: 23
Joined: 22 Aug 2009, 04:23

Re: Mac OS X General Release for 0.80

Post by adso »

not to say anything bad about springlobby

but QT lobby is MUCH better for OSX online purposes, no crashing when joining games. Much easier to compile too :)

I will add to the spring wiki for OSX!

[edit]
Very close to a .dmg release of 0.80.4 + Qtlobby
The only thing that I can't get working properly is springsettings...

Once that is sorted, MacOSX will be a viable option for spring players ;)
I have played about 5 games tonight using QTLobby + Spring with no crashes / desyncs

Played an 8v8, 5v5, Speed metal etc etc
So happy :D
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mac OS X General Release for 0.80

Post by Argh »

Wow! So glad to see this is finally a reality!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Mac OS X General Release for 0.80

Post by Pxtl »

el_matarife wrote:Intel's OpenGL support on most of their chipsets is pretty weak: http://en.wikipedia.org/wiki/Intel_GMA# ... d_chipsets
My official recommendation is just plain "Don't attempt to play Spring or anything at all graphically strenuous on Intel video, it will just make you miserable"
I run Spring on a newish Windows PC with an Intel chip. Took a lot of fiddling to get it going, but it works on low settings until you get the nasty SimBase game of endless maker/fusion spam. Non-geometric-growth-games like Kernel Panic or CA work fine (except for invisible flamethrowers in CA).

Doesn't run in Linux.
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Mac OS X General Release for 0.80

Post by aegis »

ran spring on linux with an intel 945 gma, even worked in WINE.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Mac OS X General Release for 0.80

Post by JohannesH »

Ive tried Spring on laptop with intel 965 gm and linux, it runs otherwise but ground textures dont show. Actually its not a huge hindrance, depending on map, I even play with it sometimes...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Mac OS X General Release for 0.80

Post by AF »

Since Im running OS X 10.6 Snow Leapoard, if at some point it would be possible for me to pull out a git repo and build with minimal hassle, and no applying patches or merging or hunting for special case dependencies, could someone make a great big fuss over it and can we have this mess sorted out?

I would like to see the main master repo building in all 3 major Operating systems, not 2 plus an OS X branch. Even if the main master didn't quite work as nicely, it would still be a vast improvement, and a huge incentive towards maintenance work, and a huge help.
yokosou
Posts: 21
Joined: 10 May 2009, 08:16

Re: Mac OS X General Release for 0.80

Post by yokosou »

Can you commit the changes in float3.h:36 and floap3.cpp:24 that was posted earlier in this topic to master, Tobi? It seems they haven't commited yet.

Well, could my branch be merged to master? Or will it screw up stuff in other platforms? If so, what can I do to fix it? If my branch were merged, I think it would be possible to just get the main master and to compile it on Mac following the adso's guide.
redwyaster5
Posts: 20
Joined: 14 Jun 2009, 03:50

Re: Mac OS X General Release for 0.80

Post by redwyaster5 »

ok so. remember the 2.4 ghz laptop i offered up earlier. well i have sent it into apple so many times becouse of issues. i have had every part in 2 year replaced at least 3 times, all under apple care so it was free :). But now there gona send me one of the new 17" laptops meaning the 2.8 ghz with 4 gigs of ram with snow leopard. so now im offering that as something to test everything on. just let me know.
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adso
Posts: 23
Joined: 22 Aug 2009, 04:23

Re: Mac OS X General Release for 0.80

Post by adso »

Guys, I am SO close to having a OSX .app ready for release.

I've just got to make sure all the dylibs reference each other from within the actual app bundle.

My OSX install has gone belly up after filddling with a few things, but I should be back in operation shortly!
I must give special thanks to Belmakor who has been helping me fine tune the release.

In the end the OSX download will be a single .DMG file with a copy of Spring, Libunitsync, QTLobby (until Springlobby is more stable under OSX) & Springsettings that can be installed in your Applications folder and run like any other application.

I feel this will be the easiest way to deploy the OSX version as most OSX users do not have a Linux / Unix background and won't want to have to compile / install things through the terminal.

If anyone has any other suggestions, please feel free to let me know :)
Or if you think there is an easier way to deploy spring, I would love to hear it!

Redwyaster5 - Spring will run fine on your laptop, I can't see the point in providing you with a WIP version just to check it. My OSX is running on a Tripple Core 2.8ghz AMD with 4gig of 1066mhz DDR2 Ram and an NVidia 260GTX

As long as there are no major problems with bundling the apps, I will have a release that people can beta test on their system by the end of the week. And once I am happy that it runs on any Intel based system, I will provide the appropriate files to the webdevs here for download.

I don't mind compiling / rebundling each update either :)
Just trying to give back as best I can with my minimal coding ability!

Okay, I'm out again!
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Belmakor
Posts: 212
Joined: 16 Nov 2005, 00:01

Re: Mac OS X General Release for 0.80

Post by Belmakor »

Redwyaster5 - Spring will run fine on your laptop, I can't see the point in providing you with a WIP version just to check it. My OSX is running on a Tripple Core 2.8ghz AMD with 4gig of 1066mhz DDR2 Ram and an NVidia 260GTX
Besides my own 3 test machines, all running Snow Leopard:
  • MacPro 2 x 3.0GHz Dual-core Xeon, 12GB RAM, Nvidia GeForce 8800 GT + ATI Radeon X1900 XT
  • MacBook Pro 15" 2.4GHz core 2 duo, 4GB RAM, NVidia 8600M (iirc)
  • iMac 24" 2.4GHz core 2 duo, 4GB RAM, ATI Radeon HD 2600 PRO (iirc)
Adso is very very close to having a Mac OS X build we can all enjoy - the last bundles he sent me only needed tweaking for included libs and ease of install and he also sent me an out of date unit sync (otherwise I could have played online, as I was able to run spring and hang out in the lobby using qtlobby).
initram
AI Developer
Posts: 15
Joined: 07 Sep 2009, 14:28

Re: Mac OS X General Release for 0.80

Post by initram »

I do not know how many uncommitted there are for the macfix-branch, but i tried to compile it and got the following error:

Code: Select all

[ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/GameHelper.cpp.o
[ 17%] Building CXX object rts/CMakeFiles/spring.dir/Game/GameServer.cpp.o
/opt/local/include/boost/functional/hash/detail/float_functions.hpp: In member function ÔÇÿfloat boost::hash_detail::call_cpp_frexpf<true>::operator()(float, T) const [with T = int*]ÔÇÖ:
/opt/local/include/boost/functional/hash/detail/hash_float_generic.hpp:44:   instantiated from ÔÇÿsize_t boost::hash_detail::float_hash_impl2(T) [with T = float]ÔÇÖ
/opt/local/include/boost/functional/hash/detail/hash_float_generic.hpp:84:   instantiated from ÔÇÿsize_t boost::hash_detail::float_hash_impl(T) [with T = float]ÔÇÖ
/opt/local/include/boost/functional/hash/detail/hash_float.hpp:92:   instantiated from ÔÇÿsize_t boost::hash_detail::float_hash_value(T) [with T = float]ÔÇÖ
/opt/local/include/boost/functional/hash/hash.hpp:282:   instantiated from here
/opt/local/include/boost/functional/hash/detail/float_functions.hpp:200: error: call of overloaded ÔÇÿfrexp(float&, int*&)ÔÇÖ is ambiguous
/usr/include/architecture/i386/math.h:331: note: candidates are: double frexp(double, int*)
/usr/include/c++/4.0.0/cmath:269: note:                 long double std::frexp(long double, int*)
/usr/include/c++/4.0.0/cmath:265: note:                 float std::frexp(float, int*)
/Users/martinmidtgaard/Desktop/spring/spring/rts/lib/streflop/SMath.h:466: note:                 streflop::Double streflop::frexp(streflop::Double, int*)
/Users/martinmidtgaard/Desktop/spring/spring/rts/lib/streflop/SMath.h:258: note:                 streflop::Simple streflop::frexp(streflop::Simple, int*)
/opt/local/include/boost/functional/hash/detail/float_functions.hpp: In member function ÔÇÿfloat boost::hash_detail::call_cpp_ldexpf<true>::operator()(float, T) const [with T = int]ÔÇÖ:
/opt/local/include/boost/functional/hash/detail/hash_float_generic.hpp:57:   instantiated from ÔÇÿsize_t boost::hash_detail::float_hash_impl2(T) [with T = float]ÔÇÖ
/opt/local/include/boost/functional/hash/detail/hash_float_generic.hpp:84:   instantiated from ÔÇÿsize_t boost::hash_detail::float_hash_impl(T) [with T = float]ÔÇÖ
/opt/local/include/boost/functional/hash/detail/hash_float.hpp:92:   instantiated from ÔÇÿsize_t boost::hash_detail::float_hash_value(T) [with T = float]ÔÇÖ
/opt/local/include/boost/functional/hash/hash.hpp:282:   instantiated from here
/opt/local/include/boost/functional/hash/detail/float_functions.hpp:188: error: call of overloaded ÔÇÿldexp(float&, int&)ÔÇÖ is ambiguous
/usr/include/architecture/i386/math.h:328: note: candidates are: double ldexp(double, int)
/usr/include/c++/4.0.0/cmath:284: note:                 long double std::ldexp(long double, int)
/usr/include/c++/4.0.0/cmath:280: note:                 float std::ldexp(float, int)
/Users/martinmidtgaard/Desktop/spring/spring/rts/lib/streflop/SMath.h:467: note:                 streflop::Double streflop::ldexp(streflop::Double, int)
/Users/martinmidtgaard/Desktop/spring/spring/rts/lib/streflop/SMath.h:259: note:                 streflop::Simple streflop::ldexp(streflop::Simple, int)
make[2]: *** [rts/CMakeFiles/spring.dir/Game/GameServer.cpp.o] Error 1
make[1]: *** [rts/CMakeFiles/spring.dir/all] Error 2
make: *** [all] Error 2
Please let me know if there is a fix for this, or if i am doing something wrong. And if this is the wrong place to post this, then I am sorry.

I am compiling on OSX 10.5.8, and i have installed the latest releases of boost and so on from macports.
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Belmakor
Posts: 212
Joined: 16 Nov 2005, 00:01

Re: Mac OS X General Release for 0.80

Post by Belmakor »

Look back through the thread a page or two (or three). There is some info on fixing the float stuff. Dunno why the fix isn't already in the source in the macfix branch though.
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