MacOS SpringRTS OSX Build
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Re: MacOS SpringRTS OSX Build
The filename is correct, the .dylib reported in infolog.txt exists at that exact location, and the double slash shouldn't be a real problem for an unix-like OS.
From the fact that unitsync as used by my lobby is able to find the AI in its proper place, i assume the interface "kind of" works?
Probably some kind of runtime failure, but how do i test/confirm that?
From the fact that unitsync as used by my lobby is able to find the AI in its proper place, i assume the interface "kind of" works?
Probably some kind of runtime failure, but how do i test/confirm that?
Re: MacOS SpringRTS OSX Build
does ldd exist on osx? this maybe gives a hint?!Anarchid wrote:The filename is correct, the .dylib reported in infolog.txt exists at that exact location, and the double slash shouldn't be a real problem for an unix-like OS.
Re: MacOS SpringRTS OSX Build
Googling tells me otool -L is the mac alternative to ldd, so i did the obvious:
A bit alarming: knorke is complaining about having something like exactly the same problem on Windows in ZKGBAI thread on zk.info: http://pastebin.com/ZcCRnS6b
Is there anything non-obvious for me to do?$ otool -L libAIInterface.dylib
libAIInterface.dylib:
@loader_path/../0.1/libstdc++.6.dylib (compatibility version 7.0.0, current version 7.21.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1213.0.0)
@loader_path/../0.1/libgcc_s.1.dylib (compatibility version 1.0.0, current version 1.0.0)
A bit alarming: knorke is complaining about having something like exactly the same problem on Windows in ZKGBAI thread on zk.info: http://pastebin.com/ZcCRnS6b
Re: MacOS SpringRTS OSX Build
your infolog.txt please! very likely it fails at a different stage!Anarchid wrote:A bit alarming: knorke is complaining about having something like exactly the same problem on Windows in ZKGBAI thread on zk.info: http://pastebin.com/ZcCRnS6b
Re: MacOS SpringRTS OSX Build
32-bit Spring (AI interface) but only a 64-bit JVM installation, maybe?http://pastebin.com/ZcCRnS6b wrote:Microsoft Windows 7 Ultimate Edition, 64-bit
Re: MacOS SpringRTS OSX Build
I'll post it here after New Year because i'm away from that machine again. You should have the log in chat history though.your infolog.txt please! very likely it fails at a different stage!
Re: MacOS SpringRTS OSX Build
for the reference.
-> the ai interface fails to load at an early stage.
also possible ai interface logging is broken for release builds, mantised: https://springrts.com/mantis/view.php?id=5020
http://hastebin.com/sukoxukule.xmlAnarchid wrote:I'll post it here after New Year because i'm away from that machine again. You should have the log in chat history though.
-> the ai interface fails to load at an early stage.
also possible ai interface logging is broken for release builds, mantised: https://springrts.com/mantis/view.php?id=5020
Re: MacOS SpringRTS OSX Build
interessting choice of words. If http://zero-k.info/Forum/Thread/20617?p ... 852#148852 reads like complaining to you then I better avoid this appearently touchy topic.Anarchid wrote:A bit alarming: knorke is complaining about having something like exactly the same problem on Windows in ZKGBAI thread on zk.info: http://pastebin.com/ZcCRnS6b
Re: MacOS SpringRTS OSX Build
I'm using Mac OS 10.8
Can somebody offer a build?
If not, is somewhere a guide how to do that myself?
Can somebody offer a build?
If not, is somewhere a guide how to do that myself?
- PauloMorfeo
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Re: MacOS SpringRTS OSX Build
Is this page that I found in the help pages of any help for your case?Tamriel wrote:...
If not, is somewhere a guide how to do that myself?
https://springrts.com/wiki/Spring_on_MacOSX
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Re: MacOS SpringRTS OSX Build
Sorry, I don't have 10.8 on any machine to build from. As for build instructions.. I don't know, the whole build process for osx apps is fairly broken. I actually made my own build script thats great for my own environment. If you are familiar with bash and know your way around a package manager like macports, I'd be happy to show it to you.
Re: MacOS SpringRTS OSX Build
Is there a build of the 101.0 RC for OS X I can play with for testing purposes?
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Re: MacOS SpringRTS OSX Build
I put a 10.11 build of Spring revision 100.0.1-1183-g1081d06 on the first post. Not sure if that is the commit that coincides with RC3.
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Re: MacOS SpringRTS OSX Build
I have a bundle for 101.0 up (OSX 10.11+)
Re: MacOS SpringRTS OSX Build
Hey Darklord42, congratulations on the packages, great job.
So, engine 100.0 worked flawlessly, except for AA AI crashing after one computer dies, but alas 101.0 build is barely working. I couldn't get any AI working (except for the null AIs) all the ones I tried crashed the game right after load.
The shaders seem to have changed (F4 leaves almost the whole map under fog, for instance), but some basic things like the faster-rate LOS update are simply not there, which makes me wonder if there were some old files merged with the new ones?
So, engine 100.0 worked flawlessly, except for AA AI crashing after one computer dies, but alas 101.0 build is barely working. I couldn't get any AI working (except for the null AIs) all the ones I tried crashed the game right after load.
The shaders seem to have changed (F4 leaves almost the whole map under fog, for instance), but some basic things like the faster-rate LOS update are simply not there, which makes me wonder if there were some old files merged with the new ones?
Re: MacOS SpringRTS OSX Build
Faster-rate LOS update requires OpenGL 3+. Mac OS X doesn't have OpenGL compatibility profiles for 3+ version and thus operates only in 2.1.
See https://www.opengl.org/wiki/Core_And_Co ... n_Contexts, "Platform Issue (MacOSX)" section.
Also Mac drivers are too strict and may result in errors like "invalid framebuffer" if something done not in apple way.
Hmm, I saw some trolling about Vulcan, maybe it is better to rewrite the renderer in Heavy Metal? :)
See https://www.opengl.org/wiki/Core_And_Co ... n_Contexts, "Platform Issue (MacOSX)" section.
Also Mac drivers are too strict and may result in errors like "invalid framebuffer" if something done not in apple way.
Hmm, I saw some trolling about Vulcan, maybe it is better to rewrite the renderer in Heavy Metal? :)
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Re: MacOS SpringRTS OSX Build
No.lamer wrote:
Hmm, I saw some trolling about Vulcan, maybe it is better to rewrite the renderer in Heavy Metal? :)
Re: MacOS SpringRTS OSX Build
Metal?? Won't happen, I know. In any case, 101's rendering / shader issues on OSX (not to mention the AI crashes, probably unrelated) are so grave right now that I wouldn't recommend it to any player, except maybe for watching replays.
Just sad.
I'll just hope the mods keep supporting 100. BA 9.35 for instance only officially supports 101, although I did get it running in 100.
Just sad.
I'll just hope the mods keep supporting 100. BA 9.35 for instance only officially supports 101, although I did get it running in 100.
Re: MacOS SpringRTS OSX Build
Hi darklord42!
Can you make a build from develop branch? I would like to test/report bugs.
I have some crashes in 101.. but I guess it's too late to report 101 bugs because 102 is RC already
Can you make a build from develop branch? I would like to test/report bugs.
I have some crashes in 101.. but I guess it's too late to report 101 bugs because 102 is RC already
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Re: MacOS SpringRTS OSX Build
Wow 102 already! Ok give me a little bit I'll have it up for you.
[edit] done!
This is the most current code, as of writing, since there isn't a rc1 tag
http://www.mediafire.com/download/2ba7d ... 0.11.3.dmg
[edit] done!
This is the most current code, as of writing, since there isn't a rc1 tag
http://www.mediafire.com/download/2ba7d ... 0.11.3.dmg