#1
Posted 17 September 2012 - 09:43 PM
thanks for your hard work on TDM!
I'm a SW developer working mainly on Linux and have a lot of experience of building from sources on Linux and Mac OS X (including D3 and the current TDM).
After noticing http://bugs.angua.at/view.php?id=3227 I decided to join in and spend some time on fixing the building and running of TDM natively under Mac OS X.
If there is nobody else willing to do that, please, let me try.
Best Regards,
Alex
#2
Posted 17 September 2012 - 09:52 PM
Thanks in advance!
Edited by malex984, 17 September 2012 - 09:53 PM.
#3
Posted 17 September 2012 - 11:44 PM
#4
Posted 18 September 2012 - 03:00 AM
I can't tell you, but I know that it's mine.
- J. Lennon
#5
Posted 18 September 2012 - 07:35 AM
greebo, on 17 September 2012 - 11:44 PM, said:
Thanks, I answered via PM.
demagogue, on 18 September 2012 - 03:00 AM, said:
It would be motivating to know that there are people our there who would be interested in Mac support and could do a bit of beta testing (playing) once there is a beta to test...
#6
Posted 20 September 2012 - 10:10 PM
Looks like i managed to produce 'game' and 'libgame.dylib' by adapting the existing scons scripts to work on my mac os x + doing some hand magic. Naturally i'm very suspicious of these first fruits...
Is there any quick (and maybe dirty) way to check the runtime without the original D3 data files?
Cheers,
Alex
#7
Posted 21 September 2012 - 01:51 AM
#8
Posted 21 September 2012 - 07:48 AM
greebo, on 21 September 2012 - 01:51 AM, said:
Sorry, I did not look at them properly yet (only for a bit of reference on lists of needed input sources, libraries and frameworks).
It's just that I used a *faster* and newer Mac machine via ssh and worked there from command line...
But I have been planning to try those Xcode project files next. I think one can do that from command line as well, right?
Besides, is there some absolute minimum set of data files just in order to check that the runtime for produced binaries?
#9
Posted 21 September 2012 - 08:06 AM
malex984, on 21 September 2012 - 07:48 AM, said:
I don't know Xcode well enough to be able to tell whether it's providing a command line interface. Xcode is using g++ in the background, but that's as far as my knowledge gets.
#10
Posted 21 September 2012 - 11:40 AM
As Demagogue said, its good that someone is looking at this. Im sure Greebo and the other coders welcome any extra coding help.
Co FMs: Return to the city v2, Lockdown, Let sleeping thief's Lie, Winter harvest v2, Closemouthed shadows v1.2, Quake4 map, The Crystal Grave,
Wip FMs: Winter Harvest v3, The Elixir, The Crucible of Omens. The kiss, Alberic's Curse v2, Nhat v2.
#11
Posted 21 September 2012 - 09:33 PM
greebo, on 21 September 2012 - 08:06 AM, said:
Well, actually it tends to use clang nowadays, which also provides frontends linked under the usual names - gcc and g++ :/
The command I was looking for is xcodebuild. Using it I was able to produce 'Doom 3.app' and 'game.dylib' much more quickly than via scons. But my previous experience with the scons scripts helped me to resolve similar building problems.
Now I have two sets of built binaries to choose from =) Curiosly enough the both sets behave the same way.
I Noted that the static boost libraries committed to svn seems to be built with -fvisibility=default which leads to quite a problem on newer OS X and Xcode. I'd recommend rebuilding them with the same settings as used in the project.
greebo, on 21 September 2012 - 08:06 AM, said:
Thanks. But please do warn about the size of such a checkout!
Besides, does it matter if I place it on fat32?
I checked it out under the name darkmod and put my 'Doom 3.app' alongside it.
Additionally I replaced the game.dylib in one of the pk4 data files with my versions of it.
Finally It runs: the GUI with ambient music and mission downloading seems to work!!!
It would be nice to check the play mode now. Can I force a mission loading and starting from the d3 console or via command line?
The problem is that I am having trouble installing (and therefore) playing any of downloaded maps.
Also the installation-relaunch hides the mouse pointer but shows again the starting launch dialog.
No matter what I do (I also tried running executables with the usual Doom arguments) - 'New Mission' never shows any mission being currently installed =(
Besides there are no visible items in the list of installed mission but I blindly click there and choose them anyway... Seems to be a missing font...
I also got similar effects while using the data files from my previous d3+tdm setup. But there I sometimes can see some of the currently downloaded missions.
Bikerdude, on 21 September 2012 - 11:40 AM, said:
Well I will do whatever I can do.
Ps: I hope it's ok to post all of this Mac OS X specific stuff here (publicly)...?
The point is that I would like to attract the attention of interested Mac users and later on ask for their assistance in testing.
#12
Posted 21 September 2012 - 10:22 PM
http://wiki.thedarkm...ding_in_the_SDK
Was "TDM Coding Style" renamed or moved?
#13
Posted 22 September 2012 - 01:30 AM
malex984, on 21 September 2012 - 10:22 PM, said:
http://wiki.thedarkm...ding_in_the_SDK
Was "TDM Coding Style" renamed or moved?
I don't think we ever got around to writing it
"Remember: If the game lets you do it, it's not cheating." -- Xarax
#14
Posted 22 September 2012 - 02:23 AM
malex984, on 21 September 2012 - 09:33 PM, said:
malex984, on 21 September 2012 - 09:33 PM, said:
malex984, on 21 September 2012 - 09:33 PM, said:
malex984, on 21 September 2012 - 09:33 PM, said:
It would be nice to check the play mode now. Can I force a mission loading and starting from the d3 console or via command line?
malex984, on 21 September 2012 - 09:33 PM, said:
The point is that I would like to attract the attention of interested Mac users and later on ask for their assistance in testing.
#15
Posted 22 September 2012 - 02:36 AM
greebo, on 22 September 2012 - 02:23 AM, said:
Note that you can also load a mission via the consola via:
map MAPNAMEHERE
Replace MAPNAMEHERE with the map name, e.g. "training_mission" (w/o quotes) or "test/window.map".
If you look into quick checks, you can also put the same command into a file called autocommands.cfg in your darkmod folder, everytime you launch TDM, it will execute the commands in there after loading the menu. Adding a "quit" as secone line would load the mission, then immidiately quit.
(If you want to get rid of that later, delete the file)
"Remember: If the game lets you do it, it's not cheating." -- Xarax
#16
Posted 22 September 2012 - 01:55 PM
Tels, on 22 September 2012 - 02:36 AM, said:
map MAPNAMEHERE
Replace MAPNAMEHERE with the map name, e.g. "training_mission" (w/o quotes) or "test/window.map".
If you look into quick checks, you can also put the same command into a file called autocommands.cfg in your darkmod folder, everytime you launch TDM, it will execute the commands in there after loading the menu. Adding a "quit" as secone line would load the mission, then immidiately quit.
(If you want to get rid of that later, delete the file)
Thanks a lot! That did the trick. I can start and play any *map* with that!!!
Unfortunately I still cannot install or run any *mission*: even through currentfm.txt contains it (and it is present under fms/ directory) - there is no currently installed mission detected by "New Mission" starting screen...
Moreover even. "map MISSION" did not work - although I can list all the maps (with TAB) - no missions can be seen there.
It seems that some search locations are wrong... Do you have a list of conventions for resource search locations? Can I view them via console?
I would guess that TDM get confused by $HOME/Library/Application Support/Doom 3 even after I emptied it.
Beside that I noticed textures missing on some maps (I only tried test/tree, rain, snow maps for now).
At least once the application crashed due to DecodeOGG (there was a failed assert in sound/snd_decoder.cpp:517).
#17
Posted 22 September 2012 - 02:09 PM
greebo, on 22 September 2012 - 02:23 AM, said:
Just as described at http://stackoverflow...in-32-bit-build
greebo, on 22 September 2012 - 02:23 AM, said:
Well, I got some strange things reported by "svn status" directly after checkout, e.g. In guis/readables/:
? MARBLE~3.GUI
! marble_world.gui
greebo, on 22 September 2012 - 02:23 AM, said:
Oh, I tried that without any luck - see also my previous post.
greebo, on 22 September 2012 - 02:23 AM, said:
Well, I am not quite sure about their correct locations =(
what if send them ('Doom 3.app/*' and game.dylib) to you?
#18
Posted 22 September 2012 - 04:29 PM
I bet the end users would be more interested in pure release builds while beta testers should better see more debug / assertion output.
How do you usually handle the binary distribution for testing? Do you put different builds into different SVN repositories?
#19
Posted 23 September 2012 - 12:08 AM
It's probably best to open a thread in the TDM Development forum to discuss the path issues with taaaki. There have been a few changes to the filesystem handling which should make things simpler.
#20
Posted 23 September 2012 - 02:21 PM
greebo, on 23 September 2012 - 12:08 AM, said:
Well then I am preparing a Release/i386/10.6 build now and will send it to you once I am satisfied with it (I noticed dependencies on global host libraries in what I had).
Do you think I should rather build fat binaries with PPC or support OS X variants earlier to 10.6?
Besides I am curious about where all the stuff under Doom 3.app/Contents/ should go?..
greebo, on 23 September 2012 - 12:08 AM, said:
#21
Posted 23 September 2012 - 05:44 PM
Unfortunately the build seems to be very fragile and often shuts down due to segmentation faults right before the end of mission loading :'(
Ps: curiously enough it seems that the tilde ("~") key does not trigger the console in this build...
#22
Posted 23 September 2012 - 05:58 PM
#24
Posted 23 September 2012 - 08:38 PM
#25
Posted 23 September 2012 - 09:16 PM
New Horizon, on 23 September 2012 - 08:38 PM, said:
Ps: same sources, build projects, configs and resources.
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