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malex984

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Posts posted by malex984

  1. Some notes using my sollution:

    • You don't need to download the torrent. (downloading that torrent was to slow for me)
    • An standard Mavericks installation/upgrade doesn't have gdb. (And i didn't find gdb Binaries on the internet. Only the source. Some doom 3 users advices lldb.

     

    I also never used torrent since tdm_update.macosx worked for me - just don't forget that official TDM sites provide TDM1.08 binaries for OSX at the moment (AFAIK).

     

    Running TDM under a debugger (e.g. gdb or lldb) is not necessary for playing (as it will slow down TDM) but a great thing while reporting a problem.

  2. EDIT: Okay, so I'm having trouble getting the program to run. I tried downloading the torrent texmex posted, copying over the binaries I got from mydrive.ch and just running the app. It says "Doom 3 quit unexpectedly". Then I ran it in gdb.sh (from inside the darkmod folder) where it just got stuck in a non-responsive state after which I force quit the program. You can find the output here: http://pastebin.com/t0gv9jMs

    I also tried running gdb.sh from my home folder, which produced a much shorter output: http://pastebin.com/wRELAUDG

    Am I missing something in the install process?

     

     

    please note that using /Users/USERNAME/downloads/darkmod/ is not supported yet...

    make sure to use /Users/USERNAME/Library/Application Support/Doom 3/darkmod/ for everything instead and try (cd /Users/USERNAME/Library/Application Support/Doom 3/darkmod/ && ./gdb.sh) again.

     

    also make sure that TDM can overwrite /Users/USERNAME/Library/Application Support/Doom 3/darkmod/game.dylib

     

    ps: /Users/USERNAME/downloads/darkmod/tdm_game03.pk4 should be the one from my archive (TDM servers may provide binaries for TDM1.08 at the moment)

  3. Are you able to generate patch files for review and inclusion in the tdm svn?

     

    Well, it is possible but not an easy task since some things were easier to fix in a quick and dirty way :-(

    Therefore, i would prefer to do it after testers check and confirm the status of the current beta version of my osx-port.

     

    BTW, are you aware that you have many third-party sources in your codebase that are currently ignored by Scons-scripts in favor of system-wide installed libraries on a Linux host machine? Which also implies that it will be a pain to build TDM on a 64-bit Linux machine without installing 32-bit build of some versions of some libraries...

  4. The restarts of the client to activate different FMs still doesn't work but instead crashes it and manual upstart is required.

     

    Strange... i have got no crashes on two different OSX machines running under 10.7 (recent Mac Mini) and 10.6 (old Intel Macbook Pro)...

     

    i would like to get feedback from more testers before i start digging into it.

     

    ps: in case of a reproducible problem, please also report the output from gdb.sh after switching to debug binaries (both links).

  5. Nice work. Given your feedback above, is there anything I can do from a path perspective that will make this just a simple case of having someone with a Mac to compile the binaries or is it already like that?

     

    Anybody with a Mac should be able to build binaries starting with the sources from my repo.

  6. Hmm, thx! I have completely forgotten about

    +set fs_basepath "$HOME/Library/Application Support/Doom 3/darkmod"
    

    and assumed it to be the default setting :(

     

    With this setting i get pretty good console output (via ssh connection). I will have to test it on my testing machine.

     

    ps: preliminary fixes are in my bitbucket repo.

    • Like 1
  7. It appears to be using a search path for 'Doom 3', shouldn't it be searching in 'darkmod'?

     

    I will check.

    Although, it may be the base path where D3 looks for game directories (e.g. base/ AND darkmod/ ).

    besides, i would expect 'not found' error message in case of such a problem...

     

    ps: for reference TDM1.08 starts with the following output:

     

    TDM 1.08 #0 MacOSX-universal Dec  8 2012 18:15:55
    loopback
    IP: ...
    NetMask: 255.255.0.0
    Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV
    doom using MMX & SSE & SSE2 & SSE3 for SIMD processing.
    enabled Flush-To-Zero mode
    enabled Denormals-Are-Zero mode
    ------ Initializing File System ------
    Current search path:
     $HOME/Library/Application Support/Doom 3/darkmod
     .../Library/Application Support/Doom 3/darkmod/tdm_textures_wood01.pk4 (293 files)
     .../Library/Application Support/Doom 3/darkmod/...
     .../Library/Application Support/Doom 3/base
     .../Library/Application Support/Doom 3/base/pak008.pk4 (3 files)
     .../Library/Application Support/Doom 3/base/...
    File System Initialized.
    --------------------------------------
    ----- Initializing Decls -----
    

  8. Hi guys,

     

    i managed to build the core executable :-)

     

    Unfortunately it is useless as it is now since it only outputs the following (while showing the starting TDM graphics):

     

     

    TDM 2.00 #0 MacOSX-universal Oct 29 2013 06:28:00																						   
    loopback																																	
    IP: ...
    NetMask: 255.255.255.0																													  
    IP: ...
    NetMask: 255.255.255.0																													  
    IP: ...
    NetMask: 255.255.255.0																													  
    Found Intel CPU with Hyper-Threading enabled, features: MMX SSE SSE2 SSE3 CMOV															  
    tdm using MMX & SSE for SIMD processing.																									
    enabled Flush-To-Zero mode																												  
    enabled Denormals-Are-Zero mode																											 
    ------ Initializing File System ------																									  
    Current search path:																														
     $HOME/Library/Application Support/Doom 3/																						 
    File System Initialized.																													
    --------------------------------------																									  
    
    
    
    Unknown command 'vid_restart'																											   
    
    
    
    idRenderSystem::Shutdown()																												  
    ----- Shutting down GL -----																												
    FIXME: Sys_FadeScreen																													   
    FIXME: Sys_UnfadeScreens																													
    ----- Done shutting down GL -----																										   
    I18NLocal: Shutdown.																														
    Sys_Error: Couldn't load default.cfg																										
    About to exit with code 1																												   
    
    Program exited with code 01.																												
    No stack.		 
    

     

     

    Any ideas how to dig it out ASAP?

  9. I think I will try and preserve the PPC stuff, I actually made the endian handling a bit more robust... I wont be testing it however as I don't have any PPC hardware (Hard to get Effika etc locally, I have looked :))

     

    Started doing the porting again, its just slow and boring, specially since its the second time I'm doing this. So timeline is a bit 'when it gets there'.

     

     

    It is good to hear that you are also working on a TDM port for Mac OS X.

    What is you progress so far?

    Do you publish your changes?

  10. Ok. I tried to use the present scons build system and managed to produce libgame.dylib after fixing some issues (sorry, not yet pushed to the repo) :-)

     

    Why, i wonder, ONLY x86 bit cpu architecture is supported and 32 bit host machine is assumed during the build process?

    Does this mean that there will be no 64 bit build of TDM?

     

    Further on, what is the point of GLimp? GL-logging?

    • Like 1
  11. My git repo (https://bitbucket.org/malex984/tdm/) is a bit out of date right now but i will update it soon.

    This repo is private but i can invite any bitbucket user as a collaborator - please register and let me know your nickname there.

     

    ps:

    Alternatively, i could make this repo. public, but i am not sure about the current policy of the TDM core team with respect to the mirroring of the official SVN repo.

    Please let me know if it would be Ok?!

    Besides, as i was out of touch for quite a while - what about an official git mirror for TDM?

  12. For the next 'major' release I plan to have us moved over to cmake/sdl, which will remove a lot of the work/effort on the OSX side of things, I will need people to test it. But yeah, I do plan on trying to make the OSX side a lot more pleasant to build :)

     

    I had a hard time dealing with BOTH scons and xcode projects when i was adapting TDM 1.8 for OSX :(

    For me a build system with cmake would be very handy :)

    What is its state right now?

  13. TODOs i am thinking about:

    * make a git repository with official sources (exists already) and fixed sources for OSX (not yet),

    * produce instructions on creating working setup and building binaries

     

     

    Besides, I will likely refrain from producing binaries for everybody (there will be source updates only).

    Therefore please get and install XCode (preferably the latest available for your OSX) if you want to help or test.

     

    Any comments?

  14. here it goes: http://ftp.thedarkmo...OSX10_6_i386.7z

     

    edit:

    Oh, well... OSX10_6_i386.7z can now be found on http://www.mydrive.ch (login: "darkmod@malex984", Password: "darkmod").

     

    unpack it into your "$HOME/Library/Application Support/Doom 3/",

    update TDM (for instance using tdm_update.macosx),

    copy over the contents of darkmod/debug/ or darkmod/release/ into "$HOME/Library/Application Support/Doom 3/darkmod"

     

    now you should have the required layout:

     

    ~/Library/Application Support/Doom 3/darkmod:
     TDM.app/
     tdm_game03.pk4
     currentfm.txt  
     gdb.sh	// just for convenience of running gdb upon TDM.app
     tdm_update.macosx
     fms/...
    
    ~/Library/Application Support/Doom 3/base:   // (recommended)
     pak00*.pk4

     

    Openning 'gdb.sh' in Terminal.app will run TDM.app under GNU debugger (also works with release binaries but with less details)

     

    ps: it is quite a miracle that i managed to produce somewhat playable (at least on 'outpost' fms) binaries since i believe now that my Unix approach was wrong since D3 appears to use Windows approach to dynamic linking :(

    Therefore, it would be great if someone runs and manages to start playing, but be wary that these binaries are VERY unstable and crashes are to be expected :-)

     

    pss: does anybody have a good idea about the communication between D3 and game? shared global data? dynamic linking of game?

  15. I can test this if you like, just pm me the details. I'm on 10.8.

     

    thanks! I will prepare builds together with some instructions on assumed layout and post everything in the initial thread http://forums.thedarkmod.com/topic/14106-building-under-mac-os-x, ok?

     

    ps: i'll build using 10.6 frameworks hoping that OSX 10.8 is backward compatible with 10.6...

     

    besides, do you think that you might consider running debug build of TDM under GNU debugger (gdb) in order to provide its backtrace output as feedback for any occurred faults? (this will simply amount to running a shell script instead of opening an application)

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