PlaneShift

Support => Mac OSX Specific Issues => Topic started by: sigma on February 22, 2005, 01:38:29 am

Title: OSX users out of luck?
Post by: sigma on February 22, 2005, 01:38:29 am
Seems to me the osx distrobution is the only one to not have been updated. Either that, or the updater \"Updater.jar\" isn\'t working properly.. as well I\'m getting an error with \"loading the xml file\" in the actual updater, which is why I\'m even using the java applet. Don\'t really know where this post is going, but yeah. This bites. Anyone got an ETA on when mac users will get to come back?
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Post by: acraig on February 22, 2005, 01:43:46 am
I\'m sure dfryer is on top of it and should be available soon.
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Post by: buddha on February 22, 2005, 02:07:18 am
The post to follow is CB Problems/bugs >> Mac OSX package
Title: OSX
Post by: Tharizdun on February 22, 2005, 08:32:22 am
I guess OSX is unixy enough under the hood that standard unix ways of installing planeshift ( essentially identical to linux, freebsd and solaris ) should work properly..

I have heard that \'fink\' lets you download and install opensource stuff, so if you install the fundamentals like the GNU development toolchain ( gcc, binutils, make, libtool, automake/conf, m4, etc ) and then the software reqirements of planeshift and friends ( cvs, curl, jam and so on ), you should be able to build from CVS sourcecode just like any other unix, in theory.

In practice this might not be so easy, but its an option that will give you a 100% up-to-date client ( or a client that is more up to date than the server, which can be a problem ) at all times.
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Post by: sigma on February 22, 2005, 10:19:35 am
See, I\'d do that, but there\'s a few problems. One, linux uses the ELF executable format, whereas OSX uses the Mach-O executable format. Since planeshift for linux comes packaged as an ELF executable binary, the short and sweet is it won\'t run. And two, there\'s no fink port of planeshift, although it would be nice, since developers there would probably give it a lot more attention.
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Post by: Tharizdun on February 22, 2005, 11:04:24 am
Doesnt gcc for MacOSX produce executables in whatever form the OS uses? I dont see linux binary incompatibility being an issue because you wont need or use linux binaries.

Not a MacOSX user so cant really comment on fink. How hard is it to build fink packages ?
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Post by: Juke on February 22, 2005, 04:45:42 pm
Seems I\'m in the same case.
With the official updater, I have an error message \"Couldn\'t load downloaded register!\"
\"Updater.jar\" seems to be working, but when it finished and I try play, the server says that I have not the correct version...

What can I do?
Thanx!
Title: Building PlaneShift for Mac OS X
Post by: Nevyn on February 22, 2005, 07:24:54 pm
The \'Linux way\' and the \'Mac way\' of building seem to be different. Here\'s some links:

This one has detailed instructions for _building_ PS. Not for the fainthearted.
http://www.planeshift3d.com/wbboard/thread.php?threadid=12802&boardid=23&styleid=3&sid=221a1f9866326c5c7f9bf653494b6e20

This one has instructions for installing and updating the 3.006 package... which doesn\'t help right now since the server is on version 3.007. Don\'t post your problems here - it\'s just a list of solutions. See the fourth thread for where to post \'It doesn\'t work for me\'.
http://www.planeshift3d.com/wbboard/thread.php?threadid=14416&boardid=33&sid=221a1f9866326c5c7f9bf653494b6e20

This is where a new Mac Package should appear when ready.
http://www.planeshift.it/download.html

This thread is sticked and covers the \'Mac OS X Package\'. This is the ongoing _discussion_ thread.
http://www.planeshift3d.com/wbboard/thread.php?threadid=13164&boardid=33&sid=221a1f9866326c5c7f9bf653494b6e20&page=1
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Post by: dfryer on February 22, 2005, 08:03:42 pm
Because of practical considerations (i.e. suddenly remembering school deadlines) I\'ve been delayed in getting a set of tested Mac binaries uploaded.  I think I even have a working version compiled; all that remains is to package and upload.

Thanks,
Daniel
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Post by: buddha on February 22, 2005, 11:10:56 pm
DFryer you torture us so!  You have a working copy?  I\'m breaking into your house tonight...
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Post by: watanbe88 on February 24, 2005, 06:55:34 am
New here, but willing to help out.  I am a CS major in college and love software and rpgs so I am open to helping out.  I have an iBook G4 w/ 512mb ram.
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Post by: dfryer on February 24, 2005, 07:29:48 am
You will need to be able to build cal3d, Crystal Space, and Planeshift, all mostly-current cvs versions.  Then, you must understand the magic mojo that makes it all work :)

If you have any questions, feel free to PM or email me through the forums.
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Post by: Nevyn on February 25, 2005, 01:48:28 am
Success!

I went back to Chaos\'s method, and I\'ve gotten in on 3.007. Using his numbering:

1) Used the same 3.006 disk image. (Which I didn\'t need to redownload since I kept a copy.)
2) Is irrelevant I think. Both of the vfs.cfg files Chaos points to are IDENTICAL (although they are in different spots.) The vfs.cfg file that comes in the 3.006 disk image is now identical OTHER THAN WHITESPACE. Regardless, I used the cvs version.

3) Swap \"xmlread\" to \"tinyxml\" in psupdater.cfg, check.
Switch directory into PlaneShift folder:
cd ~/Desktop/PS/
Set permissions on the updater:
chmod 755 \"./updater.app/Contents/MacOS/updater\"
Run the updater:
\"./updater.app/Contents/MacOS/updater\"

-- And the updater ran to completion successfully. (I\'d done the same thing previously and had I fail, who knows why.) The updater seems to default to \'localhost\' which is obviously bogus, I clicked \'check server\' and it let me switch which server to check.
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Post by: Juke on February 25, 2005, 10:59:20 am
Well... I tried that and:

Crystal Space for MacOS/X 0.99 r0 [MacOS/X-powerpc-GCC]
Ported to MacOS/X by Eric Sunshine

WARNING: could not load plugin \'crystalspace.renderloop.step.generic.type\'
Failed to load plugin crystalspace.renderloop.step.generic.type; pandemonium will ensue.
NOTIFY: MacOS/X 2D OpenGL driver for Crystal Space 0.99 r0
Written by Matt Reda
NOTIFY: Applied: Work around broken ATI point sprites
NOTIFY: OpenGL renderer: ATI Radeon 9200 OpenGL Engine (vendor: ATI Technologies Inc.) version 1.3 ATI-1.3.42
NOTIFY: Using windowed mode at resolution 640x480.
NOTIFY: Pixel format: Color: 24 Alpha: 8 Depth: 32 Stencil: 1 AccumColor: 0 AccumAlpha: 0 MultiSamples: 0
Critical files () not found (Server only)
NOTIFY: psUpdaterEngine initialized.

When I run the official updater (clicking on it), then seems that it\'s running but...
 \"Couldn\'t load downloaded register!\"
Title:
Post by: buddha on February 25, 2005, 04:52:03 pm
Juke,

THis is an odd error.  I\'ve been getting it as well.  Here\'s the way I got around it.  I\'m going into details., please don\'t be annoyed if it\'s too much.

Open terminal.  I\'m assuming you have planeshift in /Applications.

type
cd /Applications/Planeshift\\ 3D/

./updater.app/Contents/MacOS/updater

For some reason, when you launch updater this way, it downloads correctly.  I don\'t know why.  I am still having a problem loading Hydlaa and the game crashes, but at least I\'ve updated!  Best of luck.
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Post by: Juke on February 25, 2005, 11:19:24 pm
That\'s incredible...
Finally, I have updated with:
./updater.app/Contents/MacOS/updater

But now, when I try launch psclient:

Crystal Space for MacOS/X 0.99 r0 [MacOS/X-powerpc-GCC]
Ported to MacOS/X by Eric Sunshine

WARNING: could not load plugin \'crystalspace.kernel.vfs\'
Couldn\'t load VFS plugin \"crystalspace.kernel.vfs\"!
ERROR: csInitializer::SetupConfigManager failed!
Is your CRYSTAL environment variable set?

O_o
Title:
Post by: buddha on February 26, 2005, 12:16:48 am
That error has been mentioned before in the Support>> CB Bugs >> Mac OS package thread, but I don\'t remember the solution.  If you find it, post it here for the next guy.
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Post by: Cha0s on February 26, 2005, 02:34:59 am
Bad VFS file. Pick up the one in my guide. ;)
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Post by: Juke on February 26, 2005, 09:20:19 am
Ok, thanx!!!! :-)

I\'m in play, again!!!

Thanx!!!

Now, I must recover a sword... All my items are vanished... ;-)
Thanx, again.
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Post by: Halley on February 27, 2005, 03:26:55 pm
Cool..
Thank you Buddha, Finally I\'m standing on the Plaza :))
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Post by: buddha on February 28, 2005, 01:09:56 am
Damn you, Halley!  YOu are there and I am not!  My won\'t work any more!
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Post by: askkasha on February 28, 2005, 04:36:12 pm
i reinstalled updated with chaoses updater then changed xmlread to tinyxml in psupdater.cfg. than i ran the updater through terminal and then ran psclient from terminal and it works im in.
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Post by: Halley on February 28, 2005, 10:33:05 pm
I can do the same way like askkasha, but i have to change the vfs.cfg file, before updating.
As well i did all the create and copy directory stuff that CHaos wrote in the beginning his discription. But i\'ve done it once at the start and didn\'t change anything there.
I pray with you buddha and hope to see you at the plaza soon.
And don\'t be that sad, the game is quite bugged atm , so it\'s worth waiting for the next patch.
Title: Oh, crab!! :)
Post by: Juke on March 01, 2005, 07:06:55 pm
Hello, again

Yesterday, I have been playing without problems.
Today, I try to connect and appears a message: You are not running the correct version of... again!!! :-/
I can\'t understand nothing
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Post by: blackbow33 on March 01, 2005, 09:12:50 pm
You\'re not the only one; see:

http://www.planeshift3d.com/wbboard/thread.php?threadid=15133&boardid=32&styleid=3&sid=f117b6d62086aa6bcf5dff78e55ea1ed
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Post by: darthmullet on March 02, 2005, 03:07:51 pm
hey...I am really new to mac\'s and to this game and i am having problems even getting started.

from what i read, the mac version is slightly broken, there seems to be ways around it...but again, I am a Mac idiot, and don\'t yet understand what you guys are saying.  I downloaded the version on the downloads page, installed it and in the ps_install image saw a read_me file and the folder containing the game files.  Am i correct in assuming that the ps_client file, in the folder, is similar to a pc\'s .exe file?  and if so, that is where I am having a problem, when i click on it, it pauses and then crashes, and unexpected quit error.  I was wondering is you guys could help out, or if I should just wait until later, when it might be fixed.

thanks
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Post by: Zerak Toman on March 02, 2005, 03:13:08 pm
The only way to get it to work that I know of is going through the giant rigamorole.  If you feel up to it you can find it here (http://www.planeshift3d.com/wbboard/thread.php?threadid=15072&boardid=32&styleid=3&sid=f8863633de796b4b2e484baf564ac96b). If not it might be a long time before they fix it.  Also as far as I know no Mac is able to get on right now due to a version update but no Mac release yet.
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Post by: Cha0s on March 02, 2005, 08:23:22 pm
If you\'re having trouble with that guide, try this one:
A Guide to Running Planeshift on Mac OS X (http://www.planeshift3d.com/wbboard/thread.php?threadid=14416&boardid=33&styleid=3&sid=66bae48da52f8f1803082a8594dc9a57&page=1#1)
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Post by: askkasha on March 02, 2005, 09:32:26 pm
and if your having trouble with that guide try this one for those of you that are lost on all the programming jargon ive updated my simple walkthrough to reflect the current situation. here it is http://www.planeshift3d.com/wbboard/thread.php?threadid=13164&boardid=33&styleid=3&sid=a35f182ea6aae4755c6f4f16aaaccba0&page=15#293
Title: Having Trouble also
Post by: Yaskina on March 02, 2005, 10:55:12 pm
Just want say hello to everyone! And a thumbs up to all the fellow Mac addicts like myself. I consider myself to be a expert graphics person and i am currently considering joining the team. The real bonus for me is i am avid player of EQ on MAC and PS2. I have seen the mistakes in general game play balance. I also have seen many mistakes in programming that affected game play. And for years have been wishing that some company would work towards building a game that considered balance in all aspects of its body of work. In fact my biggest wishes was that Apple it self would create a game of this nature ( which i know wont happen but i like to dream ) as i know it would come out perfect and game play would be at its best. But i see the potential of many fans and experts coming together in this project to create a game where devs listen to its users instead of overpaid team leaders that do not have a clue about gaming.

I have very strong opinions about what a game of this nature should be and feel like. I am going to refrain from over posting on my first post as i can not even try the game at this point. But one of the largest mistakes i personally feel almost every game has made is over complicating the game in almost every aspect. \"Keep its simple stupid\" i think would be a great rule to live by in the dev of this type of game. Now for you people that say \"wait a game like this needs to be complicated to keep people interested\" this is not really what i mean. A game can be complex yet easy and fun to use and still provide many levels of complexity with out sinking the ship. I could go into deeper details regarding many examples of this but im sure if you have played any of the current games of this nature that charge money you will know they go out of there way to make things complicated. Which is not needed and is complete overkill also adds alot to programing and in many cases game performace.

Well anyway im hoping to try this game out when the mac version is updated. I will post more after i give it a shot.
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Post by: buddha on March 02, 2005, 11:29:08 pm
Welcome Yaskina,

I also have a lot of opinions.  You should check out the General Discussion Forums.

Also, if you are a graphics expert, you can probably help out with the team, as a few of us are convinced they are sending too much data back and forth, slowing everyone down.
Title: Its is very possible
Post by: Yaskina on March 03, 2005, 12:40:23 am
I may be able to do so. One of the things i see that can be a problem in allot of games is zero balance in consideration to the optimization of I/O. Many of the people that do the programming or graphics for these games are working on systems that very powerful and do not consider Moderation when adding to the game. I can even give examples of this where a level playing flied was in effect and really ruined the game to a point where game play was killed. Socom 1 to Socom 2 on the PS2. Socom 2 is junk and game play is garbage when compared to Socom 1. The reason this happened is dev team squeezed every last once of power they could out of this system in the name of better graphics and more options. Pushing it to far only only takes away from great game play. And i personally would enjoy a game with great game play over bloat ware graphics that choke systems.

I have also looked at this games files and see that they use and audio format that i personally feel use allot of cpu power to play the sound due to its format. I think that a larger file size or non compressed format would be a much better to use and less strain on the system running the game. I would rather take up more space on my drive than choke system with audio that needs allot of cpu time.

As for graphics i can tell you my current system is borderline in power. But yes textures and many aspects of 3D meshes/models etc. Can be very wasteful and  even cripple even powerful systems. With very little gain in the visual experience or quality. I do not know much yet about the game dev standards that they are using but I am digging to try to find out.

I also noticed that the Ping times to the severs are very very very bad, this can create major problems in game play. You see that in order for your game to work well you need to get information from the server regarding whats going on in the world around you as fast as possible. If the server is overloaded or bandwidth challenged it will also make it appear as though you  dont have enough cpu/memory/video power to play the game.

I also know a little bit about database design and know that these games are database driven. A database is the heart and soul of what makes these games work and i know enough that if the design and implementation of this system is not up to snuff from the very very very beginning ( even before the game engine or code is written ) The system using the database will be riddled with problems for its entire life.

well my second download just finished and Imo off to give it a try!
Title:
Post by: dfryer on March 04, 2005, 07:58:50 pm
Won\'t work, if you\'re using a mac.  Gotta wait until I put up a version compatible with the current server.
Title: Ok im waiting for the update!
Post by: Yaskina on March 04, 2005, 11:11:44 pm
Well it would appear you are right, i have tried 2 different versions and No go. Server says i can not connect with the version i have. Someone should remove the download from the mac option and place a HTML notice instead. This way people wont waste an internet connection trying to download 300 megs of old data.  I downloaded it 2 times once for an .05 and .06 version. Kinda a waste of time and internet resourses for the provider.

Do me a favour and place a post reply here when the Mac system is updated and up and running. I have email notification on.

thanks
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Post by: sigma on March 05, 2005, 06:25:37 am
or they could just stop procrastinating and put up a working version already...
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Post by: Mofy on March 05, 2005, 01:07:42 pm
in a word:

Alpha
it\'s the build before beta,,,


in two words:
Free MMORPG

Hey you are so getting what you pay for


in three words:
One Man Team

You know c++, you wanna help? You try going to college, being a newlywed, and porting a game to a group of (umpatient? Ungreateful?) users? Hey, for a one man team, I say he does a damn good job. I wouldn\'t call it procrastinating I woud call it a damn good effort to balence life with a HOBBY....  (open source dev)

 
in four words:
Interesting Mac online game.

Arn\'t too many going on, lets just be gratefull it\'s being developed on our platform as well.


Sorry if I am harsh, but I see this over and over, let the man do his thing.
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Post by: Dari on March 05, 2005, 01:41:50 pm
Yes, I agree with you. Dfryer does a wonderful job. A difficult job, because hundreds (maybe less) people are waiting for him. Thank you Dfryer. We\'re behind you. Be strong.
Title: plz hurry up
Post by: maxi_roxx on April 10, 2005, 10:23:37 am
yea im sure Dfryer is doing a great job but its getting reeli boring w8ing for a wroking mac version

plz Dfryer hurry up plz plz plz

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Post by: Burning Monkey on April 10, 2005, 01:21:40 pm
Ok,so what i mak out of this, is that there is another way to work out the MAC client, wich i dony understand cause i dont have the slightest clue of programming.

But also that dryfer nearly completed the mac client (he has a working copy!)
DRYFER - WE HAVE SUFFERED ENOUGH - AS SOON AS YOU FIND A GAP IN YOUR BUSY SCOOL BASED SCEDUAL PLZ TAKE THE TIME TO FINNALY MAKE THE PACKAGE AND UPLOAD IT .... PRONTO! CAPISH??!!??
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Post by: Cha0s on April 10, 2005, 02:22:03 pm
Chill everyone. And don\'t resurrect month-old threads just to beg for dfryer to hurry. We all want to play; you\'re not alone. Dfryer already gave a tentative estimate for mid-April. Even if it isn\'t out by then, there shouldn\'t be any complaining: dfryer is volunteering his time to make this thing (i.e. he doesn\'t get payed), and I think that the best thing we can do is to wait for him to finish. When the client\'s ready to be released, he\'ll release it.
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Post by: Burning Monkey on April 10, 2005, 06:15:51 pm
srry, i didnt mean to complain, i just wanted to kndly request him to finish it as soon as he can ;)