PlaneShift
Support => Mac OSX Specific Issues => Topic started by: dfryer on February 09, 2007, 05:48:07 pm
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I'm wondering if there are any Intel Mac users out there with either experience building CS & Planeshift or with general development experience, as I'd like to be able to create intel binaries as well. For various reasons building universal binaries on my Mac is infeasible.
Thanks,
Daniel
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Good day to you dfryer;
I was going to send you a private message (once I had posted enough in the forum to be allowed to send PMs) that I am interested in helping out with the project if possible. I have some development experience but am no expert. I would be willing to help you out with the Intel binaries as much as I can.
Have a great day.
Shadallark
Running Mac OSX 10.4.8 on a MacBookPro Intel Core Duo 2GHz machine with 2 GB of RAM.
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I have some development experience myself, though I might get a little lost at times coming from the linux world originally. I would be willing to offer any help I can to develop an Intel binary.
Michael
Mac OS X 10.4.6 MacBook Pro 2.16Ghz Intel Core Duo 1GB of RAM
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Thanks for volunteering so promptly. In the next couple of days I'll try to post some instructions, or you can see if I'm around on the #planeshift-build irc channel on irc.freenode.net
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Hey there dfryer;
sounds good to me (getting instructions so that I am not heading in the wrong direction). I used CVS and got the source code yesterday and will start looking at it later this week.
Have a great day!
Shadallark
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The basic procedure is to follow the mac or linux build guides (using Fink to get the dependencies or DarwinPorts if you're stubborn). However I would like to statically-link in all the CS & CEL plugins to keep the build size down. To do this, when you build CrystalSpace, "jam libs staticplugins cs-config" instead of "jam libs plugins cs-config". This might fail if some other stuff fails to build, but it should be possible to get around this by editing mentions of the failed plugin out of ./out/macosx86/optimize/libs/crystalspace_static.jam and retrying. If there are many failures then something else is probably broken.
Do the same for CEL, and when it comes time to build planeshift, jam client_static. PM me or speak with me on IRC if you're having trouble or questions.
Thanks!
Daniel
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Good day to you dfryer;
Sorry for the delay in responding. I have fink now and will attempt to start the process this weekend. I had used cvs to get the source last weekend but will do it using fink this weekend and get started on the compilation.
Have a great day!
Shadallark
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Nono. Fink is used to get the dependencies (sound libraries, graphic libraries, etc that CrystalSpace needs), not the source. Get the source from CVS (the cvs commandline tools is really good for this). You need CrystalSpace, CEL, and then Planeshift. And then you need to compile all of them with the static linking parameter (which is not mentioned in the build guides, I don't believe). I suggest you talk to dfryer on IRC before you actually start the compiling, as it takes a looooong time, and you want to make sure you get it right. ;)
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I would also be very honored to help in any fashion. I use both a G5 iMac (2 GHz), as well as an x86 MacBook Pro (2.16 GHz), with Xcode 2.4.1 on both. I have already had some success with building CS on the laptop and have played with walktest. I would also be more than willing to set up a Mac with 10.4.8 and Xcode 2.4.1, which could then be accessed via FTP, SSH, and Remote Desktop for any of the developers.
My email address is in my profile and that is the best way to get in touch with me. Many thanks for such a great game.
Martin
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If you guys manage to pull this off, you will make lots of us VERY happy!
Good luck - if I understood any of the above I would help - but I will leave it to the experts!
Arka
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We'll get there. I have a working pssetup.app, and updater.app. Unfortunately I still have some issues with getting psclient.app to compile cleanly. :(
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I thought I'd point all the seasoned builders to here: http://hydlaa.com/smf/index.php?topic=27931.0 (http://hydlaa.com/smf/index.php?topic=27931.0). We will soon be adding instructions for creating the static redistributable binary as well so stay tuned! :)
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Again, still looking for someone who is frequently around and able to build on an intel mac!
Thanks,
Daniel
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Again, still looking for someone who is frequently around and able to build on an intel mac!
Thanks,
Daniel
I can make myself available ;)
I'm an old school Linux/BSD guy. AND I have some experience with building apps from source on OS X via direct download, fink, svn, etc.
I'd be more than happy to help.
Reply, PM or email me.
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dfryer ... I am available almost every day, but always available Monday through Friday between 8 am and 5 pm central time. I have both G5 and Intel computers and will gladly assist in any way I can. Please feel free to PM me, email (admin@minoguetech.com), ICQ (40761922), or MSN (admin@minoguetech.com).
I love everything about Planeshift (well ... except for the Rogue's that come out of nowhere and kill my character ... lol) and would love to contribute.
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Any news? We want UB version :-P
Good work guys.
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We'll get there. I have a working pssetup.app, and updater.app. Unfortunately I still have some issues with getting psclient.app to compile cleanly. :(
Hey there Birk, how is this progressing? Any way that I can help?
Shadallark
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Intel binaries seens to work nicely for the .018 client. I am unable to get sound working on my MacBook, though. However, for the time being, this is a small prize to pay I think. I am not sure if it is worth making them available for download. However, I am hoping that we can do something for the .019 client. Only time will tell if it will become a reality. ;)
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Greetings one and all!
I have been working my way through the static build guide available on Induane's website but have run into a glitch when attempting one of the larger linking lines. Has anyone managed to follow all the way through the guide and get it all to compile correctly? If so, and if you have time in the next few weeks maybe you could give me some help!
Thanks in advance.
Shadallark
P.S. Here is where I am at:
I get to the point on the page where we are applying the patch to CEL and the page says: Yes, this next command should be very long.
When I copy and paste that command and try to run it I get the error:
/usr/bin/ld: can't locate file for: -lpng12
collect2: ld returned 1 exit status
If I remove the -lpng12 from the command and run it I get a similar error but this time for -lcal3d.
Do you have any ideas what I might be doing wrong to get these errors?
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I tailored the linker command for a particular installation. If you happened to place the png-libs somewhere else, installed a different version, or failed to install them, then it will not work. Linking of the static libraries fails due to a weakness in the build system of CS. You can start with the offending linker statement that jam prints out for you, and edit that to fit your installation.
However, if you care to test an alternate solution -- which will be included in the build guide when it is updated for the next client, then you can try to issue the following command in the directory where you compile CS:
sed 's/ -framework / -Wl,-framework,/g' out/macosxx86/optimize/libs/crystalspace_staticplugins.jam >tmp.txt && cp tmp.txt out/macosxx86/optimize/libs/crystalspace_staticplugins.jam
with the obvious modification of "optimize" to "debug" if you are building with debug information.
As a test, you can then try to compile celtst_static. That displays the same linker problems as PS does. Hence, if you successfully can build that one, then you should also be able to build static PS. Note that with this solution you should *disregard* the tailored linker statements in the mac build guide. This is still a work-around, but a much cleaner one than my previous attempt. ;)
-Trymm.
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Anybody succeeded yet?
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Greetings;
Nope, no luck yet! Going to go back and try it once again from the start using the exact same directory structure as is listed in the document.
Shadallark
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Anybody succeeded yet?
Yes. PS compiles and runs nicely on intel-based macs. Both the current client (.018) and the next client (.019) work fine -- with the exception of sound.
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Can you please share the binaries? Or post your ./configure outputs so i can have a look what prerequisites i am missing?
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Unofficial 0.3.018 binaries for intel-based mac:
http://www.faramann.byethost18.com/
You may experience problems, as these binaries have not been tested on any other system but my own MacBook. :) If you try them and find problems, please do NOT spam the forum, but let me know about it so that I can improve the build process.
Edit: The client has now been updated for 0.3.019.
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Ok, the binary didn't work at first. But i checked the output via terminal
( run /Applications/Planeshift/psclientTV.app/Contents/MacOS/psclient_static in your terminal). So it said it couldn't find Cg.framework. Well, solution: DOWNLAOD IT! xD
Link: http://www.nvidia.com/object/cg_toolkit.html#downloads
Next up, it said that libvorbis was found missing, so with a little help from my 'port' application (http://finkproject.org/) i installed libvorbis and vorbis-tools . (sudo port install libvorbis vorbis-tools).
I forgot to say that psclient_static searches for its libs in /sw/lib , but it wasnt there on my system. So i made a symlink from /opt/local/lib to /sw/lib.
New binary, so problems should be fixed.
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Thanks tuxx, for pointing this out to me. The depencency issues should now be resolved. Furthermore, I included configuration files which disables texture compression. Texture compression is known to cause problems on some intel-mac machines.