Author Topic: intel mac  (Read 1770 times)

darkphoenix939

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intel mac
« on: April 11, 2006, 03:55:34 am »
i am running an intel mac mini. none of the files can be ran. i did the updat.jar because i read in the forum that the new binaries where going to be avialable soon a couple weeks ago .
http://planeshift.oodlz.com/wbboard/thread.php?threadid=22777&boardid=32&styleid=3&sid=a4cb4646e53fe49c39e694d0cd9c021e
so i did the update everything ran fine but when i tried to run it i got this error when running psclient from the command line
jassser-cerdas-computer:/Applications/Planeshift3D jasssercerda$ ./psclient.app/Contents/MacOS/psclient
SCF_WARNING: class crystalspace.collisiondetection.opcode (from /Applications/Planeshift3D/psclient.app/Contents/Resources/opcode.csplugin) has already been registered in the same context `app\' (in /Applications/Planeshift3D/psclient.app/Contents/Resources/csopcode.csplugin)
Crystal Space for MacOS/X 0.99 r0 [MacOS/X-powerpc-GCC]
Ported to MacOS/X by Eric Sunshine

DEBUG: Sound System: Software Renderer Initializing..
DEBUG: Sound System: Configured for driver [crystalspace.sndsys.software.driver.coreaudio]
Sound System: CoreAudio driver for software sound renderer initialized.
Bus error

and when running pssetup i get this

jassser-cerdas-computer:/Applications/Planeshift3D jasssercerda$ ./pssetup.app/Contents/MacOS/pssetup
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.font.server.default\'
WARNING: could not load plugin \'crystalspace.utilities.reporter\'
WARNING: could not load plugin \'crystalspace.utilities.stdrep\'
NOTIFY: MacOS/X 2D OpenGL driver for Crystal Space 0.99 r0
Written by Matt Reda
ERROR: Unexpected token \'conditions\'!
[node: gldriverdb,rules,rule,conditions,conditions]
NOTIFY: OpenGL renderer: Intel GMA 950 OpenGL Engine (vendor: Intel Inc.) version 1.2 APPLE-1.4.26
NOTIFY: Using windowed mode at resolution 600x400.
NOTIFY: Pixel format: Color: 0 Alpha: 0 Depth: 0 Stencil: 0 AccumColor: 0 AccumAlpha: 0 MultiSamples: 0
WARNING! Crystal Space performs better in 24 or 32 bit display mode!
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting),?Include /shader/snippets/cg-base.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting),?Include /shader/lighting/cg-light-classic.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting),?Include /shader/surface/cg-surface-classic.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting),?Include /shader/fog/cg-sectorfog.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting),technique(priority=150),?Include /shader/snippets/std_lighting-pass.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting_fixed),technique(priority=200),pass,?Include snippets/fog-mappings.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting_fixed),technique(priority=200),pass,vp,fixedvp,?Include snippets/fog-fvp.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting_fixed),technique(priority=200),pass,fp,fixedfp,?Include snippets/fog-ffp.inc ?]
ERROR: Unknown command \'Include\'
[node: shader(name=std_lighting_fixed),technique(priority=50),?Include snippets/fog-pass.inc ?]
WARNING: could not load plugin \'crystalspace.renderloop.step.generic.type\'
Failed to load plugin crystalspace.renderloop.step.generic.type; pandemonium will ensue.
Mounting skin: /planeshift/art/apps.zip
Skipping \'YesNo\' because it\'s already loaded
Bus error

Cha0s

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« Reply #1 on: April 11, 2006, 05:10:05 am »
Updates aren\'t in the repository... yet. And I\'ll need to release my latest Updater.jar when they are. Wait till we tell you something! iLock.
Cha0s
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dfryer

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« Reply #2 on: April 11, 2006, 07:26:26 am »
In any case, running Planeshift via Rosetta may or may not be an enjoyable experience.  We have not yet figured out how to produce universal binaries of the Intel macs.  That said, Planeshift should run under emulation but it remains to be seen how effective that is.

Thanks,
Daniel.
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darkphoenix939

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Re: intel mac
« Reply #3 on: May 26, 2006, 07:20:37 pm »
well i dont know what you used to compile but if you use gcc you can add the --arch i396 and -arch ppc flags to it and it wil make a universal binary you can pass multiple arch flags ppc64 also works. but yea i just installed linux on this mini and i am loving it got 3d accleration to work and i am downloading planeshift right now :D wish me luck
« Last Edit: May 26, 2006, 07:26:02 pm by Karyuu »

ThomPhoenix

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Re: intel mac
« Reply #4 on: May 26, 2006, 07:34:56 pm »
Alternatively you can use Apple's bootcamp to run Windows XP native on your intel-mac. http://www.apple.com/macosx/bootcamp/
« Last Edit: May 26, 2006, 07:52:30 pm by ThomPhoenix »
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narita

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Re:
« Reply #5 on: May 29, 2006, 11:59:39 am »
We have not yet figured out how to produce universal binaries of the Intel macs.

I don't know if you have now, but here is some ressouces from  Apple's site:
http://developer.apple.com/opensource/buildingopensourceuniversal.html

Arka

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Re: intel mac
« Reply #6 on: June 02, 2006, 04:31:02 pm »
PS works fine on my Intel iMac, under Rosetta

:D

Arka

Aznakh

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Re: intel mac
« Reply #7 on: June 05, 2006, 03:43:20 am »
I think the problem might be also that there is no universal binary of Crystalspace.  ??? Arka, what intelmac you have ? And did you do anything specific to install/update PS ? ::)

Arka

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Re: intel mac
« Reply #8 on: June 15, 2006, 07:42:29 pm »
Machine Name:   iMac
  Machine Model:   iMac4,1
  CPU Type:   Intel Core Duo
  Number Of Cores:   2
  CPU Speed:   1.83 GHz
  L2 Cache (shared):   2 MB
  Memory:   1.5 GB
  Bus Speed:   667 MHz

Nothing special - just followed the normal process for installing (from scratch)

Arka :)

DaveG

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Re: intel mac
« Reply #9 on: June 15, 2006, 09:26:43 pm »
Has anyone tried running the 32-bit Linux distro on an Intel Mac?  Seeing as we're basically just talking about a *nix box with a fancy GUI, now.  (though, I don't know if that works on other Unix systems)

My guess is we'll eventually need a dual installer that caries both x86 and ppc binaries, and installs the right one.
« Last Edit: June 15, 2006, 09:28:28 pm by DaveG »

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dgm

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Re: intel mac
« Reply #10 on: June 15, 2006, 09:46:31 pm »
I have the client, the updater, and pssetup running natively on my Intel mac. So far, no problems. Seems to run perfectly. I just downloaded the sources, fixed a few erroneous optimization flags (thanks to dfryer for spotting those!), and compiled it from scratch. It's not a *universal* binary, but its a binary that runs natively on an Intel mac...
« Last Edit: June 15, 2006, 09:51:14 pm by dgm »

DaveG

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Re: intel mac
« Reply #11 on: June 15, 2006, 10:24:06 pm »
Yes, compiling yourself is by far the most reliable way to get things working best.  Though, obviously not practical for the bulk of users.  ;)

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jos

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Re: intel mac
« Reply #12 on: June 16, 2006, 03:07:12 pm »
I'm also trying to get this running on an Intel Mac, but running into trouble.  To aggrevate the problems, I'm a Mac-noob as well (this is my first Mac ever, bought it a week ago), though I do have some Linux experience.

Downloaded the installer, tried a few things :
*run psclient (ie without doing a setup first) : Crystalspace complains about running better in 24 and 32 bit mode, and it cant find audio.  A PS screen opens, I can enter my username and password, but then it segfaults.  crash happened when doing stuff with AppleIntelGMA950GLDriver
*In between this, I found this thread, so I tried to compile the whole lot myself, but couldn't manage to compile Crystalspace
*run pssetup : cant find lots of crystalspace plugins but continues, segfaults, also when doing stuff with AppleIntelGMA950GLDriver

Any suggestions or helpful links?

Finally got Crystalspace installed, but apperently their stable version isnt recent enough, so I'm currently getting the most recent version from svn (after struggling for a while with the most recent CVS version which had errors)

During the compilation of PS, there were some errors :
*there are 2 files (in different directories) that are called pscal3dcallback.h that have 2 classes that derive from a cal3d class.  They do not override a pure virtual function in their base class, so I added this, which stopped the compiler from complaining :
void AnimationUpdate(float anim_time,CalModel *model) {};
void AnimationComplete(CalModel *model) {};

*the second problem seems more serious :
The method psEffectObjText::CalcTextureCoords() uses some undeclared stuff, so I just commented away its entire body...

After that, PS compiled completely, but when I tried to run, I got a Bus Error in psLocalization::FileExists

I think I'll stop messing with stuff I dont completely understand yet, and wait for some feedback from you guys
I'ld really appreciate some help here :)
« Last Edit: June 17, 2006, 01:21:14 am by jos »

DaveG

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Re: intel mac
« Reply #13 on: June 17, 2006, 05:18:12 pm »
You need to use the versions you're told to.  Go read the build guide, and take a look at the first section.  It has the CS and CEL SVN revisions that will work with latest PS, and also has a set that with a PS date that should work on Laanx.  The CalcTextureCoords() one is due to an incompatability of latest CS with latest PS, at this time.  The cal3d stuff... did you install/build the latest version of cal3d?

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jos

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Re: intel mac
« Reply #14 on: June 17, 2006, 05:39:33 pm »
Ah, hadn't seen that page yet, I will try those versions, but other stuff came up too :

I tried running 'walktest', a testapplication that was also installed with crystalspace, and that also gave the Segfault regarding AppleIntelGMA950GLDriver.  This is a CS issue, not a PS issue, so the earlier version of CS probably wont help much for this specific issue.

I used the auto-generated compilation options, except for removing '-march=i586' to get around the error 'operands given don't match any known 386 instruction'.  I'm assuming this is what was meant with the erroneous optimization flags a few posts back, but is there more I should change?

Thanks for your time.


EDIT : looking at the page a bit more closely, I noticed the bit about nVidia.  The page says I need 1.4, but the closest I can find is 1.4.1, I'm assuming thats OK since the nvidia page says that there is no need to recompile when moving from 1.2 or 1.3 to 1.4.1?
« Last Edit: June 17, 2006, 06:10:23 pm by jos »