Technical support > Mac
Still no head objects in latest dev PPC build?
Mattn:
configure does not generate a makefile, the makefile already exists. configure generates config.h and makefile.local
check that git log is from today after
--- Code: ---git checkout -f
git clean -f -d
git pull --rebase
./configure
make -j 2
--- End code ---
virag0:
Hi Matt,
that did it! All my troopers now have heads properly placed in the credits and everywhere else!
Also, the save game methods now work correctly. I saved my game to a slot and it created
the appropriate label and there were no corruption error messages on the console.
Loading the game, the label text was correct and the slot loaded correctly.
I seem to have a very fast, playable version of the game now!
I will compile this and bundle it up and upload it somewhere if anyone wants it or they
should possibly use your one. My G5 has NVidia graphics, I do not know if this makes a difference?
I will now try to track the 2.4-dev build and keep it up to date, but I need advice about this.
I do not like having to spend more time figuring git out than I do compiling and tweaking.
Perhaps we need some of this in the FAQ etc as I find the existing documentation a bit confusing.
BTW, I did not know this game used lua. I was thinking of studying it as a side exercise and then realised
UFO used it. Is there anything that needs lua work done that would be a good learning method?
For now, I am happy to prove the 2.4 dev build is working OK on PPC and I will try to find time
for a Solaris version, but I think I am having trouble with GLext and OpenGL there.
rachel
Mattn:
lua
we have an battlescape ai written in lua. it's not yet used in the game and will most likely be removed soon. you can activate it with the cvar g_ailua set to 1
solaris
we have a solaris port already - but no build files yet - see build/platforms - there is a solaris.mk missing. if you can contribute one that would be cool. which "solaris" are you using nowadays?
git
you always use the sequence i posted above - but that will revert your local changes (if you have made any)
--- Code: ---git stash
git pull --rebase
git stash pop
--- End code ---
The stash parts will keep your local changes. if you don't have any local changes, git pull --rebase is enough
virag0:
Where I have got with Solaris so far is compiling all the library dependencies thus:
--- Code: ---libasprintf.so libiconv.so libSDL.so
libbz2.so libidn.so libsmpeg.so
libcharset.so libintl.so libssl.so
libcrypto.so libjpeg.so libstdc++.so
libcurl.so libmenu.so libtheora.so
libFLAC.so libmikmod.so libtheoradec.so
libFLAC++.so libncurses.so libtheoraenc.so
libform.so libogg.so libtiff.so
libfreetype.so libpanel.so libtiffxx.so
libgettextlib-0.18.so libpng.so libvorbis.so
libgettextlib.so libpng15.so libvorbisenc.so
libgettextpo.so libreadline.so libvorbisfile.so
libgettextsrc-0.18.so libSDL_image.so libxml2.so
libgettextsrc.so libSDL_mixer.so libz.so
libhistory.so libSDL_ttf.so preloadable_libiconv.so
--- End code ---
SOme of these already exist in Solaris in various forms, but my aim is to compile a relocatable package
with as few external dependencies as possible.
This is for SPARC Solaris 10, BTW. I am hung up on some OpenGL libraries, that I think are missing
but I am unsure what to do yet. So, I have all my support libs done, but no OpenGL support yet.
I might give lua a go - is the lua AI going away in UFO? If so, I will look at something else.
Thanks for the git advice - I am old school and just used to tarballs and rcs style stuff. I do not have a lot of
time to work on these things and git is <ahem> not a career path I have intended to adopt..... ...I only really
want to learn enough about it to maintain what I have downloaded.... ;)
rachel
Mattn:
we will get a new ai in the future - but it is possible that we script it with lua then, too - there is no decision made yet. it would be great if you update this article in our wiki http://ufoai.ninex.info/wiki/index.php/Compile_for_Solaris about solaris compilation (if it is needed)
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