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Messages - virag0

Pages: 1 [2] 3 4
16
Mac / Re: Obtaining the source
« on: September 03, 2011, 04:19:59 am »
Hi,
thanks for the info on github.  I overlooked this info before. 
I am trying to git the source again now and will try to do a PPC build.

Is anyone interested in a Solaris 10 (SPARC) build of 2.3.1?
If so, I might try to do a build on my workstation next week....


rachel

17
Mac / Obtaining the source
« on: August 31, 2011, 04:01:20 pm »
Hi,
I am trying to git the source as desscribed on the appropriate page in the wiki,
but it keeps timing out, with nothing I seem to be able to do.  It seems to pull
back about 1.5 gb from the repo before losing the connection.

I am sorry this is a general question, but is there an option for git to resume
downloading if it is disconnected?

Otherwise, is there a tar.gz source and data bundle I can zip back and unpack
using a script to "gitize" the source?

I am trying to get the 2.4 source onto my PPC mac, so I can try for you guys....


rachel

18
Mac / Re: PPC 2.3.1 almost ready!
« on: August 18, 2011, 07:00:53 am »
Was it created using your patch, wasn't it?
The problem that it doesn't load on x86 (neither with nor without your patch). Your patch is basically removing the compatibility between little endian and big endian systems and it's not that we want.

Please, attach a savegame created by the original code (best with a fresh 2.4-dev build) and the ufoconsole.log contains messages about the failed loading.

-geever

Yes, the patch I made merely drops the function call to "littleLong" in the cp_save.c file.   I did not say the patch was suitable for your
source repo - quite the opposite.   It is a dirty hack that proves something in littleLong isn't translating properly between x86 and PPC.

To work the bug out properly would obviously require more #ifdefs and checking and perhaps creating a "universal" file.
But as someone mentioned, the xml contained within is not vulnerable to byte swapping so there is something weird going on.
What that is, I do not know.   I am just doing ports of code to PPC as a distraction while on sick leave.

All I wanted to do was make 2.3.1 available on PPC in a reasonably stable format - I would only consider my patch as a pointer
to the bug which I suspect is in littleLong().   It is not a universal binary, nor is it an official one, if you guys want me to say that.    It is just what I got working on my Mac, by myself and I wanted to share it back. 

I will get the 2.4 repo on my Mac, when I am back at work, which will be ironic as then I won't be able to work on it as much.


19
Mac / Re: UFOAO on iPad?
« on: August 15, 2011, 08:47:25 am »
I will have a go at SDL when I work out how to setup the toolchain correctly.
At this stage, we should consider this is just to see how to get UFO working, but not
worrying about packaging etc, until it seems realistic!

Can we keep this discussion to just this thread for now, then if it looks
good, take it a bit further?
 

rachel

20
Mac / Re: 2.3.1 and OSX 10.7
« on: August 14, 2011, 04:23:14 am »
just looking at his, but this looks like it is looking for a missing library for libsdl_image.
Perhaps you need to install libsdl_image but I would've thought the download bundle would already
have it.


rachel

21
Mac / UFOAO on iPad?
« on: August 14, 2011, 04:16:25 am »
Hi,
is it OK to discuss this here?   I am pleased with my 2.3.1 running on PPC,
so I did a little research on getting it working on an IOS device like the ipad.

First up. looks like you need to jailbreak, which I did already.
There is a tutorial on getting GCC 4.x running with a libgcc clone of some sort.
libjpeg etc are all present.
libsdl and friends appears to have a make target suitable for IOS.

The openGL should be up to it - are the native libraries OK?
I doubt the maps and objects will load as the ipad is a 256mb device,
so are there cheaper images we can use/ lower the intensity or something
to make the maps run on the smaller device?   Interested in what the Android
guys did. 

I reckon this is achievable, even if only as a proof it could be taken further.
I reckon, if it could compile, it should be able to be tweaked to run,
with emphasis on game play over aesthetics if it comes to that.

I do not get a lot of time to do this, in fact, I get very little time to play the game
itself, but I like building stuff instead of knitting, so if you guys think it is technically
possible, and I would not be wasting my time, I will have a go...


rachel



22
Mac / UFOAI 2.3.1 for PPC ready!
« on: August 12, 2011, 04:01:56 am »
Hi,
I have finally uploaded a .dmg of the UFOAI-2.3.1 for PPC Macs.

The app was compiled on a G5, Late Model 2.3 (PCIe) on 10.5.8 with the full Macports libraries.

This app should run OK on NVIDIA graphics, but you might have to tweak the video
settings for the smoothest run.  

It appears to run Campaign and Skirmish mode with no problems I can see so far.
The save/load process generates a proper save file, so you can work with a campaign with this one.

I think most of the maps load - I haven't tried them all.   The base editor etc appears to work OK
and the various screens and menus seem to all be there!

So please go ahead and download it:

https://docs.google.com/leaf?id=0B1I9frP6pXMMMDhlMmJjNDEtN2Y4ZS00MDU4LTkxMTUtZjk4NjFjNjBjMWIy&hl=en_US

And please post here with your results.     If it works on other arch or OSX release, excellent, but I can only vouch for G5/10.5.8
Any feedback would be much appreciated.


rachel

23
Mac / Re: Can't create PPC application bundle.
« on: August 11, 2011, 05:09:58 pm »
Ok, after a bit of hacking of the libsdl_mixer makefile, I was able to produce a set of binaries
that are entirely relocatable, therefore I now have a packaged PPC bundle to upload somewhere.

Last time, I used google docs, but that appears flawed now for some reason.
I have also deleted the 2.3.0 dmg I released up there.

Please tell me a good place (free) to upload this package?

I am certain it will work at least on NVIDIA G5 systems with no problems and
provide a stable, running game within its existing limitations!

It looks like it is slowly uploading, so I will post the URL when it is available.....


rachel

24
Mac / Can't create PPC application bundle.
« on: August 11, 2011, 03:22:28 pm »
OK, I am really out of my depth now.
I have got the game 100% working on my G5 PPC 2.3DP (PCIe) with 10.5.8 as you all know by now.
I can probably leave it up to you guys to figure out the best logic for the save game byteswap on PPC
systems. 

My problem is now more annoying and a showstopper for a release of a finished binary.
As mentioned, game is running great - sound, GL graphics (within limitations of the device) and so on.
But only from the command line, sourcing the shared objects in /opt/local/lib.

I want to create an application bundle so I can share this now, but I have a suspicious problem.
When I run the following make, you can see that the SDL_mixer shared object is not being
correctly imported into the bundle:

Code: [Select]
[eros:~/ufoai/ufoai-2.3.1-source] root# make create-dmg-ufoai
find: base/maps: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
find: base/models: No such file or directory
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libFLAC.8.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libtiff.3.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libcrypto.1.0.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libogg.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libsmpeg-0.4.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libjpeg.8.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libcurl.4.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libfreetype.6.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_ttf-2.0.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libz.1.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libbz2.1.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_image-1.2.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libtheora.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libpng14.14.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libidn.11.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_mixer-1.2.0.dylib...install_name_tool: changing install names can't be redone for: contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL_mixer-1.2.0.dylib (for architecture ppc7400) because larger updated load commands do not fit (the program must be relinked)
done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libSDL-1.2.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libiconv.2.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libvorbisfile.3.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libvorbis.0.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libintl.8.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libmikmod.3.dylib...done
Installing contrib/installer/mac/UFOAI.app/Contents/Libraries/libssl.1.0.0.dylib...done
Finalizing ufo...
Finalizing ufoded...
Finalizing ufo2map...
done
sed: contrib/installer/mac/UFOAI.app/Contents/Info.plist.in: No such file or directory
make: *** [updateversion-ufoai] Error 1

To fix this, I did some googling about and came across a reference to "-headerpad_max_install_names".
So I added this to the linker directives, sprinkling it about in an attempt to get the linker to pick up on my wishes:

Code: [Select]
* [MOD] ... linking -rdynamic (-headerpad_max_install_names -lz  -ljpeg  -L/opt/local/lib -lpng14    -framework SDL  -framework SDL_image -framework SDL)
CFLAGS
-----------------------
-I/opt/local/include -F/opt/local/Library/Frameworks -D_BSD_SOURCE -D_XOPEN_SOURCE -DSHARED_EXT="dylib" -DHAVE_CONFIG_H -DUSE_SIGNALS=0 -Wall -pipe -Winline -Wcast-qual -Wcast-align -Wdeclaration-after-statement -Wmissing-prototypes -Wmissing-declarations -std=c99 -ggdb -DNDEBUG -ffast-math -funroll-loops -D_FORTIFY_SOURCE=2 -O2 -fomit-frame-pointer -fexpensive-optimizations -O2
-I/opt/local/include/libpng14 -I/opt/local/Library/Frameworks/SDL.framework/Headers -I/opt/local/Library/Frameworks/SDL_image.framework/Headers -I/opt/local/Library/Frameworks/SDL_mixer.framework/Headers -I/opt/local/Library/Frameworks/SDL_ttf.framework/Headers -I/opt/local/include -I/opt/local/include -DCOMPILE_UFO -I/opt/local/Library/Frameworks/SDL.framework/Headers
-Isrc/tools/radiant/libs -Isrc/tools/radiant/include

LDFLAGS
-----------------------
-headerpad_max_install_names -L/opt/local/lib -F/opt/local/Library/Frameworks -framework IOKit -framework Foundation -framework Cocoa -headerpad_max_install_names
-headerpad_max_install_names -L/opt/local/lib -lvorbis -lm -logg -lz -L/opt/local/lib -lcurl -L/opt/local/lib -L/opt/local/lib -L/opt/local/lib -lidn -lssl -lcrypto -lssl -lcrypto -lz -lz -ljpeg -L/opt/local/lib -lpng14 -framework SDL -framework SDL_image -framework OpenGL -framework SDL_mixer -framework SDL_ttf -logg -lxvidcore -L/opt/local/lib -ltheora -logg -lintl -framework SDL
-headerpad_max_install_names -lgthread-2.0 -lvorbisfile -lvorbis -logg


But repackaging still throws the same error.

So I recompiled SDL_mixer, with (I think) the the same flag invoked in the Portfile for it:

Code: [Select]
configure.env LDFLAGS="-headerpad_max_install_names"

and adding the same to the supplied Makefile fragment.

So, that didn't work, either.

Please tell me what I should do next, to complete what is ostensibly a very simple step. 

If I try to run the UFOAI.app bundle that is generated, it does not work, but hangs.  If I run the unbundled app from the
shell, it works fine, so it is something to do with this step. 


As mentioned I am a Solaris admin, so I know a lot about packaging, but am a total newbie on OSX ;)


rachel



25
Mac / Re: PPC 2.3.1 almost ready!
« on: August 11, 2011, 02:31:00 pm »
Here it is....

26
Mac / Re: PPC 2.3.1 almost ready!
« on: August 11, 2011, 03:38:10 am »
And here is a UNIFIED version of the patch.   I can be such an idiot..... ;)



27
Mac / Re: PPC 2.3.1 almost ready!
« on: August 10, 2011, 07:00:49 pm »
Here is the context diff attachment

28
Mac / Re: PPC 2.3.1 almost ready!
« on: August 10, 2011, 06:54:07 pm »
I have just uploaded the contextualised version of the patch.  I think we need to throw
a few ifdefs into it, to check the architecture.  I need to remember how to do this. 
My usual environment is Solaris, but my home computer is a G5.  Please be kind to me,
as I am a humble hacker who does this instead of sudoku, but I never have enough time.


rachel



29
Mac / Re: PPC 2.3.1 almost ready!
« on: August 10, 2011, 06:37:53 pm »
Undoubtly this will break little endian systems, because I have put any directives in.
If I was a bit better, I would write all the cpu arch directives in, but I am not really that good yet.
In this instance, I was just testing the hypothesis that PPC was being byteswapped, without
doing anything to the code except chopping out the offending function!

I will add the diif -u file tomorrow now, because I am offline ( it is 2:30am here)!

I have encountered another problem.   I wanted to create a bundle, to post online,
so that people can have a binary, but I am running into the issue with name_tool
where libsdl_mixer cannot be converted.   So the app only runs with the shared objects
in /opt/local/lib for now.   To make a packaged app bundled with its own library repo
means recompiling libsdl_mixer with some kind of ldflag that expands the headers,  but although
Ihink I have it, it gives the same error.   I think I have to use this header expansion in the linker
flags for the app, instead.  I will see tomorrow.....

30
Mac / Re: PPC 2.3.1 almost ready!
« on: August 10, 2011, 04:09:41 pm »
yes, please submit patches so we can fix it in 2.4

Matt,
please tell me how/where to send the very simple patch or if I can email upload it here.

I will submit the patch in GNU patch format, in any case. ;)

Ok, I just found the attachment function here and so the patch is attached.
It is a simple diff so just cd into client/campaign and apply directly.

BTW, fixed the text intro issue.  It was just me not setting the language.

I am going to bundle this up now and post it up on google unless there
is somewhere better.   I will drop another post when I am done.

rachel


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