MAC OS X Version - Trouble installing new version
Forum rules
- Before posting in this section please make sure your question has not already been answered:
- Read the FAQs and stickied topics. In particular: /******READ THIS POST BEFORE POSTING IN THIS SECTION!******\
- Visit the Wiki: http://fretsonfire.wikidot.com/
- Please try to search the forums before posting
- Questions about FoFiX?
- For general help, visit the project's Wiki: http://code.google.com/p/fofix/w/list
- Problem running FoFiX from git? Ask ALL your questions in the FoFiX forum
This topic is 18 years and 2 weeks old. Instead of replying, please begin a new topic, or search for another related topic that may be more suitable.
I can't get the OSX version to work either on my PowerBook G4, running Tiger.
Bombs out on startup, soon after switching screen mode.
The crash data is at http://www.chcken.co.uk/FoFcrash.txt if it helps...
Bombs out on startup, soon after switching screen mode.
The crash data is at http://www.chcken.co.uk/FoFcrash.txt if it helps...
Hi,
The Mac version has only been tested on an Intel MacBook (OSX 10.4.
. All the libs, etc., should be universal, but this is the only Mac I've got, so unfortunately it's pretty difficult to debug any problems.
Currently there's a crash on the init even on my machine, because there was a minor mixup in the mac source code merge process (some python code changes did not make it in). You can fix it by trying again, it seems to be caused by some sync problem within SDL, and the game runs on my machine _always_ on the second try.
Many (all) of the crashes seemed to be caused by a dysfunctional SDL/PyGame for Mac. Anyway, post any detailed crash reports, and I'll _try_ to find the cause of them.
-- Tero
The Mac version has only been tested on an Intel MacBook (OSX 10.4.

Currently there's a crash on the init even on my machine, because there was a minor mixup in the mac source code merge process (some python code changes did not make it in). You can fix it by trying again, it seems to be caused by some sync problem within SDL, and the game runs on my machine _always_ on the second try.
Many (all) of the crashes seemed to be caused by a dysfunctional SDL/PyGame for Mac. Anyway, post any detailed crash reports, and I'll _try_ to find the cause of them.
-- Tero
I have tried the running it twice method (hell I have tried numerous runs) and still get the same result.
"Frets on Fire(190,0x19a3600) malloc:*** Deallocation of a pointer not malloced:"
followed by the pointer memory locations it has crashed at. This information is taken from the console log rather than crash log.
"Frets on Fire(190,0x19a3600) malloc:*** Deallocation of a pointer not malloced:"
followed by the pointer memory locations it has crashed at. This information is taken from the console log rather than crash log.
Hi,
Yes. You can find the PyAmanith build instructions and the rest from http://louhi.kempele.fi/~skyostil/uv/fretsonfire/source/ (in the bottom, OS X build instructions and the modified files). Note that - as I previously wrote - some python code changes are not in yet, so it crashes on Intel macs on the first start, too.
If you get compilation errors that you can't work around, just post them here and I'll try to think of something.
Btw. Do you have a PPC Mac? It would be great to have someone debug that also.
-- Tero
Yes. You can find the PyAmanith build instructions and the rest from http://louhi.kempele.fi/~skyostil/uv/fretsonfire/source/ (in the bottom, OS X build instructions and the modified files). Note that - as I previously wrote - some python code changes are not in yet, so it crashes on Intel macs on the first start, too.
If you get compilation errors that you can't work around, just post them here and I'll try to think of something.
Btw. Do you have a PPC Mac? It would be great to have someone debug that also.
-- Tero
Yes, I have a PPC G5.
I decided to go back and re-build amanith too. This brought up two errors that I encountered last time as well:
/Users/tim/Projects/amanith/amanith/../src/gopenglext.cpp:129: error: invalid conversion from 'int*' to 'GLint*'
/Users/tim/Projects/amanith/amanith/../src/gopenglext.cpp:138: error: invalid conversion from 'int*' to 'GLsizei*'
Is it okay to typecast these? That's what I did last time.
I decided to go back and re-build amanith too. This brought up two errors that I encountered last time as well:
/Users/tim/Projects/amanith/amanith/../src/gopenglext.cpp:129: error: invalid conversion from 'int*' to 'GLint*'
/Users/tim/Projects/amanith/amanith/../src/gopenglext.cpp:138: error: invalid conversion from 'int*' to 'GLsizei*'
Is it okay to typecast these? That's what I did last time.
Last edited by tim on Mon Nov 06, 2006 9:36 pm, edited 1 time in total.
tim wrote:Yes, I have a PPC G5.
I decided to go back and re-build amanith too. This brought up two errors that I encountered last time as well:
/Users/tim/Projects/amanith/amanith/../src/gopenglext.cpp:129: error: invalid conversion from 'int*' to 'GLint*'
/Users/tim/Projects/amanith/amanith/../src/gopenglext.cpp:138: error: invalid conversion from 'int*' to 'GLsizei*'
Is it okay to typecast these? That's what I did last time.
Hi,
If I remember correctly, this is caused by amanith containing its own versions of some standard headers (bad idea in general). So hunt down every GL subfolder within amanith include directories and nuke them (make backups first). glew.c might have caused problems also, but it should have been removed from the XCode project files (and use dynamic linking instead).
-- Tero
You are correct, glew.c is not included in the amanith XCode project. I removed amanith/include/GL and unfortunately get the same two errors as before, even with a clean build. Any thoughts?
Thanks for your help so far!
Thanks for your help so far!
Last edited by tim on Tue Nov 07, 2006 9:44 pm, edited 1 time in total.
Ok, I ran a diff on my amanith-snapshot and the official one, and it seems that you really _do_ need to cast the pointers to proper type. It seems to be safe, but it is a bug in amanith (not guaranteed to be safe on every system). I hope they'll fix it at some point.
So the "build instructions for Mac" is actually missing at least these two details (this and the removal of incorrect/redundant GL folder). If you run into more issues that are not mentioned in that doc, could you please post them here for discussion, and also so that we can add them into the doc.
-- Tero
So the "build instructions for Mac" is actually missing at least these two details (this and the removal of incorrect/redundant GL folder). If you run into more issues that are not mentioned in that doc, could you please post them here for discussion, and also so that we can add them into the doc.
-- Tero
Who is online
Users browsing this forum: No registered users and 5 guests