MAC OS X Version - Trouble installing new version

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lardbloke
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Postby lardbloke » Sat Oct 28, 2006 7:06 pm

I excitedly downloaded the new version for the MAC, but I cannot get it to work. I basically unziped all the files onto the MAC (OSX Tiger), there is the main .app in the folder, I click on it and nothing. What do I do, do I have to compile it in some way (sorry for being so thick)??
tim
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Postby tim » Sun Oct 29, 2006 9:23 am

No, you shouldn't need to compile if it's a .app. I tried the OS X version without luck as well.
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lardbloke
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Postby lardbloke » Sun Oct 29, 2006 10:18 am

Pants, thought as much....
chckens
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Postby chckens » Sat Nov 04, 2006 6:04 am

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...
Diurn
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Postby Diurn » Sat Nov 04, 2006 8:32 am

don't think it works anywhere, someone probably just compiled it, but apparently there's more to do than that, some libraries to change maybe...
anyway on my eMac it launches, screen goes black, then blue, changes resolution, goes black, then quits with some error i saw other people had had on Mac
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lardbloke
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Postby lardbloke » Sat Nov 04, 2006 10:20 am

I have had a check of the console.log and it is a malloc error (173,0X199f000) on my system.

Fatal Python error (pygame parachute) Bus error

I hope this helps (even though no one reads these as we have had no responses to most of the error messages from the FOF coders).
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gazzer
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Postby gazzer » Sat Nov 04, 2006 4:11 pm

you're least likely to get a response about the mac version too. sorry guys :p
Tero
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Postby Tero » Sun Nov 05, 2006 5:59 am

Hi,

The Mac version has only been tested on an Intel MacBook (OSX 10.4.8). 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
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lardbloke
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Postby lardbloke » Sun Nov 05, 2006 9:08 am

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.
tim
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Postby tim » Sun Nov 05, 2006 5:55 pm

Tero, are you the person who made the Mac build? If so, how did you get PyAmanith to compile and install? That seems to be my roadblock at the moment. Thanks!
Tero
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Postby Tero » Mon Nov 06, 2006 5:44 am

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
tim
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Postby tim » Mon Nov 06, 2006 9:35 pm

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.
Last edited by tim on Mon Nov 06, 2006 9:36 pm, edited 1 time in total.
Tero
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Postby Tero » Tue Nov 07, 2006 10:44 am

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
tim
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Postby tim » Tue Nov 07, 2006 9:44 pm

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!
Last edited by tim on Tue Nov 07, 2006 9:44 pm, edited 1 time in total.
Tero
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Postby Tero » Wed Nov 08, 2006 10:00 am

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

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