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PostPosted: Sat Nov 15, 2008 8:39 pm 
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I've seen references to OS X in many different threads. I thought I'd start a specific thread regarding the iris2 mac build by hagish referenced here:
http://schattenkind.net/blog/?p=55

I downloaded UO Mondain's Legacy and updated it on a Windows box. I then copied it over to my Mac box. I'm unsure of the exact version, but I think that is not important for the problem I have. I also updated config.lua, but again I do not believe this is important to the problem.

I'm running OS X version 10.4.11 on a PowerBook G4. That is PPC. I attempted to run Iris.app and received the following error:
Code:
LuaError
error running function `Main': ...ase/Iris.app/Contents/Resources//lugre/lua/lugre.lua:24: 'popen' not supported


There is a longer stack trace which can be supplied if needed.

I found the following problem and two agreeing solutions regarding Lua, popen(), and PPC:
Problem:
Solutions:


I will probably try to build from svn sometime, but I thought I would help test the binary first.

Thanks!


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PostPosted: Sat Nov 15, 2008 9:46 pm 
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you can avoid the popen call if you specify

gOgrePluginPathOverride

manually in the config.lua

would be
gOgrePluginPathOverride = "/usr/local/lib/OGRE"
on my ubuntu box, it contains files like
RenderSystem_GL.so , Plugin_OctreeSceneManager.so ...
maybe you can find it by locating those files.


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PostPosted: Sun Nov 16, 2008 1:04 pm 
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the binary should be compiled with popen support but we only tested it on an intel mac system.

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PostPosted: Mon Nov 17, 2008 1:21 pm 
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ghoulsblade:

Unfortunately Apple decided to mangle libraries and things into Frameworks. Within the Ogre Framework, there is no directory that contains shared objects of that style. There is a RenderSystem_GL.Bundle which almost certainly contains that data in a binary form.

I notice a file called plugins_mac.cfg which, in lieu of PluginFolder=/usr/local/lib/OGRE, sets Plugin=RenderSystem_GL (among other plugins that are all part of the Ogre Framework). If there is a way to set gOgrePluginPathOverride using a similar mechanism to the mechanism that plugins_mac.cfg uses, then this might be a possible workaround.

hagish:

I had assumed that it was all intel-based Mac. That's why I decided to give it a test run on my good ol' G4 PowerBook. I'll see if there are any popen bugs or workarounds specifically relating to PowerPC architectures.

Are there any opinions about porting to OS X PPC? For example, it is good enough to port to OS X Intel? Is full OS X support desired? If there is not much concern for porting to OS X PPC, I'll switch over to my Ubuntu box and run everything on X11.


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PostPosted: Mon Nov 17, 2008 1:35 pm 
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hagish:

I think the stacktrace I had posted is actually in the distribution itself.

Would you check to see if the binary distribution ships with a stacktrace.log under Iris.app/Contents/MacOS. The date of the stacktrace is Nov. 4, which I think preceeds when I installed the package. This leads me to believe it came with the distribution.

I will have to read through my Console error log to see what my actual problem is.


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PostPosted: Mon Nov 17, 2008 1:44 pm 
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It looks like my crash is due to an malloc statement.

I tried to find out more using gdb, but gdb fails trying to find files defined under /Users/ray/Z_Ray. I would guess this is a leftover from whomever compiled it in the first place.

At least I tried :)


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PostPosted: Mon Nov 17, 2008 2:04 pm 
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which files does the gdb look for?
have you tried to symlink this path in our installation?

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PostPosted: Sun Jan 25, 2009 2:39 am 
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The files it was looking for were the source files, if I recall correctly.

I was mostly posting that information to show that there was a lot of hard coded paths and some leftover stacktrace files.

I had not tried to soft link, although it isn't a terrible idea.

I will inform if I attempt this. Lately I've been moving to Ubuntu as my primary OS for development, as developing in OS X tends to make me rip out my hair.


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PostPosted: Wed Feb 04, 2009 9:00 am 
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last night we managed to compile a new mac version of the game. the package need some final adjustment and then i will upload it (probably the next days).

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PostPosted: Thu Feb 05, 2009 1:48 am 
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Did you wrote all down for a HowTo ?


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PostPosted: Tue Feb 10, 2009 8:57 pm 
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no because currently you need to do some very ugly code changes. but im plan to put them into the code in a good way.
at the moment just updating the working mac build took 1 evening.
xcode sucks.

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PostPosted: Tue Feb 10, 2009 9:09 pm 
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i know :)


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PostPosted: Wed Feb 11, 2009 6:37 pm 
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i just saw the bullet build environment (cmake or jam) can also spit out xcode project files apparently , might be worth a look.


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PostPosted: Wed Feb 11, 2009 9:47 pm 
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Is it not possible to build mac binarys under linux? I only know that you can build windows binaries.

Hey it's linux, everything should be possible.


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 Post subject: Mac!?
PostPosted: Mon May 16, 2011 9:32 pm 
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Is there a Mac build floating around somewhere? I'd love to play.

Has anyone written a walk-thru for compiling in Xcode? I haven't found anything in the wiki.


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