Wesnoth 0.8.3 for Mac OS X

Get help with compiling or installing the game, and discuss announcements of new official releases.

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scott
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Wesnoth 0.8.3 for Mac OS X

Post by scott »

It is time for the grownups to come back and assume the burden of making binary packages. I know what the problem is when trying to compile, it's the gettext libraries. After hacking at the problem for about a week with the CVS version, I am feeling really [censored] about the whole thing. That is all.
sanna
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Location: Halmstad, Sweden

Post by sanna »

scott: thanks for trying to get it to work, even if you're having trouble this time, the mac community sure appreciates your efforts. :)
lilepo2023
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Post by lilepo2023 »

dude at least ur trying... i jus look at the files fer 5 minutes get a headache and go out side...
scott
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Post by scott »

Thanks... Well, I had the same problem with SDL, but it was a lot easier to know exactly which SDL files needed to be referenced by the project file. With gettext, if I try to reference the whole thing, I get some error with .y files, and if I try to pick and choose, I miss something. I'll keep trying!
penguin
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Post by penguin »

i have gettext from Fink, so i staticly linked it in (so people don't have to have it), see:
http://www.wesnoth.org/forum/viewtopic.php?t=2863

EDIT: for new comers, here is the final link (to my build, with data):
http://prdownloads.sourceforge.net/wesn ... p?download

the two main things about it are that it won't work on OS X 10.2 (only 10.3), and it doesn't have any translation files, so only english works (sorry :()
Last edited by penguin on September 1st, 2004, 1:36 pm, edited 1 time in total.
scott
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Post by scott »

Penguin, your help was invaluable. Thanks!

Here is the link to your binary from the user forum:
http://jove.prohosting.com/benscats/wesnoth_osx.zip

Here's another (with compile info)
http://www.cis.rit.edu/~slk8779/wesnoth
MadMax
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Post by MadMax »

Doesn't work. Here is the crashlog:

Code: Select all

**********

Date/Time:  2004-08-29 09:43:08 -0400
OS Version: 10.2.8 (Build 6R73)
(deleted for privacy reasons)

Command:    Battle For Wesnoth
PID:        492

Exception:  EXC_BREAKPOINT (0x0006)
Code[0]:    0x00000001Code[1]:    0x8fe01220

Thread 0 Crashed:
 #0   0x8fe01220 in halt
 #1   0x8fe0323c in load_library_image
 #2   0x8fe060d4 in load_images_libraries
 #3   0x8fe02688 in load_executable_image
 #4   0x8fe013b0 in _dyld_init

PPC Thread State:
  srr0: 0x8fe01220 srr1: 0x0002f030                vrsave: 0x00000000
   xer: 0x20000000   lr: 0x8fe0a004  ctr: 0x8fe28ebc   mq: 0x00000000
    r0: 0x00000004   r1: 0xbffffb50   r2: 0x2800828c   r3: 0x000000a4
    r4: 0x00000000   r5: 0x000000a4   r6: 0x0000290a   r7: 0x726e6f20
    r8: 0x66696c65   r9: 0x00000000  r10: 0xbffff8cb  r11: 0x00000026
   r12: 0x8fe71acc  r13: 0x00000000  r14: 0x0000a6f8  r15: 0x00000000
   r16: 0xbffffdf4  r17: 0x00000001  r18: 0x00001614  r19: 0x000040a8
   r20: 0x00000001  r21: 0x00000000  r22: 0x00000000  r23: 0x00000000
   r24: 0x8fe4b3d0  r25: 0x00000002  r26: 0x00000002  r27: 0x00000000
   r28: 0x00001ce4  r29: 0x00000000  r30: 0x8fe484d8  r31: 0x8fe09e6c

"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Star Gazer
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Post by Star Gazer »

Yep, ditto for me, no go in 10.2.8.

Works in 10.3.5, though...missing the full tags for weapon modifiers when you go over to the RH info for the creature highlighted, just shows 0% Vs. <blank>, -10% vs <blank> (doesn't actually say <blank> !!)

Did you cross compile it for both 10.2.8 as well as 10.3?
sanna
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Post by sanna »

Works fine for me (10.3.5). :) Thanks a heap, scott.

However, there is one bug, I'm not sure if it was there before or if it's new; (in windowed mode) If you resize the window while the story/intro is being shown, the picture is not redrawn, all you get is a white window. Return button takes you to next screen though, but it is drawn in the same size as the original window size. :?
penguin
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Post by penguin »

that's probably because wesnoth doesn't support sizes lower than 800x600 - but yeah, it should just not let you go lower instead of messing up like that.

scott: no problem :)

btw, i generally don't use Xcode to compile, i just do it all in the terminal, it's really quite easy (if you have the SDL libraries with fink). once it's set up all i have to do to update is go
cd wesnoth
cvs -z3 up -dP (or "cvs -z3 up -r vX_X_X -dP" to get to a version)
make
make install (optional, i usually do this when i go to a version, and i have it set up so "wesnoth" runs the installed version, and "wescvs" runs the cvs version)
sanna
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Post by sanna »

penguin wrote:that's probably because wesnoth doesn't support sizes lower than 800x600 - but yeah, it should just not let you go lower instead of messing up like that.
Sorry I was unclear: It is both when I enlarge or shrink the window (in windowed mode) that it goes blank. I don't think it has anything to do with resolution. Once the actual game starts it redraws the screen, and the trouble goes away.
scott
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Post by scott »

Star Gazer wrote:Yep, ditto for me, no go in 10.2.8.

Works in 10.3.5, though...missing the full tags for weapon modifiers when you go over to the RH info for the creature highlighted, just shows 0% Vs. <blank>, -10% vs <blank> (doesn't actually say <blank> !!)

Did you cross compile it for both 10.2.8 as well as 10.3?

I didn't cross-compile (I'll look into it). I think the text problems aren't my fault (honestly!). Try using the help screen if you want to see what I mean.

What I like about the Mac that I don't necessarily about Windows is that you don't feel like you're going to hose the system if you try something. So I might try doing it in the terminal.

On the other hand, I would be willing to store your binaries, penguin. The university doesn't seem to mind yet. But really if we're at the point where someone really knows what he's doing, *cough* *penguin*, you should just put it on sourceforge.
Dave
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Post by Dave »

Resizing code is kinda difficult to write, so we haven't written it for every possible screen, only the screens where we think resizing is likely -- title screen, in-game, and multiplayer lobby. If you resize it on a screen that doesn't support resizing, the window will likely resize with the extra area being blank. The problem will correct itself when you arrive at a screen where resizing is supported.

I think this is a reasonable compromise...

David
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turin
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Post by turin »

Dave: On mine, if you resize on a no-resizing-intended screen, the window starts flashing and it can't be fixed until you put it back at the original window size. :(
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lilepo2023
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Post by lilepo2023 »

ok i downloaded it all then guess what happened? i opened the folder clicked on the thing named wesnoth and it didnt open, i clicked on the one in the other folder an it opened wit an error (error code 1000 to be exact) so what did i do this time?
im sinning but im winning at the same time/took a couple shots from a coward tryin ta take mine/back in the hood wit a chopper an a tech nine... im doin 100 on the hi way/u doin the speed limit then get the f*ck outta my way...
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