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Build environment and deployment on the Mac


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#121 historic_bruno

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Posted 25 May 2012 - 03:21 AM

View Poststwf, on 25 May 2012 - 02:51 AM, said:

The best tool ever for automating DMG packaging is choctop

http://drnic.github.com/choctop/

although you need to set up a small ruby environment its easy and so worth it.

Thanks, I'll have to look into it. The only other solution I've seen involves AppleScript, which I know nothing about and heard it doesn't work reliably for this anyway :)
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#122 memmaker650

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Posted 25 May 2012 - 12:24 PM

Thank you for your great effort.

My 2008 MBP doesn't allow me to compile this huge project.

One simple question: Did you made newer compilation than v11843 ???

Incluiding new sound system or it's to early to talk about sound in Mac version ???

Play the game on mac without sound it's to weird.

Edited by memmaker650, 25 May 2012 - 12:30 PM.


#123 feneur

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Posted 25 May 2012 - 03:23 PM

View Postmemmaker650, on 25 May 2012 - 12:24 PM, said:

Thank you for your great effort.

My 2008 MBP doesn't allow me to compile this huge project.

One simple question: Did you made newer compilation than v11843 ???

Incluiding new sound system or it's to early to talk about sound in Mac version ???

Play the game on mac without sound it's to weird.
The new sound system isn't yet added to SVN, and it will not be included in any builds before it is. It should be added to SVN soon though, so unless something unexpected comes in the way it should definitely be included in the next release :)

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#124 memmaker650

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Posted 25 May 2012 - 04:19 PM

View Postfeneur, on 25 May 2012 - 03:23 PM, said:

The new sound system isn't yet added to SVN, and it will not be included in any builds before it is. It should be added to SVN soon though, so unless something unexpected comes in the way it should definitely be included in the next release :)

Thanks for the info.

#125 historic_bruno

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Posted 25 May 2012 - 08:53 PM

View Postmemmaker650, on 25 May 2012 - 12:24 PM, said:

My 2008 MBP doesn't allow me to compile this huge project.
Any reason why not? :P People compile the game on much older computers than 2008, it's just slower. I wouldn't say it's a huge project either, many of the libraries we use are more complex than 0 A.D.
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#126 Sonarpulse

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Posted 29 May 2012 - 12:40 AM

This reminds me, might 0ad ever move to git? track supports it, and IMO the way development is currently going, with the new sound system and this, would be better supported by it.

Edited by Sonarpulse, 29 May 2012 - 12:40 AM.

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#127 k776

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Posted 29 May 2012 - 12:45 AM

I've pushed for Git since I joined the team :-) But we autobuild the pyrogenesis binary into the repo, along with many other DLLs. Git would store a copy of each binary per change, which would very quickly explode the Repo size :-( The Git mirror excludes the pyrogenesis binaries, and it's still nearly 2x the size of SVN checkout (though Git pulls the whole history, not just the current revision, so it's not too bad for 10 years of development :-) )

Edit: So bottomline: I want it to as well, but unless we find a good way to store binaries, it's not likely to happen anytime soon. Meanwhile though, we've just got another developer who moved from SVN to Git (making the count 4 out of the 7 regular committers), so at least we're slowly moving away.

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#128 Sonarpulse

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Posted 29 May 2012 - 01:41 AM

Does trac handle the automatic binary compilation? maybe trac+plus git can be rigged up to do something separate from the git repository itself. Does SVN store the binaries' history too and it just doesn't matter because only the working copy is downloaded? or is the binary history not stored at all.

Also, does anyone by chance know if Apache's mirror setup (https://github.com/apache) is something any github organization can do? or something they paid for.

Edited by Sonarpulse, 29 May 2012 - 01:42 AM.

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#129 k776

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Posted 29 May 2012 - 04:27 AM

The auto builds are managed by a limited access control script (starts an Amazon EC2 server, builds, and does an 'svn commit'). As far as I know, you're correct (SVN stores all binaries but only one is downloaded (HEAD)). I thought about using Github downloads API, but Philip doesn't want to split the binary from the sourcecode cause then the Art people won't be able to keep up to date by a simple 'svn up' type of command.

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#130 Ykkrosh

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Posted 29 May 2012 - 07:50 AM

View Postk776, on 29 May 2012 - 04:27 AM, said:

I thought about using Github downloads API, but Philip doesn't want to split the binary from the sourcecode cause then the Art people won't be able to keep up to date by a simple 'svn up' type of command.
Yeah, I think it's valuable to have a single step for "make my game up-to-date", since it saves effort and reduces the risk of people reporting bugs due to mismatched file versions. Also it's valuable for programmers to be able to jump to a certain point in history and get the matching source and executables, to debug minidumps from crashes reported by users. That probably could be done with some custom tools on top of Git, but someone would need to make those tools.

(There's other difficulties with moving to Git, like dealing with non-public files (data/mods/internal/ etc) and whatever else I've complained about before, so I think more work is needed before migrating would be a net improvement.)
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#131 fabio

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Posted 29 May 2012 - 12:06 PM

Well, the non-public files are not so non-public, BTW: http://trac.wildfire...a/mods/internal :whistling:
Graphics problems with 0 A.D. under Ubuntu and free drivers? Check out the Updated and Optimized Graphics Drivers Archive: includes updated mesa drivers with fixes for 0 A.D., OpenGL 3.1+, S3TC Compressed Textures (to save 75% of video memory), llvm support (for faster gallium drivers) and a lot more!

#132 historic_bruno

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Posted 29 May 2012 - 10:59 PM

View Postk776, on 29 May 2012 - 12:45 AM, said:

Edit: So bottomline: I want it to as well, but unless we find a good way to store binaries, it's not likely to happen anytime soon. Meanwhile though, we've just got another developer who moved from SVN to Git (making the count 4 out of the 7 regular committers), so at least we're slowly moving away.

I wouldn't say I've moved to Git yet :P On Windows, I'm having nightmares with line endings with no working solution yet (the "core.autocrlf" option doesn't seem to work as expected) - such as files randomly showing as modified with no way to revert them, which has dampened my enthusiasm somewhat. Considering how many of our developers use Windows and I've not had similar problems with SVN, that seems a significant obstacle to switching to Git. I'm afraid to touch it, for fear there will be hundreds or thousands of newly modified files that no amount of resetting, cleaning, or removing will fix.

Edit: needed a different client, switched from Github for Windows to TortoiseGit.
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#133 Sonarpulse

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Posted 19 June 2012 - 08:03 AM

Yeah, I kinda gave up on dealing with line endings as I use the same repositories in a duel boot setup, meaning that while it might commit right the thing never knows what to check out.

On the other hand I've never had much of a problem with then, as most everything I use seems to be able to handle either line ending scheme just fine.
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#134 historic_bruno

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Posted 10 July 2012 - 04:07 AM

Has anyone got Mountain Lion yet? I'm curious if the 0 A.D. bundle will work on it :)
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#135 Wijitmaker

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Posted 10 July 2012 - 05:06 AM

Can trac be integrated with Git?
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#136 wraitii

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Posted 10 July 2012 - 06:07 AM

@HIstoricBruno: not yet, but I'll upgrade my iMac on 10.6.8 to 10.8 quite fast is no major problem is revealed.
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#137 zoot

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Posted 10 July 2012 - 06:41 AM

View PostWijitmaker, on 10 July 2012 - 05:06 AM, said:

Can trac be integrated with Git?
Yes, on some basic level.

#138 Sonarpulse

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Posted 12 July 2012 - 03:53 AM

Full support since march first this year.

http://trac.edgewall.org/wiki/TracGit
http://trac.edgewall...onControlSystem
http://trac.edgewall.org/milestone/1.0
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#139 wraitii

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Posted 26 July 2012 - 03:51 PM

I've just installed Mountain Lion, will report about SVN buildabilty once I get the latest X-Code.
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#140 wraitii

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Posted 27 July 2012 - 08:56 AM

Okay, so I've successfully built and run 0 A.D. on OS X Mountain Lion, compiling with Xcode's 4.4 LLVM 4.0 compiler (ie not GDB). Apart from a few "updates" that Xcode did automatically on each project, I did not encounter problems.

However, the fullscreen option bugs, and results to the game reverting to windowed mode but with issues: it's stuck in the bottom left corner and i have no actual window to speak of (no title bar).

Edit: ActorEditor fails during linking though, it's apparently linked to wxwidgets.

Edited by wraitii, 27 July 2012 - 09:24 AM.

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