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Build for OS X
11-26-2006, 11:05 PM
Post: #1
Build for OS X
Here it is: In order to view links, you must have to reply to this thread.

This is a universal binary (tested on PPC only).

Un-bzip this file in the same directory where your svn copy of the data exists.
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11-28-2006, 11:39 PM
Post: #2
 
Updated to universal binary and Build 1393.

Someone want to make this thread sticky? I'll keep it relatively up to date as time/interest allows.
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11-29-2006, 12:44 PM
Post: #3
 
Sure, I'll sticky it.
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11-29-2006, 09:30 PM
Post: #4
 
while i think it's very nice of you to provide this service, i wonder how useful it actually is .... i think anyone capable of using SVN is also capable of opening XCode and hitting "Build". providing the full deployment .dmg including data would be more helpful to any mac user wanting to try out the svn version, provided that your bandwith allows hosting such large files...(we could also host svn snapshots on sourceforge if bandwidth is a problem and we want widespread testing)
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02-08-2007, 11:47 AM
Post: #5
 
So, do I bother with this or not?

XCode is ~1GB to download. I know that over my high speed satellite link it would take a very long time to download (~100MB / day quota). Dial-up would be mostly useless. I ended up downloading XCode at work.

If anyone wants the latest build (1511 currently) post to this thread and I will revise the link at the top.
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08-03-2007, 09:57 PM
Post: #6
 
I can do something with a mac version now I think, if anyone is interested.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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08-10-2007, 05:57 PM
Post: #7
 
I would like to test new builds on Mac (iMac PPC and Macbook-Intel) from time to time. Without it´s hard to follow the discussion here...

Sorry, but there isn´t time to learn SVN (I installed it...) and compiling.
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08-11-2007, 08:09 AM
Post: #8
 
As soon as SVN builds work properly again (or maybe before, depending on how interested people are in working on problems that crop up) I'll build & post links to versions.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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08-14-2007, 01:04 PM
Post: #9
 
Ok, current SVN build:
In order to view links, you must have to reply to this thread.

Keep an eye out. Every time something good changes, I'll post a link. Since I've got a couple of macs to work with now, this shouldn't be a problem for me to maintain.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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08-14-2007, 06:38 PM
Post: #10
 
Thanks for the build!

But it doesn´t start. :-(
Console shows:

Code:
Found config file /Users/gerd/Library/Preferences/VDrift/controls.
Found config file /Users/gerd/Library/Preferences/VDrift/VDrift.config.
Version of game: 2007-08-14
Skin name not found in config file...
Warning: option-47 is missing its default value. Assuming "".
Run with -verbose for troubleshooting.
Run with -nosound to disable sound.
Run with -benchmark to play a replay and output benchmark data.
0 joystick(s) found:
Card supports: drawbuf1 auxbuf0 antialiasing anisotropy16 cubemapping shaders multitexturing16 texture_rectangle depth_texture shadow framebuffer_objects
Card does not support:
Status: Using GLEW 1.4.0
Fragment shaders enabled
EXCEPTION: /Users/lauasanf/code/vdrift/tools/osx/../../src/shader.cpp, line 185:  Shader file not found: /Programme/vdrift_20070814/data/shaders/simple/vertex.glsl

There is a private path: "/Users/lauasanf/code/vdrift/tools/osx/.."
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08-14-2007, 08:45 PM
Post: #11
 
Hmm. I'll have to look into that. I only tested that this build works on the machine I built it on. I'm breaking new ground here developing on a Mac, so bear with me, and I'll try to get you something usable, most likely with the help of some of the other guys on here that might know a little more about what's being looked for than me - honestly, it almost looks like the executable is looking for a file (/Programme/vdrift_20070814/data/shaders/simple/vertex.glsl ) that it can't find where the program is installed. Any of the core guys want to take a shot at this?

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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08-14-2007, 09:02 PM
Post: #12
 
Yeah, it just can't find that file. Can you check if that file exists?
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08-15-2007, 04:44 AM
Post: #13
 
@joevenzon

Inside cotharyus´s build the file exists:

Code:
vdrift/vdrift-data/shaders/simple/vertex.glsl

@cotharyus

Our "minimal" Package downloads with over 500MB and expands to nearly one gig. Did you you include the complete SVN (directory: vdrift)?

Two images , the compiled application and SVN, would be smarter... :-)
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08-15-2007, 05:56 AM
Post: #14
 
That can be done - of course, my thoughts on it where people grabbing the SVN are probably already building their own - I can sure just post the application executable built.

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Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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08-15-2007, 07:58 AM
Post: #15
 
cotharyus Wrote:my thoughts on it where people grabbing the SVN are probably already building their own.
i vote for including at least the minimal data package Wink otherwise it kind of defeats the purpose.

the disk image is so big because it includes both the full and the minimal package, it is kinda messed up. the minimal one doesn't start because it misses the shaders, but these can be copied over from the full one. did you generate the disk image automatically using the release-deployment script? if so i have to have a look why it is broken now...
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