Building EDuke32 on Mac OS X
#181 Posted 26 November 2012 - 11:42 PM
#182 Posted 27 November 2012 - 12:16 PM
Tetsuo, on 25 November 2012 - 06:28 PM, said:
So it messes up as in "produces horrible sounds that make you fear the sound card might break"? This really sucks.
Can you post/PM/link to that song? (Or any song that exhibits this problem; the smaller the better.) I haven't gotten around to trying out Hendricks' looping changes yet, but when I'm booting my Mac the next time, I could give it a go.
#183 Posted 27 November 2012 - 12:32 PM
OK I tried that and it still happened. I played through most of E1M1 with the ogg music pack and when it attempted to loop it did the above... I was left with part of the water drip sounds in front of the theater partially looping.
I just removed the ogg music pack and it did the same thing. I'm actually wondering if it's even using the music pack at all when I put the zip file in autoload. At this point it doesn't seem like it is. When I press F5 it says it's playing the .mid even when I have the aforementioned pack in autoload.
This post has been edited by Tetsuo: 27 November 2012 - 12:48 PM
#184 Posted 29 November 2012 - 10:53 AM
#185 Posted 29 November 2012 - 09:04 PM
I tried the new build and it didn't seem to make a difference and as far as I can tell it's not loading the music pack I have in my autoload folder where the HRP goes.
This post has been edited by Tetsuo: 29 November 2012 - 09:05 PM
#186 Posted 30 November 2012 - 03:13 AM
Tetsuo, on 29 November 2012 - 09:04 PM, said:
Acoustically? Just use something that sounds very different for testing purposes.
Quote
Wait, I though we were debugging the much more severe issue of crashes/sound screwups? Don't use autoload; just name the file to have the same basename as a map to test things and place it in a directory in EDuke32's load path. For example, trueror1.map <--> trueror1.ogg. I'm not familiar enough with the DEF-based music system to give assistance for it.
#187 Posted 30 November 2012 - 03:26 AM
What I mean is.. I have the following directory structure... ~/Library/Application Support/Eduke32/autoload/ in that folder I have the duke3d.grp folder where I have polymer_hrp.zip and I've put a music pack (such as eduke32_mus.zip... or the equivalent from MusicallyInspired... I've tried three different packs)... it seems no matter which music pack I have in there I'm having the same problem....
I'm asking how I can tell if it's even using the music pack (ogg, MP3 or otherwise) while in-game NOT acousticly I mean.. UI wise... where does it tell you that it's playing an external sound file.. where can you check? I'm asking because it doesn't seem to for me... at least it doesn't sound like it... I notice no aural difference having a music pack in there or not... for all indications I get it seems to just be playing the .mid files from in the grp file. The only place I know of to check.. in the UI or otherwise (pressing F5) (doesn't seem to say it in the log either).. always says it's playing a .mid.
I'm trying to tell you something is going on with the audio with the commercial Duke3D levels that seems to be triggered when the song attempts to loop.... and it might not be playing external sound files as well.. at least for me anyway.
I didn't say or imply I am loading a user level from the autoload folder. Rereading your first response I see you seem to be under the impression that I was talking about a single user map and ogg file loading it up as a user map all along... rather than what I really mean.... the vanilla Duke3D episodes with the Polymer HRP and a Music Pack (either ogg or MP3.. as I said before I tried both).... The problem is showing up for me in E1L1 for example... not a user map.
This post has been edited by Tetsuo: 30 November 2012 - 03:45 AM
#188 Posted 30 November 2012 - 03:54 AM
edit: about checking which file is being played, F5 should give the correct info. That's why I'm asking you to use plain music files named like a particular user map, because I can confirm that this at least is working.
#189 Posted 30 November 2012 - 03:59 AM
Additionally it doesn't seem to be playing songs out of a music pack for me at all... at least not that I can tell.. aurally or otherwise. Sound exactly the same whether I have a song pack of any kind set to autoload or not.
#190 Posted 23 December 2012 - 07:13 PM
This post has been edited by Tetsuo: 23 December 2012 - 07:16 PM
#192 Posted 11 January 2013 - 10:43 AM
I've downloaded eDuke from the link in Helixhorned's sig and I get this error when I try to launch it:
Quote
Check with the developer to make sure EDuke32 works with this version of OS X. You may need to reinstall the application. [...]
You get the idea. I do have the SDL and SDL mixer frameworks on my system. When I click "Report" I get the following log I could send to Apple:
http://pastebin.com/eXDQZ9LS
While I'm at it, would it be possible to put the same link Halixhorned has in his signature on the front page please? The front page is still linking to the old Spam-Filter site.
#193 Posted 11 January 2013 - 11:45 AM
HiPhish, on 11 January 2013 - 10:43 AM, said:
Library not loaded: /opt/local/lib/libpng14.14.dylib
... Is libpng installed on your system?
#194 Posted 11 January 2013 - 11:47 AM
#195 Posted 11 January 2013 - 12:55 PM
#196 Posted 03 March 2013 - 02:50 PM
Tetsuo, on 14 June 2011 - 12:31 PM, said:
Is this still an issue with r3542 from my sig? I didn't change anything, but the delete key works for me as expected: pressing it deletes "from right to left" (backpace on PC) and pressing Fn+delete removes the character following the cursor.
#197 Posted 14 May 2013 - 11:29 AM
Helixhorned, on 03 March 2013 - 02:50 PM, said:
Yes there is still this issue, here is some details :
Process: eduke32 [85618] Path: /Users/Honor/Desktop/eduke32-osx-3693/EDuke32.app/Contents/MacOS/eduke32 Identifier: com.eduke32 Version: ??? (???) Code Type: X86-64 (Native) Parent Process: launchd [243] Date/Time: 2013-05-14 21:25:53.025 +0200 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Interval Since Last Report: 23304088 sec Crashes Since Last Report: 329 Per-App Crashes Since Last Report: 16 Anonymous UUID: 1FAEA02B-6E28-4673-89A3-EACF0915DC68 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 0 Dyld Error Message: Library not loaded: /opt/local/lib/libpng14.14.dylib Referenced from: /Users/Honor/Desktop/eduke32-osx-3693/EDuke32.app/Contents/MacOS/eduke32 Reason: image not found Binary Images: 0x7fff5fc00000 - 0x7fff5fc3be0f dyld 132.1 (???) <29DECB19-0193-2575-D838-CF743F0400B2> /usr/lib/dyld Model: MacBookPro6,2, BootROM MBP61.0057.B0C, 2 processors, Intel Core i7, 2.66 GHz, 8 GB, SMC 1.58f16 Graphics: NVIDIA GeForce GT 330M, NVIDIA GeForce GT 330M, PCIe, 512 MB Graphics: Intel HD Graphics, Intel HD Graphics, Built-In, 288 MB Memory Module: global_name AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.10.131.42.4) Bluetooth: Version 2.4.5f3, 2 service, 19 devices, 1 incoming serial ports Network Service: AirPort, AirPort, en1 Serial ATA Device: ST9500420ASG, 465,76 GB Serial ATA Device: M4-CT256M4SSD2, 238,47 GB USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfa100000 / 2 USB Device: USB Receiver, 0x046d (Logitech Inc.), 0xc52f, 0xfa140000 / 6 USB Device: Internal Memory Card Reader, 0x05ac (Apple Inc.), 0x8403, 0xfa130000 / 5 USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0237, 0xfa120000 / 4 USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 3 USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8218, 0xfa113000 / 7 USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfd100000 / 2 USB Device: USB 2.0 Hub, 0x1a40 (TERMINUS TECHNOLOGY INC.), 0x0101, 0xfd130000 / 5 USB Device: USB Storage, 0x05e3 (Genesys Logic, Inc.), 0x0718, 0xfd132000 / 6 USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0xfd120000 / 4 USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8507, 0xfd110000 / 3
Look to be an "libpng14.14.dylib" error.
This post has been edited by Honorbrachios: 14 May 2013 - 11:31 AM
#198 Posted 15 June 2013 - 03:19 AM
However, and I hate to say it and dreading to mention it but.. I got a brand new iMac (27 inch with 3.4Ghz Ivy Bridge, 16GB RAM) with the current available top of the line Nvidia GPU (GTX680 2GB) on OS X Mountain Lion 10.7.4 (also happened in 10.7.3) and I'm having problems with the shadows in eduke32 now. I'm getting square shapes all over. This is the only game which is exhibiting that with the shadows too. Looking at the logs it seems FBO is failing.
From what I can tell the OpenGL drivers in OS X may be more homogenized than on Windows and the same workaround that is used on ATI is needed for nvidia there too. Or perhaps it's just me. It almost makes it seem like there might be a problem with my particular card. But again, shadows in other games don't exhibit the same thing.
This post has been edited by Tetsuo: 15 June 2013 - 03:26 AM
#199 Posted 29 August 2013 - 01:32 PM
Tetsuo, on 15 June 2013 - 03:19 AM, said:
However, and I hate to say it and dreading to mention it but.. I got a brand new iMac (27 inch with 3.4Ghz Ivy Bridge, 16GB RAM) with the current available top of the line Nvidia GPU (GTX680 2GB) on OS X Mountain Lion 10.7.4 (also happened in 10.7.3) and I'm having problems with the shadows in eduke32 now. I'm getting square shapes all over. This is the only game which is exhibiting that with the shadows too. Looking at the logs it seems FBO is failing.
From what I can tell the OpenGL drivers in OS X may be more homogenized than on Windows and the same workaround that is used on ATI is needed for nvidia there too. Or perhaps it's just me. It almost makes it seem like there might be a problem with my particular card. But again, shadows in other games don't exhibit the same thing.
I'm trying to get the duke it out in DC addon to be recognized by the mac version of eduke32. I've tried a bunch of different versions of the mac eduke32 app, but none of them will recognize the dukedc.grp file in the "games" list in the startup window. I've tried dropping dukedc.grp in the main eduke32 folder as well as my "autoload" folder, but no luck. The windows versions correctly identifies the dukedc.grp when I put that grp in the eduke32 folder no problem. Is it possible to get these megaton addon grp's working on the mac verison of the eduke32 app? The latest mac version of eduke32 has a bug where it doesn't even display to startup window. So I've been using svn3648 to select my games/addons/settings.
#200 Posted 29 August 2013 - 04:01 PM
do shell script "exec /Games/EDuke32.app/Contents/MacOS/EDuke32 -g/BloodTC/BloodTC.grp -cfg/BloodTC/btc.cfg"
With the BloodTC folder being in the ~/Library/Application Support/Eduke32/ folder..
#201 Posted 11 March 2014 - 02:41 PM
Jottle, on 29 August 2013 - 01:32 PM, said:
Bump. Anyone got this working?
#202 Posted 21 May 2014 - 10:50 PM
Jottle, on 11 March 2014 - 02:41 PM, said:
Works fine for me using the EDuke32 Launcher scripts: Download here
#203 Posted 07 April 2017 - 04:23 AM
This post has been edited by rhoenie: 07 April 2017 - 04:41 AM
#204 Posted 07 April 2017 - 11:04 AM
#205 Posted 10 April 2017 - 02:54 AM
Kawa, on 07 April 2017 - 11:04 AM, said:
Well.. there is nothing special about it. It looks like any other machine running POLYMOST. :-)
Here is a little video I just have recorded (keep in mind : the old Mac had to run the game and record it at the same time).
https://youtu.be/Le0xyLzxEjg
#206 Posted 26 August 2018 - 10:50 AM
And I just figured out that I have no clue on how to launch mods with the currently available macOS build.
This post has been edited by Romulus: 26 August 2018 - 11:02 AM