Duke4.net Forums: rhoenie - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: 18 I seem to be liked
Junior Members
Active Posts:
21 (0.01 per day)
Most Active In:
Everything EDuke32 (14 posts)
25-August 08
Profile Views:
Last Active:
User is offline Mar 16 2019 01:03 AM

My Information

48 years old
January 10, 1971
Male Male

Contact Information

Website URL:
Website URL  http://www.spam-filter.de

Latest Visitors

Posts I've Made

  1. In Topic: [RELEASE] NBlood - Blood port based on EDuke32

    06 March 2019 - 01:09 PM

    View PostHendricks266, on 06 March 2019 - 09:57 AM, said:

    This patch is butchery so I won't merge it, but you should be able to make a wrapper shell script like this:

    make PRETTY_OUTPUT=0 CC="..." CXX="..." ... OPTOPT= L_CXXONLYFLAGS+="-lc++" $*

    Well, this wasn't meant as a patch - I just wanted to show how I compiled it using Mac-Ports clang 4.0.1. B)

    View PostHendricks266, on 06 March 2019 - 09:57 AM, said:

    Does this happen even with the open command from the terminal? If so, maybe running LLDB directly on the .app bundle might allow debugging.

    I tried that method too but I had no success with it. :(

    But I think I found it. When I comment out this section in source/build/src/osd.cpp (around line 1642) ..

    if (log.lines < log.cutoff)
    char *chp2 = Xstrdup(tmpstr);
    Bfputs(OSD_StripColors(chp2, tmpstr), osdlog);
    Bprintf("%s", chp2);
    else if (log.lines == log.cutoff)
    Bfputs("\nLog file full! Consider increasing \"osdlogcutoff\".\n", osdlog);
    log.lines = log.cutoff + 1;

    .. the application fires up successfully when clicked inside the Finder (it then gives an error, though).
  2. In Topic: [RELEASE] NBlood - Blood port based on EDuke32

    05 March 2019 - 11:21 PM

    View PostHendricks266, on 03 March 2019 - 12:26 PM, said:

    Is that parameter needed or can -stdlib=libc++ be used instead?

    That parameter is actually needed. It wont compile when I use -stdlib=libc++.

    I wasn't using Apples compiler but the MacPorts Clang 4.0.1 that I also use for making the EDuke32 builds and I changed the Common.mak file like this:

    Zoidberg:NBlood rhoenie$ diff Common.mak.orig Common.mak
    < PRETTY_OUTPUT := 1
    > PRETTY_OUTPUT := 0
    <     CC := $(CROSS)clang$(CROSS_SUFFIX)
    <     CXX := $(CROSS)clang++$(CROSS_SUFFIX)
    >     CC := /opt/local/bin/clang-mp-4.0 -I/opt/local/libexec/llvm-4.0/lib/c++/v1/ -I/opt/local/libexec/llvm-4.0/lib/c++/ -mmacosx-version-min=10.7
    >     CXX := /opt/local/bin/clang++-mp-4.0 -I/opt/local/libexec/llvm-4.0/lib/c++/v1/ -I/opt/local/libexec/llvm-4.0/lib/c++/ -mmacosx-version-min=10.7
    >     COBJC := /opt/local/bin/clang-mp-4.0 -std=c99 -x objective-c -mmacosx-version-min=10.7
    >     COBJCXX := /opt/local/bin/clang-mp-4.0 -std=c99 -x objective-c++ -mmacosx-version-min=10.7
    > else
    >     COBJC := $(CC) -x objective-c
    >     COBJCXX := $(CXX) -x objective-c++
    < COBJC := $(CC) -x objective-c
    < COBJCXX := $(CXX) -x objective-c++
    <                 OPTOPT := -march=core2 -mmmx -msse -msse2 -msse3 -mssse3
    >                 # OPTOPT := -march=core2 -mmmx -msse -msse2 -msse3 -mssse3
    > 		OPTOPT := -m64
    > 		L_CXXONLYFLAGS += -lc++

    The -I/opt/local/libexec/llvm-4.0/lib/c++/v1/ -I/opt/local/libexec/llvm-4.0/lib/c++/ parameters for the C-compiler are needed because a bit further down it will use $(CC) -x c++ to compile C++ code and without them two includes it will run into errors.

    The only thing that bugs me right now is the inability to start the game by clicking on the icon within Finder. I even can't debug this behaviour because the debugger runs the binary from the console and this is working fine. As I said it's the same as with Mapster32. Against all logic it must be something inside the code and not in the application bundle (I did a few tests on that one).
  3. In Topic: [RELEASE] NBlood - Blood port based on EDuke32

    03 March 2019 - 03:01 AM

    View PostNukeYKT, on 12 February 2019 - 09:16 AM, said:

    After months of hard working NBlood is finally ready to be released.

    Compiles fine on Mac OSX 10.7 when I add -lc++ to the linker. Binary runs fine on my Mac-Mini 2018 under Mojave (and inside the 10.7 virtual machine I am using for the build).
    I am having the same issues as with Mapster32, though: can't open the application bundle from within Finder with a mouse click but running it from the command-line is fine.

    Thanks! :-)
  4. In Topic: Building EDuke32 on Mac OS X

    10 April 2017 - 02:54 AM

     Kawa, on 07 April 2017 - 11:04 AM, said:

    Congratulations! Do you have any gameplay pics to go with that?

    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).

  5. In Topic: Building EDuke32 on Mac OS X

    07 April 2017 - 04:23 AM

    I finally got latest EDuke32 working on PowerPC (with GUI, music, sound and everything but POLYMER) under Mac OS X Leopard (10.5) :-)



rhoenie has no profile comments yet. Why not say hello?

All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Fury! ;) © 2019 Voidpoint, LLC

Enter your sign in name and password

Sign in options