CubeX: Porting discussions - Printable Version
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CubeX: Porting discussions - JeroMiya - Oct 30, 2002 01:25 PM
This thread is for issues related to the CubeX port. Please use this thread for questions and comments about the port, as well as feedback.
CubeX test build is available at:
Instructions for building and running are included. Let me know if you have any questions.
CubeX: Porting discussions - OneSadCookie - Oct 30, 2002 06:27 PM
I downloaded & recompiled the new enet source, but it hasn't changed anything multiplayer-wise. Guess more debugging is required here...
CubeX: Porting discussions - JeroMiya - Oct 30, 2002 06:39 PM
One explanation may be that the Linix/Win32 server only allows the prebuilt clients that the cube distribution comes with. This is to prevent cheating. I think we'll need to set up our own server, and disable the client check while we're debugging.
CubeX: Porting discussions - OneSadCookie - Oct 30, 2002 07:32 PM
I can certainly run a server. The question will be finding a time when we can be online together
Do you know where that test would be?
Send me an email (my forum user name at hotmail.com) with an ICQ number or an email address or some more immediate way of communicating, and I'll try & get in touch when I get home tonight.
CubeX: Porting discussions - OneSadCookie - Oct 31, 2002 05:06 PM
Just successfully played a network game between two Macintosh clients here. Works well :-)
The Linux client couldn't connect, though. Dunno what's up there
CubeX: Porting discussions - JeroMiya - Oct 31, 2002 11:26 PM
OK... so networking code is probably fine.
You said that the app was crashing when doing texture related operations... do you think it might be related to zlib/libpng/SDL_image? What versions are you using?
CubeX: Porting discussions - OneSadCookie - Nov 1, 2002 12:39 AM
I'm using the latest SDL_image from http://www.libsdl.org, and the system zlib. I'm not using libPNG at all.
The crash isn't related to one particular texture, I've seen many different ones crash.
I've checked the parameters to gluBuild2DMipmaps each time I've crashed in the debugger, and never seen anything amiss.
CubeX: Porting discussions - JeroMiya - Nov 1, 2002 11:11 PM
Yeah.. so I tested the engine on some PowerMacG4's here at the library and surprisingly, NONE of the maps (sans 32, which still crashes) crash, froze, or caused any problems whatsoever. I got a little pseudo-lan game going between two of the PowerMacs, and played against myself... networking code seems fine too.
CubeX: Porting discussions - JeroMiya - Nov 2, 2002 01:21 AM
Heh, here are a couple entries of the crash log for cubex. How do I interpret this?
The first one seems to be the same image library loading crashes you're getting, while the second one definately looks like a thread sync bug of some kind with the fmod and SDL libraries.
CubeX: Porting discussions - OneSadCookie - Nov 2, 2002 03:09 AM
The first one looks like it couldn't link to a dynamic library or framework at launch time -- nothing serious there, I'm guessing that was generated when you were still trying to get the game to work.
The second one is the crash I'm seeing with the image loading (gluBuild2DMipmaps called from installtex()). The functions at the tops of the other threads' stacks are all perfectly normal places to be.
It's weird how gluBuild2DMipmaps ends up calling _glTessErrorString -- that doesn't sound like the kind of function that should be called by gluBuild2DMipmaps!
CubeX: Porting discussions - JeroMiya - Jan 25, 2003 02:20 AM
Attempting a recompile with the december dev tools and using 10.2.3. Also using some tips from the Unix porting guide from Apple. Wish me luck!
Just out of curiosity, how many of you would be interested in using CubeX as the basis for an original Mac game?
CubeX: Porting discussions - OneSadCookie - Jan 25, 2003 05:04 AM
10.2.3 vastly improves the gluBuild2DMipmaps crash, though it doesn't quite eliminate it.
I haven't tried the midis that weren't working before...
CubeX: Porting discussions - psychlonex - Feb 21, 2003 08:26 PM
Hey all -
I'm pretty new to cocoa in general, spending the past few weeks or so trying to get my head around it. I'm trying to play with the CubeX posted at the top of this thread, but running into tons of build errors. I won't list them all unless someone wants to see them, but I'm just wondering if there is a detailed how-to for getting it to build? (dumbed down for a complete newbie) I'm guessing I'm missing some essential package, the first error I get is:
fmod.h: No such file or directory
I'm suspecting that the rest of the errors are related to this file not being found? I've downloaded and installed both SDL_Image and SDL devel. packages, am I missing something else? Enet built successfully without any complaints.
Thanks in advance! Looking forward to visiting this site often! Even saw a few names from some other forums (flashkit?) that I frequent... woohoo!
CubeX: Porting discussions - OneSadCookie - Feb 22, 2003 04:41 AM
If you need fmod.h, go to http://www.fmod.org/ and download the Mac SDK.
I while back I promised to post a current build; I haven't done that. Maybe tomorrow...
Aww man that'd be today; has been for 41 minutes now. [/edit]
CubeX: Porting discussions - psychlonex - Feb 22, 2003 07:52 AM
Thanks, I'll try that. I didn't see any info on installing fmod, I'm gonna guess I can just put it in the same dir as the project?
 I just tried it, though I'm lost as to where to put the fmod files. I added just the api folder to the project, and it stopped most of my errors but still no love:
"multiple definitions of symbol_main"
... 6 more of the same, "my_close, my_open..etc"
then the last:
"can't locate file for: -lfmod_cfm"