MacOsX Version issues
Moderator: Committer
Re: MacOsX Version issues
Is there a preferred place to submit patches?
Is here fine? Maybe via Sourceforge is better?
Is here fine? Maybe via Sourceforge is better?
Re: MacOsX Version issues
And if anyone can help me figure out how I can manage file releases on Sourceforge, what with its new UI and all, I'd appreciate it.
Sourceforge is being incredibly slow, unintuitive, and frustrating so I need to take a break for a while.
Sourceforge is being incredibly slow, unintuitive, and frustrating so I need to take a break for a while.
- Geoff the Medio
- Programming, Design, Admin
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Re: MacOsX Version issues
Forum posts are best..Id wrote:Is there a preferred place to submit patches?
Is here fine? Maybe via Sourceforge is better?
If it involves a change to any GG files, then email or PM tzlaine as well.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: MacOsX Version issues
I've committed the patch, hopefully without messing it up..Id wrote:Turns out to be either a bug or a feature in Ogre when using the Carbon framework.
https://www.ogre3d.org/forums/viewtopic ... 56&start=0
http://www.wreckedgames.com/forum/index ... 079.0.html
Unfortunately the proposed workaround solved the problem in a simple ogre demo/tutorial I used to recreate the problem, but not in FreeOrion.
Switching over to Cocoa sidesteps this, so I've included the patch I used to do this.
I don't think there will be any resulting problems from the change, but I'm still a newbie
If you've got access to releases, presumably you should be given SVN commit access as well... so I have done so. In future, you should be able to just commit changes, although discussing them when they might impact other code would probably still be a good idea.
(I don't know about how to use the new sourceforge web interface, though.)
Re: MacOsX Version issues
Thanks, Geoff. The commit looks fine.Geoff the Medio wrote: I've committed the patch, hopefully without messing it up.
If you've got access to releases, presumably you should be given SVN commit access as well... so I have done so. In future, you should be able to just commit changes, although discussing them when they might impact other code would probably still be a good idea.
(I don't know about how to use the new sourceforge web interface, though.)
I'll probably take up my release management woes with sourceforge support. I just want to make sure I'm not overlooking something: is the option to manage releases showing up for the project admins on the web interface? What's the alternative? SSH access?
I gather from the SF forums that people are still able to release, so I wonder if they just didn't take into account that a person could be under the "packager" status and not a project admin.
Re: MacOsX Version issues
Figured it out...
The option to "Manage Releases" was not on the main "Files" page, had to go into the "Release Notes" for a specific release to see it.
grumble
The option to "Manage Releases" was not on the main "Files" page, had to go into the "Release Notes" for a specific release to see it.
grumble
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: MacOsX Version issues
It looks like you've put up a new version or two of the OSX release. There are two versions current available for v0.3.13, though, which is confusing... You might want to call the new version v0.3.13.1 or somesuch, rather than -p1 or whatever the file name is now, so it's clearer that it's an update rather than the first part or somesuch.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: MacOsX Version issues
I'd like to modify chmain.mm a bit so that running with the -h flag will produce console debug output and then exit without starting the game. Will this work?
Code: Select all
Index: chmain.mm
===================================================================
--- chmain.mm (revision 3130)
+++ chmain.mm (working copy)
@@ -2,6 +2,8 @@
#import <Cocoa/Cocoa.h>
+#include "../../util/OptionsDB.h"
+
#include "chmain.h"
#include <iostream>
@@ -11,6 +13,12 @@
std::cerr << "main() failed config." << std::endl;
return 1;
}
-
+
+ // did the player request help output?
+ if (GetOptionsDB().Get<bool>("help")) {
+ GetOptionsDB().GetUsage(std::cerr);
+ return 0; // quit without actually starting game
+ }
+
return NSApplicationMain(argc, (const char **) argv);
}
Re: MacOsX Version issues
Go ahead, works for me.Geoff the Medio wrote:I'd like to modify chmain.mm a bit so that running with the -h flag will produce console debug output and then exit without starting the game. Will this work?
Code: Select all
Index: chmain.mm =================================================================== --- chmain.mm (revision 3130) +++ chmain.mm (working copy) @@ -2,6 +2,8 @@ #import <Cocoa/Cocoa.h> +#include "../../util/OptionsDB.h" + #include "chmain.h" #include <iostream> @@ -11,6 +13,12 @@ std::cerr << "main() failed config." << std::endl; return 1; } - + + // did the player request help output? + if (GetOptionsDB().Get<bool>("help")) { + GetOptionsDB().GetUsage(std::cerr); + return 0; // quit without actually starting game + } + return NSApplicationMain(argc, (const char **) argv); }
Re: MacOsX Version issues
The Mac OS X text for this protected wiki page should be updated. (binary is no longer in two parts... also "OS X" is more proper than "OSX")
New wiki source can be pasted in:
New wiki source can be pasted in:
Code: Select all
==Mac OS X==
Binaries for Intel Mac OS X are available [https://sourceforge.net/project/showfiles.php?group_id=75752&package_id=111134 on sourceforge]. See [http://www.freeorion.org/forum/viewtopic.php?f=9&t=872 this forum thread] for discussion of the OS X binaries.