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Author Topic: TBP on Linux/MacOSX  (Read 66227 times)
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Nighty
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« Reply #80 on: November 23, 2007, 03:45:22 am »

The release and raider wars downloads aren't working at this moment. I either get 404's, or "file removed" messages. Also, Mirror1 (which gives me the 404) gives an error bad_httpd_conf when I browse up to the root of the server tree.

The good news: the earth minbari war and mission pack 1 downloads work, on one of the mirrors at least.

If there's other mirrors out there, I'd sure like to know about them, 'coz all the hype sure made me curious.

ps: it might be good to put them on edonkey as well, and provide ed2k urls here. If enough of us keep sharing these files, they'll stay online, no matter what the individual mirrors do to the files.

The ed2k hashes for EMW and MissionPack01 are:

ed2k://|file|EMW2_0.tar.gz|41939666|50588ff51e0cd1618e0dcf171f5049c6|
ed2k://|file|TBP_MissionPack01.zip|869089|04f5515bd64b7b77e22f0aa9ff32dc4d|


If someone still has the other 2 files around, you can generate hashes with ed2k_hash (don't know where I got it from, but I mirrored the binary on my server: http://nighty.safehex.be/ed2k_hash ).

At the moment I can't share, since I'm on narrowband till the end of the month, but I'll drop them in my mldonkey folder so they get shared as soon as the month is over.
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Jeff Vader
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« Reply #81 on: November 23, 2007, 04:07:25 am »

Um... you wouldn't happen to be referring to the links at the beginning of this thread? Since those are for TBP 3.2. Which is old. 3.4 has been released. Never mind the beta reference on the TBP site. The final version has been released and it comes with Raider Wars and Earth-Minbari War demo. Also, there's hip63's Installer, available here. Never mind the odd title. jr2 had a good reason for naming it that way. Not sure how it'll work on Linux. Probably needs wine. Nonetheless, it comes with god knows what campaigns, so it is the easiest way to get everything TBP related with a single download. The size exceeds 1GB, so downloading it takes time, but as I said, it is the easiest option.
« Last Edit: November 23, 2007, 04:15:38 am by Lobo » Logged

jr2
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« Reply #82 on: November 23, 2007, 05:23:30 am »

For Linux, I think you can just get your own source and compile it, as you Linux people are so fond of doing.  Ask someone how to grab the latest build and compile it... there's a guide in the Wiki, IIRC.
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« Reply #83 on: November 23, 2007, 04:18:15 pm »

Um... you wouldn't happen to be referring to the links at the beginning of this thread? Since those are for TBP 3.2. Which is old. 3.4 has been released. Never mind the beta reference on the TBP site. The final version has been released and it comes with Raider Wars and Earth-Minbari War demo. Also, there's hip63's Installer, available here. Never mind the odd title. jr2 had a good reason for naming it that way. Not sure how it'll work on Linux. Probably needs wine. Nonetheless, it comes with god knows what campaigns, so it is the easiest way to get everything TBP related with a single download. The size exceeds 1GB, so downloading it takes time, but as I said, it is the easiest option.

Actually, the links in the first post are for 3.3a, not 3.2

And yes, I know how to compile FS2_open for myself (done it already), but I'd still need the actual data. Not interested in setting up wine for this kind of stuff, if there's Linux packages available; too much hassle, and I hate wine. Thanks for the suggestion though, if all else fails, I might look into it. Heck, I'd probably just set up a throwaway qemu image (something similar to vmware) for this, install XP on it, install the stuff there, and move the files over to my linux machine. As long as I don't have to deal with wine.
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« Reply #84 on: November 24, 2007, 03:33:25 am »

As soon as I'm sure 3.4 is final (eg, 3.4b or whatever they'll call it), then I'll up a torrent.
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« Reply #85 on: December 01, 2007, 11:27:53 am »

Is there a link/site where i can get the source-code? Along with compile instructions? I'd like to make a package for my distro.
The page itself doesn't hint anywhere and this thread is not giving away much, either.

Thx in advance.
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« Reply #86 on: December 01, 2007, 12:16:46 pm »

http://www.hard-light.net/wiki/index.php/The_fs2_open_on_Linux_Guide

That should help.
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« Reply #87 on: March 14, 2008, 03:11:38 pm »

Uhhh... working links would be nice
Hm, I kinda NECROTHREADAGGED myself
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« Reply #88 on: May 22, 2008, 09:55:26 am »

So we're final now. Anyone want to build a LINUX/OS2 installer?
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« Reply #89 on: May 22, 2008, 03:08:31 pm »

ok, no volunteers - so I d/l the Win-Installer and extracted everything...

plays nice on my Mac 

I will u/l a Mac friendly release at freespacemods on the weekend.. 
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« Reply #90 on: May 22, 2008, 03:11:04 pm »

You'll need a copy of my codebase. I'll upload it tonight.

EDIT : You'll find the 3.6.9 codebase we're using here. I'm not certain if there are any mac specific problems that might require the use of a 3.6.10 build instead but if there aren't 3.6.9 based builds are probably a better idea as they'll work for multiplayer.
« Last Edit: May 22, 2008, 04:00:28 pm by karajorma » Logged

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Tinman
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« Reply #91 on: May 23, 2008, 02:32:23 pm »

thanks for the link...

the framework.tgz for Xcode is broken, but i used the framework.tgz from taylors 3.6.9 source tree and added the missing theora.framework

but what stops me from compiling the whole thing are the missing sources in code/graphics grzbuffer.cpp and grzbuffer.h

I don't know if the files are needed, but when I delete them from the Xcode project for a test, it compiles to the end but i get linker errors

Code:
  "dock_dead_undock_objects(object*, object*)", referenced from:
      do_dying_undock_physics(object*, ship*)    in libcode.a(ship.o)
  "decodeFrame8(unsigned char*, unsigned char*, int, unsigned char*, int)", referenced from:
      mve_video_data(unsigned char*, int)in libcode.a(mveplayer.o)
  "dock_dead_dock_objects(object*, int, object*, int)", referenced from:
      ai_deathroll_start(object*)     in libcode.a(aicode.o)
  "gr_stub_init()", referenced from:
      gr_init(int, int, int, int, int)in libcode.a(2d.o)
  "theora_close(THEORAFILE*)", referenced from:
      movie_play(char*) in libcode.a(movie.o)
  "theora_play(THEORAFILE*)", referenced from:
      movie_play(char*) in libcode.a(movie.o)
  "dock_get_first_dead_docked_object(object*)", referenced from:
      do_dying_undock_physics(object*, ship*)    in libcode.a(ship.o)
ld: symbol(s) not found
and when I search the project i fin the call but not the subroutine...

maybe the missing files help - or...???

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« Reply #92 on: May 23, 2008, 05:10:30 pm »

To be honest I wouldn't know. I've usually just left the Mac and Linux stuff to Taylor.

You could try starting with the 3.6.9 source and copying across any files that were modified after 01/01/07
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Tinman
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« Reply #93 on: May 24, 2008, 03:58:16 am »

I tried as you proposed, but I ran into the same errors. There is some of the new network code missing.

network/multiutil2.cpp e.g. MISSION_FLAG_JUMP_EQUALS_END_MISSION not defined and choose_debrief_type(); not found

and other network code related errors

Code:
#ifndef NO_STANDALONE
if(Game_mode & GM_STANDALONE_SERVER){
// move to the standalone postgame (which is where we'll handle stats packets, etc)
gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
}
#endif
// Karajorma - If we have set the flag we should simply end the mission instead of warping out
if (The_mission.flags & MISSION_FLAG_JUMP_EQUALS_END_MISSION) {
choose_debrief_type();

if (MULTIPLAYER_MASTER) {
send_force_end_mission_packet();
}
}

// begin the warpout process for all players and myself
multi_warpout_all_players();
}
}

I think it is up to taylor to release a multiplayer-capable recent 3.6.9 build for TBP, I try to get a single-player build running ASAP. 
 
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« Reply #94 on: May 24, 2008, 06:53:46 am »

Ummm, MultiUtil2.cpp was just a backup file I added when I was changing some code in multutil.cpp. You can just delete it. Big grin
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Tinman
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« Reply #95 on: May 24, 2008, 07:44:56 am »

ok, I've made it 

but in this source are some known bugs that are very annoying on MacOS X, so i will ask taylor for some diffs 
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Tinman
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« Reply #96 on: May 24, 2008, 09:54:07 am »

here it is

MacOS X The Babylon Project core VPs archive

Edit3: due to high traffic, "MacOS X The Babylon Project core VPs archive" had to be removed from my webspace, please use the

mirror at freespacemods.net

http://www.freespacemods.net/download.php?view.220


MacOS X The Babylon Project 3.6.10 singleplayer build rev 4622 2008-05-24

use the MacOS X TBP build in my sig instead of the link above

you need both archives.
Extract both archives. (use 7zX http://sixtyfive.xmghosting.com/ to extract the archive)
Copy the "TheBabylonProject 3.6.10 SP" application to the "The Babylon Project" folder and  the "TheBabylonProject" folder to "[your home folder]/Library" and adjust your screen resolution as described in the readme.txt.

Enjoy...

Edit: freespacemods.net mirror added
Edit2: recent MacOS X TBP build in my sig
« Last Edit: December 25, 2008, 03:25:02 pm by Tinman » Logged

karajorma
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« Reply #97 on: May 24, 2008, 12:05:42 pm »

but in this source are some known bugs that are very annoying on MacOS X, so i will ask taylor for some diffs

Yeah, that's part of it being 3.6.9 based rather than 3.6.10. On the other hand it doesn't have some of the annoying 3.6.10 bugs.
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Tinman
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« Reply #98 on: June 08, 2008, 02:58:18 pm »

is there a large (128x128pix or larger) TBP icon available?

i like to include a TBP icon in the MacOS X -TBP build, but the Windows icon in the 3.4final is a small 48x48pix icon
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« Reply #99 on: June 09, 2008, 07:06:30 am »

Well you could use the image used in the highlights at the top of the HLP forums main page?
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