Author Topic: Requesting premade builds for Linux/MacOS  (Read 2922 times)

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Offline The E

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Requesting premade builds for Linux/MacOS
As I pointed out in the Magnificent AoA update release thread, I do not have the capability to make these myself. Is there someone in here who could make builds for the most common Linux Distros and MacOS for me, so that I can bundle them in with the install packages? I'll be posting an updated BP.patch later that contains a few fixes for issues found in the version released in the AoA update.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline pecenipicek

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Re: Requesting premade builds for Linux/MacOS
As I pointed out in the Magnificent AoA update release thread, I do not have the capability to make these myself. Is there someone in here who could make builds for the most common Linux Distros and MacOS for me, so that I can bundle them in with the install packages? I'll be posting an updated BP.patch later that contains a few fixes for issues found in the version released in the AoA update.
i might be able to provide linux builds in both 32-bit and 64-bit flavors (and sse2/no sse at all, if needed), but there is no guarantee that they will actually work on other distributions, due to possibly differing versions of various base libraries, and as far as i can understand the licencing shenanigans, we cant statically link stuff. i'll give it a try anyhow, just toss me a patch.
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Offline niffiwan

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Re: Requesting premade builds for Linux/MacOS
I can create Mint 13 (aka Ubuntu 12.04) 64 bit binaries and Fedora 17 32 & 64bit binaries for you.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
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m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline The E

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Re: Requesting premade builds for Linux/MacOS
Here's the patch for the builds we'll be rolling with: http://blueplanet.fsmods.net/E/BP.patch
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Hellzed

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Re: Requesting premade builds for Linux/MacOS
Ubuntu 12.10 64 build.
Patched cleanly except for some VCPROJ files against latest antipodes revision.

http://ubuntuone.com/0wzJruP46SQ5EJDVueYhXF


 

Offline Echelon9

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Re: Requesting premade builds for Linux/MacOS
I should be able to do a Mac build up.

 

Offline General Battuta

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Re: Requesting premade builds for Linux/MacOS
I should be able to do a Mac build up.

Thaaaank you!

 

Offline niffiwan

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Re: Requesting premade builds for Linux/MacOS
Here's those Fedora 17 binaries.
64bit: http://www.mediafire.com/?clsewe1yo3cfd6y
32bit: http://www.mediafire.com/?gyk9q34xzjdm6l3

Also, if I get this working properly it'll let me build BP binaries for a heap of different distro's ;)
https://build.opensuse.org/project/show?project=home%3Aniffiwan
(thanks to Eli2 for bringing this to my attention)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

  

Offline Echelon9

  • 210
Re: Requesting premade builds for Linux/MacOS
Here's the patch for the builds we'll be rolling with: http://blueplanet.fsmods.net/E/BP.patch

Two code things to fix in that patch, without which it won't compile on Mac:

Code: [Select]
code/graphics/gropenglextension.h
-#define PFNGLBLITFRAMEBUFFER glBlitFramebufferEXTProcPtr
+#define PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebufferEXTProcPtr

Looks like this definition (found in the Mac specific section) was renamed at some point, and because it wasn't being test compiled on Mac it was missed. This change will fix the issue for Mac, and should have no impact on other platforms.

Code: [Select]
code/graphics/gropenglshader.cpp
- vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
- vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
- vglProgramParameteriEXT((GLuint)shader_object, GL_GEOMETRY_VERTICES_OUT_EXT, 3);
+ vglProgramParameteriEXT((long)shader_object, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
+ vglProgramParameteriEXT((long)shader_object, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
+ vglProgramParameteriEXT((long)shader_object, GL_GEOMETRY_VERTICES_OUT_EXT, 3);

In OS X, a GLhandleARB is a pointer. This means that shader_object can't be cast to a GLuint. This change is based on a suggested fix to the Irrlicht engine, http://irrlicht.sourceforge.net/forum/viewtopic.php?t=38493

I'm not sure what impact this change will have for other platforms, and I haven't tested this thoroughly yet.

Compilation with the Clang (LLVM) compiler also reported the following two issues in the code added by this patch:

Quote
antipodes/code/model/modelread.cpp:5326:74: Operator '?:' has lower precedence than '-'; '-' will be evaluated first
antipodes/code/object/objectsort.cpp:279:32: '&&' within '||'

Unfortunately I can't get the new AoA content out of the 7zip file to test, will be in touch with the BP devs for those interested in the Mac Release and Debug binaries.