Mac Testing?
by Markus Nuebel · in General Discussion · 08/10/2004 (2:22 am) · 11 replies
Is there anyone, who tests RW on a Mac?
About the author
#2
08/10/2004 (8:29 am)
Hey, Logan, that are good news ;)
#3
08/10/2004 (11:54 am)
Indeed it is since it should allow us to now get a proper Mac OSX client out there when it comes time :)
#4
I downloaded the RealmWars CVS (HEAD) for use on OS X and I have a few questions.
1. What version of TGE was RW branched off of? I have about three or four files that are throwing errors when I compile; the TGE versions are correct and will compile if I replace the files in question with the latest version in Torque (I know, not proper but I was curious). I'm going to run diff on the files in question to see what exactly the differences are and resolve them. Which brings me to my next query :
2. What has been added to TGE specifically for RealmWars? I see there are a couple of patches - is there a list somewhere? I'd like to be cautious not to clobber them when trying to compile or resolve TGE to RW versions.
Thanks
08/29/2004 (5:19 pm)
Heyas,I downloaded the RealmWars CVS (HEAD) for use on OS X and I have a few questions.
1. What version of TGE was RW branched off of? I have about three or four files that are throwing errors when I compile; the TGE versions are correct and will compile if I replace the files in question with the latest version in Torque (I know, not proper but I was curious). I'm going to run diff on the files in question to see what exactly the differences are and resolve them. Which brings me to my next query :
2. What has been added to TGE specifically for RealmWars? I see there are a couple of patches - is there a list somewhere? I'd like to be cautious not to clobber them when trying to compile or resolve TGE to RW versions.
Thanks
#5
I recently merged RW with Torque Release_1_2_2.
And I already added a few post-1_2_2 changes into RW as well.
During the merge I did not remove any files. So you are right, that there are some files in the CVS that are not needed anymore.
Of the head I would say, fxLightDB is such a case, since the fxLight stuff has been merged by Melv into one fxLight object.
If you post up a list of files, that are causing trouble I can tell you if they are still needed and can even start deleting them from the CVS.
(Just in case Logan confirms this)
Regarding the changes to the source:
There are some files, that are RW exclusive only. E.g. the motion trails stuff and some other.
However, a couple of the original torque files are modified for RW. During the merge with 1_2_2 I tried to mark all these code locations with:
But I may have missed some locations.
-- Markus
08/29/2004 (9:55 pm)
Hi Charles.I recently merged RW with Torque Release_1_2_2.
And I already added a few post-1_2_2 changes into RW as well.
During the merge I did not remove any files. So you are right, that there are some files in the CVS that are not needed anymore.
Of the head I would say, fxLightDB is such a case, since the fxLight stuff has been merged by Melv into one fxLight object.
If you post up a list of files, that are causing trouble I can tell you if they are still needed and can even start deleting them from the CVS.
(Just in case Logan confirms this)
Regarding the changes to the source:
There are some files, that are RW exclusive only. E.g. the motion trails stuff and some other.
However, a couple of the original torque files are modified for RW. During the merge with 1_2_2 I tried to mark all these code locations with:
// RW ---------------------------- // <Name of author> --> Short description ... Code goes here // <Name of author> <-- // RW ----------------------------This helps merging in the future
But I may have missed some locations.
-- Markus
#6
I can grep on the tags you inserted in that case.. =)
Did you use the provided XCode project file that's in the CVS to compile ?
08/30/2004 (4:03 pm)
Thanks!I can grep on the tags you inserted in that case.. =)
Did you use the provided XCode project file that's in the CVS to compile ?
#7
I just merged the engine and the example folder.
I haven't touched the lib stuff and I think I haven't touched the project files.
Not quite sure here, since it is some time, since I did this.
In any case feel free to use and modify the project file that best fits your need.
-- Markus
08/30/2004 (10:05 pm)
Since I do not own a Mac, I haven't compiled it on one.I just merged the engine and the example folder.
I haven't touched the lib stuff and I think I haven't touched the project files.
Not quite sure here, since it is some time, since I did this.
In any case feel free to use and modify the project file that best fits your need.
-- Markus
#8
I'm not sure if I got a crossed wire in the CVS download, but the precepitation.h file appeared to be old. I replaced it with the current one in TGE 1.2.2 and got on with my compile.
09/02/2004 (4:37 pm)
I'm starting on compiling. I'll submit the new PB / XCode project when I'm done.I'm not sure if I got a crossed wire in the CVS download, but the precepitation.h file appeared to be old. I replaced it with the current one in TGE 1.2.2 and got on with my compile.
#9
Hm.. that sounds like a bad idea.
I already merged the latest precepitation code from torque HEAD (post 1_2_2) into RW.
It already has the small fix, I reported to GG after they announced the new precepation code on the website.
So overwriting it with the 1.2.2 is not a good idea.
09/02/2004 (9:48 pm)
Quote:
I replaced it with the current one in TGE 1.2.2
Hm.. that sounds like a bad idea.
I already merged the latest precepitation code from torque HEAD (post 1_2_2) into RW.
It already has the small fix, I reported to GG after they announced the new precepation code on the website.
So overwriting it with the 1.2.2 is not a good idea.
#10
09/03/2004 (3:46 pm)
Ahh.. sorry, I had thought that you had merged WITH 1_2_2 - my confusion. I'll restore from my backup copy.
#11
I tested it all on Win32 before checking in, so there should be no problems with the core RW/Torque code.
However there may be problems with the Mac platform code, with I just merged, but not tested.
I probably will do a full merge, when Torque 1_3_0 is labeled.
-- Markus
09/05/2004 (2:03 am)
Yes, I did a full merge with 1_2_2 and already merged some post 1_2_2 changes like precepation and stuff like that.I tested it all on Win32 before checking in, so there should be no problems with the core RW/Torque code.
However there may be problems with the Mac platform code, with I just merged, but not tested.
I probably will do a full merge, when Torque 1_3_0 is labeled.
-- Markus
Associate Logan Foster
perPixel Studios
Timothy Downs has volunteer himself to help test it on a Mac that he owns or has access to and we also have access to Ed Gardner at MaxGaming (who has been doing the Mac builds, testing and deployment for Lore).