mac os x 10.3 compile error(s)

Trying to build your own version of Vega Strike and having problems? Unix users, paste your config.log here (stderr output alone is not helpful).
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eschartman
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mac os x 10.3 compile error(s)

Post by eschartman »

can someone point me to the solution to this compile error? :
Making all in src
Making all in cmd
Making all in ai
source='comm_ai.cpp' object='comm_ai.o' libtool=no \
depfile='.deps/comm_ai.Po' tmpdepfile='.deps/comm_ai.TPo' \
depmode=gcc3 /bin/sh ../../../depcomp \
g++ -DHAVE_CONFIG_H -I. -I. -I../../.. -Wno-long-double -DHAVE_SDL=1 -DSDL_WINDOWING=1 -I/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks/Carbon.framework/Libraries/CIncludes -I/sw/include -I/sw/include -I/sw/include -DJPEG_SUPPORT -I/Developer/SDKs/MacOSX10.2.8.sdk/Library/Frameworks/OpenAL.framework/Headers -I/sw/include -DUSE_BOOST_131=1 -I../../../src/boost129 -I../../../src -I/Developer/SDKs/MacOSX10.2.8sdk/System/Library/Frameworks/Carbon.framework/Libraries/CIncludes -pipe -O2 -ffast-math -falign-loops=2 -falign-jumps=2 -falign-functions=2 -I/sw/include/SDL -D_THREAD_SAFE -D_REENTRANT -pipe -c -o comm_ai.o `test -f 'comm_ai.cpp' || echo './'`comm_ai.cpp
comm_ai.cpp: In function `void GetMadAt(Unit*, Unit*, int)':
comm_ai.cpp:124: warning: assignment to `int' from `float'
comm_ai.cpp:124: warning: argument to `int' from `float'
cc1plus: Permission denied: opening dependency file .deps/comm_ai.TPo
gnumake[4]: *** [comm_ai.o] Error 1
gnumake[3]: *** [all-recursive] Error 1
gnumake[2]: *** [all-recursive] Error 1
gnumake[1]: *** [all-recursive] Error 1
gnumake: *** [all] Error 2

BTW, i'm interested in contributing (level TBD) - which is why i'm working on a solved problem...

thanks,
-ethan s
eschartman
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Post by eschartman »

it was a permission problem - running "sudo make" on the command line got past it (need to figure out why projectbuilder didn't like it)

-ethan s
eschartman
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linking problem

Post by eschartman »

my build is failing on this ld:
python is version 2.3 installed via fink. config.log is attached (renamed .txt for attachment permission).

i'm not sure where i should go looking for the problem here, can anyone point me inthe right direction?

thanks,
-ethan s
make all-recursive
Making all in src
Making all in cmd
Making all in ai
make[4]: Nothing to be done for `all'.
Making all in script
Making all in c_alike
make[5]: Nothing to be done for `all'.
make[5]: Nothing to be done for `all-am'.
Making all in collide
Making all in csgeom
make[5]: Nothing to be done for `all'.
make[5]: Nothing to be done for `all-am'.
make[4]: Nothing to be done for `all-am'.
Making all in gfx
Making all in nav
make[4]: Nothing to be done for `all'.
make[4]: Nothing to be done for `all-am'.
Making all in gldrv
make[3]: Nothing to be done for `all'.
Making all in aldrv
make[3]: Nothing to be done for `all'.
Making all in python
make[3]: Nothing to be done for `all'.
Making all in gui
make[3]: Nothing to be done for `all'.
Making all in networking
Making all in lowlevel
make[4]: Nothing to be done for `all'.
make[4]: Nothing to be done for `all-am'.
Making all in boost
make[3]: Nothing to be done for `all'.
Making all in common
make[3]: Nothing to be done for `all'.
Making all in boost129
make[3]: Nothing to be done for `all'.
g++ -I/Developer/SDKs/MacOSX10.2.8sdk/System/Library/Frameworks/Carbon.framework/Libraries/CIncludes -pipe -O2 -ffast-math -falign-loops=2 -falign-jumps=2 -falign-functions=2 -I/sw/include/SDL -D_THREAD_SAFE -D_REENTRANT -pipe -o vegastrike vsfilesystem.o posh.o stardate.o star_system_xml.o star_system_generic.o universe_generic.o universe_util_generic.o galaxy.o galaxy_xml.o galaxy_gen.o faction_generic.o hashtable.o configxml.o easydom.o xml_serializer.o xml_support.o lin_time.o endianness.o faction_util_generic.o load_mission.o savegame.o pk3.o vs_globals.o debug_vs.o gfxlib_struct.o in_joystick.o force_feedback.o faction_util.o in_kb.o in_sdl.o in_mouse.o in_main.o in_handler.o main_loop.o physics.o star_system_jump.o star_system.o universe.o universe_util.o config_xml.o macosx_math.o cg_global.o main.o networking/netserver_devices.o networking/libnetclient.a networking/lowlevel/libnetlowlevel.a cmd/script/script_call_briefing.o cmd/script/libscript.a cmd/script/c_alike/libc_alike.a python/briefing_wrapper.o cmd/libcmd.a cmd/base_init.o python/libpython.a gfx/libgfx.a gldrv/libgldrv.a cmd/ai/libai.a gui/libgui.a networking/libnet.a cmd/collide/libcollide.a boost129/libboost_python.a boost/libboost_python.a gfx/nav/libnav.a aldrv/libaldrv.a -lz -lvorbisfile -lvorbis -logg -F/Library/Frameworks -framework GLib -framework GLUT -lobjc -L/sw/lib -lSDLmain -lSDL -framework Cocoa -framework OpenGL -L/Library/Frameworks/GLib.framework/Versions/A/ -lGLib -L/usr/X11R6/lib -lGLU -framework GLUT -L/sw/lib -lexpat -L/sw/lib -lpng -L/sw/lib -ljpeg -framework OpenAL -lvorbisfile -lvorbis -logg /sw/lib/python2.3/config/libpython2.3.a --export-dynamic
ld: warning table of contents of library: networking/libnetclient.a not sorted slower link editing will result (use the ranlib(1) -s option)
ld: warning table of contents of library: cmd/libcmd.a not sorted slower link editing will result (use the ranlib(1) -s option)
ld: warning table of contents of library: boost129/libboost_python.a not sorted slower link editing will result (use the ranlib(1) -s option)
ld: warning empty table of contents: boost/libboost_python.a (can't load from it)
ld: Undefined symbols:
Python::init()
Python::test()
Python::reseterrors()
make[3]: *** [vegastrike] Error 1
make[2]: *** [all-recursive] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2
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hellcatv
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Post by hellcatv »

try
rm python/*.a python/*.o
and make again?
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eschartman
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Post by eschartman »

hellcatv: your rm did the trick. thanks.

it compiles cleanly now, but on startup i get some GL errors:
Found data in .
Using /Users/ethan/vegastrike/data4.x as data directory
Using .vegastrike as the home directory
Found MODDIR = /Users/ethan/vegastrike/data4.x/mods
USING HOMEDIR : /Users/ethan/.vegastrike As the home directory
CONFIGFILE - Found a config file in home directory, using : /Users/ethan/.vegastrike/vegastrike.config
DATADIR - No datadir specified in config file, using ; /Users/ethan/vegastrike/data4.x
SIMULATION_ATOM: 0.06
Adding mod path : /Users/ethan/vegastrike/data4.x/mods/CVS
MISSION_NAME is empty using : explore_universe.mission
running import sys
print sys.path
sys.path = [r"/Users/ethan/vegastrike/data4.x/mods/CVS/modules/builtin/",r"/Users/ethan/vegastrike/data4.x/mods/CVS/modules/",r"/Users/ethan/vegastrike/data4.x/mods/CVS/bases/",r"/Users/ethan/vegastrike/data4.x/modules/builtin/",r"/Users/ethan/vegastrike/data4.x/modules/",r"/Users/ethan/vegastrike/data4.x/bases/"]
['/usr/local/python/extension', '/sw/lib/python23.zip', '/sw/lib/python2.3', '/sw/lib/python2.3/plat-darwin', '/sw/lib/python2.3/plat-mac', '/sw/lib/python2.3/plat-mac/lib-scriptpackages', '/sw/lib/python2.3/lib-tk', '/sw/lib/python2.3/lib-dynload', '/sw/lib/python2.3/site-packages', '/sw/lib/site-python']
testing VS randomrunning import sys
print sys.path
['/Users/ethan/vegastrike/data4.x/mods/CVS/modules/builtin/', '/Users/ethan/vegastrike/data4.x/mods/CVS/modules/', '/Users/ethan/vegastrike/data4.x/mods/CVS/bases/', '/Users/ethan/vegastrike/data4.x/modules/builtin/', '/Users/ethan/vegastrike/data4.x/modules/', '/Users/ethan/vegastrike/data4.x/bases/']
Couldn't initialize video: Error setting OpenGL fullscreen: invalid memory allocationCouldn't initialize video bpp 32 depth 32: Error setting OpenGL fullscreen: invalid memory allocation
Couldn't initialize video bpp 32 depth 24: Error setting OpenGL fullscreen: invalid memory allocation
Setting Screen to w 1024 h 768 and pitch of 4096 and 32 bpp 4 bytes per pix mode
2005-03-21 13:01:02.806 vegastrike[2154] GLUT Warning: glutInit being called a second time.

by way of comparison, when i run the precompiled 0.4.3 binary, i get this output:
Found data in ../Resources
Using /Applications/games/vs/Vega Strike.app/Contents/Resources as data directory
Using .vegastrike043 as the home directory
Found MODDIR = /Applications/games/vs/Vega Strike.app/Contents/Resources/mods
USING HOMEDIR : /Users/ethan/.vegastrike043 As the home directory
CONFIGFILE - Found a config file in home directory, using : /Users/ethan/.vegastrike043/vegastrike.config
DATADIR - No datadir specified in config file, using ; /Applications/games/vs/Vega Strike.app/Contents/Resources
SIMULATION_ATOM: 0.06
MISSION_NAME is empty using : explore_universe.mission
Could not find platform independent libraries <prefix>
Could not find platform dependent libraries <exec_prefix>
Consider setting $PYTHONHOME to <prefix>[:<exec_prefix>]
'import site' failed; use -v for traceback
running import sys
print sys.path
sys.path = [r"/Applications/games/vs/Vega Strike.app/Contents/Resources/modules/builtin/",r"/Applications/games/vs/Vega Strike.app/Contents/Resources/modules/",r"/Applications/games/vs/Vega Strike.app/Contents/Resources/bases/"]
['/usr/local/python/extension', '/usr/local/lib/python2.2/', '/usr/local/lib/python2.2/plat-darwin', '/usr/local/lib/python2.2/lib-tk', '/usr/local/lib/lib-dynload']
testing VS randomrunning import sys
print sys.path
['/Applications/games/vs/Vega Strike.app/Contents/Resources/modules/builtin/', '/Applications/games/vs/Vega Strike.app/Contents/Resources/modules/', '/Applications/games/vs/Vega Strike.app/Contents/Resources/bases/']
Could not GetProc alutLoadMP3_LOKI
glutEnterGameMode entered
IIRC, not all modes work well on my mac - i had some that didn't look too good when i first ran the precompiled binary. but the vegastrike.config in ~/.vegastrike is copied directly from the package contents that i have been using. any pointers to the cause of this problem would be much appreciated.

thanks,
-ethan s
hellcatv
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Post by hellcatv »

try changing the color depth to 16 bbp? otherwise I'm not sure what's wrong
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eschartman
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Post by eschartman »

16 bpp did the trick (plus, i thought i was updating the correct vegastrike.config file via vs setup, but wasn't - so getting that sorted out did the trick)

thanks,
ethan s
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OpenGL Issues on Mac OS X

Post by Okona »

To investigate the Mac OS X Joystick Problem I decided to compile Vegastrike from Source (current CVS), so I installed Fink for all necessary dependencies.

BTW, has someone got a working Joystick under Mac OS X 10.3?

Ok, but first the Compile.

I ran in to the GL Problems like in

http://vegastrike.sourceforge.net/forum ... php?t=3071
which were remedied by using the glext.h from http://oss.sgi.com/projects/ogl-sample/ABI/glext.h (My investigations also found a SDL_opengl.h which also could possibly used. But I didn't investigate this further.)
I put the glext.h into /sw/include/GL.

Later on I ran into this problem which is a followup problem:

Code: Select all

g++  -I/Developer/SDKs/MacOSX10.2.8sdk/System/Library/Frameworks/Carbon.framework/Libraries/CIncludes -pipe  -falign-loops=2 -falign-jumps=2 -falign-functions=2  -I/sw/include/SDL -D_THREAD_SAFE -D_REENTRANT -pipe   -o vegastrike  vsfilesystem.o posh.o stardate.o star_system_xml.o star_system_generic.o universe_generic.o universe_util_generic.o galaxy.o galaxy_xml.o galaxy_gen.o faction_generic.o hashtable.o configxml.o easydom.o xml_serializer.o xml_support.o lin_time.o endianness.o faction_util_generic.o load_mission.o savegame.o pk3.o vs_globals.o debug_vs.o gfxlib_struct.o in_joystick.o force_feedback.o faction_util.o in_kb.o in_sdl.o in_mouse.o in_main.o in_handler.o main_loop.o physics.o star_system_jump.o star_system.o universe.o universe_util.o config_xml.o macosx_math.o cg_global.o main.o networking/netserver_devices.o networking/libnetclient.a networking/lowlevel/libnetlowlevel.a cmd/script/script_call_briefing.o cmd/script/libscript.a cmd/script/c_alike/libc_alike.a python/briefing_wrapper.o cmd/libcmd.a cmd/base_init.o python/libpython.a gfx/libgfx.a gldrv/libgldrv.a cmd/ai/libai.a gui/libgui.a networking/libnet.a cmd/collide/libcollide.a boost129/libboost_python.a boost/libboost_python.a gfx/nav/libnav.a aldrv/libaldrv.a -lz -lvorbisfile -lvorbis -logg   -F/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks  -framework OpenGL -framework GLUT -lobjc -L/sw/lib -lSDLmain -lSDL -framework Cocoa -framework OpenGL -L/Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks/OpenGL.framework/Libraries -lGL  -lGLU  -framework GLUT -L/sw/lib -lexpat -L/sw/lib -lpng -L/sw/lib -ljpeg  -framework OpenAL  -lvorbisfile -lvorbis -logg  /sw/lib/python2.3/config/libpython2.3.a --export-dynamic  
ld: warning empty table of contents: boost/libboost_python.a (can't load from it)ld: Undefined symbols:
_glBindBufferARB
_glBufferDataARB
_glDeleteBuffersARB
_glGenBuffersARB
_glMapBufferARB
_glUnmapBufferARB
Obviously the used Mac OS X 10.2.8 SDK OpenGL Library lacks these Symbols.
So in changing the Framework paths of only this command to use the Frameworks in /System/Library/Frameworks, it worked.

So my question. How is it possible to compile vegastrike against the 10.2.8 OpenGL lib. (As I understand, this is done to retain compatibility with these Versions of Mac OS X).

Or how do i ./configure it correctly to use the currently install

Also, i have the OpenAL Framework installed under /Library/Frameworks, the configure script complains that it doesn't find it. The Compiler options nevertheless contain the parameters necessary for OpenAL.
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hellcatv
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Post by hellcatv »

make sure you're using an old enough glext.h that doesn't define those functions (i.e. the one that comes with 10.2.8)
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Okona
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Post by Okona »

hellcatv wrote:make sure you're using an old enough glext.h that doesn't define those functions (i.e. the one that comes with 10.2.8)
a quick grep shows that

Code: Select all

glBufferDataARB 
glDeleteBuffersARB 
glGenBuffersARB 
glMapBufferARB 
glUnmapBufferARB 
are used in VS. So I think they have to be present in the library.
Also before I used the SGI glext.h (therefore using the glext.h in /Developer/SDKs/MacOSX10.2.8.sdk/System/Library/Frameworks/OpenGL.framework/Headers) I ran into the the problem of undeclared identifiers. Also described in this thread:

http://vegastrike.sourceforge.net/forum ... php?t=3071

What did I do wrong?

Who does the Mac OS X packaging?
Is it advisable to use the XCode Project file and not the configure script?

I'd very like to be able to do a clean compile without some hacking, that will work on non developer Mac OS X installations. (without fink)
hellcatv
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Post by hellcatv »

I think VS may detect if they aren't available--but on second through that may only work in windows...not sure how it builds on my OS X 10.2 setup-- I could double check....

you could just set 'em to null the code should check for that
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