Knowledgeable Mac (OS X) xcode coder (still) needed!

Discuss the future of Warzone 2100 with us.
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Buginator
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by Buginator »

dak180 wrote:I have a preliminary version of the .xcodeproj file:
Warzone.macosx.zip
  • Every third party source has been updated.
  • Popt now compiles.
  • Organization has been improved.
  • A bare bones plist file has been added for pixman, so it will compile.

Next up:
  • Switch from rolling our own SDL framework to a prebuilt one.
  • Update plist files to be more useful where possible.
Ah cool! Great job! :)

Now maybe we can use the new framework for the RC1 release...
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by dak180 »

Buginator wrote: Ah cool! Great job! :)

Now maybe we can use the new framework for the RC1 release...
Thanks!

And now a update to the .xcodeproj file:
Warzone.macosx.zip
  • Switch from rolling our own SDL framework to a prebuilt one.
  • Use third party plist files where available.
  • Use one generic plist file for all other third party frameworks
Next up:
  • Explore different configuration setting to eliminate 2 warnings in gettext and SDL_net.
Notes:
  • The built in version of Bison is still preferred unless it is below the minimum required version.
  • While I would like to use a prebuilt version of SDL_net, I am reluctant to use the one currently available, as it was made before the current version of SDL.
Any suggestions for things to try to eliminate the warnings in gettext and SDL_net would be welcome.
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Zarel
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by Zarel »

Wait, I thought we don't use SDL_net anymore. Try getting rid of it and see if you get any errors.
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by dak180 »

Zarel wrote:Wait, I thought we don't use SDL_net anymore. Try getting rid of it and see if you get any errors.
So we do not; well that makes things somewhat easier.

Now on to gettext.
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Zarel
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by Zarel »

The pbxproj file you gave us only works for trunk.

Can you make two versions, one each for branches/2.3/ and trunk/?
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by Tarhead »

I think one of the first thing we need is a log for crashes or one that shows what the last 1000-100 things that happened so we can find whatever is wrong.
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Re: Knowledgeable MAC (OS X) xcode person needed!

Post by Buginator »

Just a FYI, we can't seem to get gettext working correctly on the Macs. :(
If anyone has any ideas, we are all ears.

Right now, gettext works on windows & linux...
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by stwf »

Hi,
I might be able to get a hold of this one. Is there a ticket number?
What branch should I take out?

steve
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by dak180 »

stwf wrote:Hi,
I might be able to get a hold of this one. Is there a ticket number?
What branch should I take out?

steve
You will want to take a look at #927, it has the work done so far.

As for the branch, you will want trunk.

To bring you up to date on the current state of translations for the mac:
It will correctly use whatever your system language is set to when set to do that.
Setting it to any other option will display English with a different font than normal.
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by stwf »

BANG! I mean Campana Un Jugador!
Got this one quickly, I'm not always this good. Sometimes its better to be lucky than to be good.

Try compiling GetText with the preprocessor macro HAVE_LOCALE_NULL defined...

Thanks for all the work you've done on this great game, and it builds so well, great to develop on too! I'm going to play now, as soon as I get it set back to english.
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by Buginator »

stwf wrote:BANG! I mean Campana Un Jugador!
Got this one quickly, I'm not always this good. Sometimes its better to be lucky than to be good.

Try compiling GetText with the preprocessor macro HAVE_LOCALE_NULL defined...

Thanks for all the work you've done on this great game, and it builds so well, great to develop on too! I'm going to play now, as soon as I get it set back to english.
It works now?! Cool!
A *huge* thanks for figuring out why it didn't work. (BTW, how did you know to try this?)

Thanks again for all your help. :cool:

BTW, I don't suppose you know anything about Qt on the mac?
While that one compiles OK, the text it shows on the menus is screwed up...

https://warzone2100.svn.sourceforge.net ... ranches/qt
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by stwf »

No Problem, I really like this game, I'm glad I can contribute...

Well I saw that the dialog box did remember the language, so I looked to see how it got it, which was this call to setlocale, with null passed gets the locale, how unix... So I looked to see how gettext got the locale, where the missing conditional skipped that unix call and instead used some old CFLocale routines, which always give the system locale. Usually mac apps don't handle language prefs.

I'll look at the QT thing...
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by Zarel »

Thanks, stwf! :D

If you haven't already, I'd appreciate if you could join the developer IRC channel and hang out with us. We're #warzone2100-dev on irc.freenode.net.
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by Per »

Cool. Now could some Mac person please help us figure out why the fonts in the Qt branch do not work? This seemingly small issue is holding back a lot of development right now :-S
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Re: Knowledgeable MAC (OS X) xcode coder (still) needed!

Post by stwf »

Disable GL_CULL_FACE in WzMainWindow::resizeGL..

Bang! 2 for 2! Although I can't actually say I understand why this worked....