Author Topic: Issue building on OSX (Xcode)  (Read 6795 times)

Offline perpetual

  • Squaddie
  • *
  • Posts: 4
    • View Profile
Issue building on OSX (Xcode)
« on: July 15, 2015, 06:28:57 am »
Hi, I followed the instructions to build with Xcode as per the wiki, and am getting the following error when trying to run (build is successful)

"Failed to open directory: common"

Also, there is an empty data folder referenced? (As seen in the file structure of the screenshot)

I was wondering if anyone has run into the same issue, It seems possible this is a simple error on my part.

Offline derand

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #1 on: August 03, 2015, 02:17:43 am »
Hello, I'm compiled this sources. First I want to say thanks developers for this port. Second, sorry for my english.

I had same error after steps on instruction in github. For run app I do few steps:

  • After first run app create folder "~/Library/Application\ Support/OpenXcom/". I don't remember "common" folder exists on this folder or not if not you should create and copy resources from game (folders: GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, UNITS) to "common" folder.
  • On "~/Library/Application\ Support/OpenXcom/" create folder "UFO" and copy dos game to them. I don't know why but font file searching on this folder.
  • Copy mods from "bin/standard" to "~/Library/Application\ Support/OpenXcom/mods"
  • After this application starting but after air battle with ufo app crashes with BAD ACCESS (some problem with music file, for fix this I add condition "don't play media files with size eq 0")

Maybe this wrong way but game starts and works.

And I have question and don't want create new thread.

On geomap all targets, bases, aircrafts looks like white line (see attach). Is my resource file broken? What file I should replace or this is setting?



Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #2 on: August 03, 2015, 08:45:14 am »
looks like whatever shader you're using is messing up the pixel definition.

as for the compilation woes, that might be something to do with the osx build file, and i don't even know which one that is.

Offline derand

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #3 on: September 15, 2015, 10:23:54 pm »
looks like whatever shader you're using is messing up the pixel definition.

as for the compilation woes, that might be something to do with the osx build file, and i don't even know which one that is.
Today install "Final mod pack" and get some bug (see attach). As I see app can't correct load or show soldier sprites, but file with sprites looks ok.
Will try to search solution.

On geomap all targets, bases, aircrafts looks like white line. Is my resource file broken? What file I should replace or this is setting?
For this I redraw sprites file with base, craft, ufo etc, and after that points on geomap looks better but colors don't math.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2160
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #4 on: September 16, 2015, 01:27:59 am »
The issue is likely because SDL on OSX has issues with 8-bit PNGs: https://forums.libsdl.org/viewtopic.php?p=27895

Offline derand

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #5 on: September 17, 2015, 10:50:32 pm »
The issue is likely because SDL on OSX has issues with 8-bit PNGs: https://forums.libsdl.org/viewtopic.php?p=27895
Thanks, will try this.
But it can be not in png. I try to convert sprite file to JPEG and GIF format, change ".rul" file and bug still active.

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #6 on: September 17, 2015, 11:54:47 pm »
If you have some time, could you compile this branch and see if the problem with FMP is present?

Offline derand

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #7 on: September 18, 2015, 01:32:31 am »
If you have some time, could you compile this branch and see if the problem with FMP is present?
At geomap mode base, ufo, crafts etc still looks bad (like image in my first post in this thread). If I start mission than app crashed after equip team (file "UnitSprite.cpp" line: 408, itemA is null).
If I disable FMP game not crashing.

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #8 on: September 18, 2015, 10:34:49 am »
I didn't touch geoscape yet, but i did fix a few files in this branch. Could you compile it again and check if FMP loads?

Offline derand

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #9 on: September 18, 2015, 01:38:14 pm »
I didn't touch geoscape yet, but i did fix a few files in this branch. Could you compile it again and check if FMP loads?
No, FMP not loads BAD_ACCESS at Surface.cpp, line: 768 - _palette is null. Without FMP game starts.
I feel yesterday I compiled "master" branch not "32bit_Surface_Support" sorry for my mistake.

Update:
Points on geoscape don't look creepy yet but colors not match.
« Last Edit: September 18, 2015, 01:48:49 pm by derand »

Offline AndO3131

  • Colonel
  • ****
  • Posts: 137
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #10 on: September 18, 2015, 06:09:43 pm »
That's interesting. Haven't encountered this one yet. Please, try one more time with newer code. If it doesn't help, I'm lost.

Offline derand

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: Issue building on OSX (Xcode)
« Reply #11 on: September 18, 2015, 06:36:58 pm »
It's helps, thanks a lot.
YAY!

Update:
Blue dogs it's funny.
Now game crash too often. For example, any time if I try load saved game second time app crashing with "sigabrt" at Surface.cpp, line: 560
SDL_BlitSurface(_surface, cropper, surface->getSurface(), &target);
« Last Edit: September 18, 2015, 10:59:34 pm by derand »