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Messages - Dentrassi_BBQ

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1
Troubleshooting / No X-COM installations found
« on: February 01, 2020, 03:30:32 pm »
I'm trying to use the nightly on Debian Etch, and have tried putting the log files in several locations.  Nevertheless, OpenXcom doesn't find them.  For instance, openxcom.log tells me:

[31-01-2020_21-19-40]   [INFO]   OpenXcom Version: 1.0.2949b242b (2020-01-22 20:33)
[31-01-2020_21-19-40]   [INFO]   Platform: Unix-like
[31-01-2020_21-19-40]   [INFO]   Data folder is: /tmp/.mount_OpenXcJ1k8sV/usr/share//openxcom/
[31-01-2020_21-19-40]   [INFO]   Data search is:
[31-01-2020_21-19-40]   [INFO]   - /home/david/.local/share/openxcom/
[31-01-2020_21-19-40]   [INFO]   - /tmp/.mount_OpenXcJ1k8sV/usr/share//openxcom/
[31-01-2020_21-19-40]   [INFO]   - /usr/share/gnome/openxcom/
[31-01-2020_21-19-40]   [INFO]   - /usr/local/share//openxcom/
[31-01-2020_21-19-40]   [INFO]   - /usr/share//openxcom/
[31-01-2020_21-19-40]   [INFO]   - /usr/local/share/openxcom/
[31-01-2020_21-19-40]   [INFO]   - /usr/share/openxcom/
[31-01-2020_21-19-40]   [INFO]   - /usr/share/openxcom//
[31-01-2020_21-19-40]   [INFO]   - ./
[31-01-2020_21-19-40]   [INFO]   User folder is: /home/david/.local/share/openxcom/
[31-01-2020_21-19-40]   [INFO]   Config folder is: /home/david/.config/openxcom/

And i have the files here:

$ ls -R /home/david/.local/share/openxcom/
/home/david/.local/share/openxcom/:
GEODATA   MAPS  openxcom.log  SOUND     UFOINTRO
GEOGRAPH  mods  ROUTES        UFOGRAPH  UNITS

/home/david/.local/share/openxcom/GEODATA:
BACKPALS.DAT  ENGLISH.DAT  GERMAN.DAT    LOFTEMPS.DAT  SINE.DAT
BIGLETS.DAT   FRENCH2.DAT  INTERWIN.DAT  OBDATA.DAT    SMALLSET.DAT
COS.DAT       FRENCH.DAT   LANG1.DAT     PALETTES.DAT  WORLD.DAT
ENGLISH2.DAT  GERMAN2.DAT  LANG2.DAT     SCANG.DAT

/home/david/.local/share/openxcom/GEOGRAPH:
BACK01.SCR  BACK13.SCR    TEXTURE.DAT  UP012.SPK  UP024.SPK  UP036.SPK
BACK02.SCR  BACK14.SCR    UP001.SPK    UP013.SPK  UP025.SPK  UP037.SPK
BACK03.SCR  BACK15.SCR    UP002.SPK    UP014.SPK  UP026.SPK  UP038.SPK
BACK04.SCR  BACK16.SCR    UP003.SPK    UP015.SPK  UP027.SPK  UP039.SPK
BACK05.SCR  BACK17.SCR    UP004.SPK    UP016.SPK  UP028.SPK  UP040.SPK
BACK06.SCR  BASEBITS.PCK  UP005.SPK    UP017.SPK  UP029.SPK  UP041.SPK
BACK07.SCR  BASEBITS.TAB  UP006.SPK    UP018.SPK  UP030.SPK  UP042.SPK
BACK08.SCR  DP_PREFS      UP007.SPK    UP019.SPK  UP031.SPK  UP_BORD1.SPK
BACK09.SCR  GEOBORD.SCR   UP008.SPK    UP020.SPK  UP032.SPK  UP_BORD2.SCR
BACK10.SCR  GRAPHS.SPK    UP009.SPK    UP021.SPK  UP033.SPK  UP_BORD2.SPK
BACK11.SCR  INTICON.PCK   UP010.SPK    UP022.SPK  UP034.SPK  UP_BORD3.SPK
BACK12.SCR  INTICON.TAB   UP011.SPK    UP023.SPK  UP035.SPK

/home/david/.local/share/openxcom/MAPS:
AVENGER.MAP   FOREST10.MAP  PABDUCT.MAP   UBASE_10.MAP  XBASE_02.MAP
CULTA00.MAP   FOREST11.MAP  PHARVEST.MAP  UBASE_10.RMP  XBASE_02.RMP
CULTA01.MAP   GEODATA.DAT   PLANE.MAP     UBASE_11.MAP  XBASE_03.MAP
CULTA02.MAP   JUNGLE00.MAP  POLAR00.MAP   UBASE_11.RMP  XBASE_03.RMP
CULTA03.MAP   JUNGLE01.MAP  POLAR01.MAP   UBASE_12.MAP  XBASE_04.MAP
CULTA04.MAP   JUNGLE02.MAP  POLAR02.MAP   UBASE_12.RMP  XBASE_04.RMP
CULTA05.MAP   JUNGLE03.MAP  POLAR03.MAP   UBASE_13.MAP  XBASE_05.MAP
CULTA06.MAP   JUNGLE04.MAP  POLAR04.MAP   UBASE_13.RMP  XBASE_05.RMP
CULTA07.MAP   JUNGLE05.MAP  POLAR05.MAP   UBASE_14.MAP  XBASE_06.MAP
CULTA08.MAP   JUNGLE06.MAP  POLAR06.MAP   UBASE_14.RMP  XBASE_06.RMP
CULTA09.MAP   JUNGLE07.MAP  POLAR07.MAP   UBASE_15.MAP  XBASE_07.MAP
CULTA10.MAP   JUNGLE08.MAP  POLAR08.MAP   UBASE_15.RMP  XBASE_07.RMP
CULTA11.MAP   JUNGLE09.MAP  POLAR09.MAP   UFO_000.MAP   XBASE_08.MAP
CULTA12.MAP   JUNGLE10.MAP  POLAR10.MAP   UFO_010.MAP   XBASE_08.RMP
CULTA13.MAP   JUNGLE11.MAP  POLAR11.MAP   UFO_110.MAP   XBASE_09.MAP
CULTA14.MAP   LIGHTNIN.MAP  POLAR12.MAP   UFO_120.MAP   XBASE_09.RMP
CULTA15.MAP   MAP3.MAP      POLAR13.MAP   UFO_130.MAP   XBASE_10.MAP
CULTA16.MAP   MAP4.MAP      PSCOUT.MAP    UFO_140.MAP   XBASE_10.RMP
CULTA17.MAP   MARS00.MAP    TEMP1.MAP     UFO_150.MAP   XBASE_11.MAP
CULTA18.MAP   MARS01.MAP    TEMP2.MAP     UFO_160.MAP   XBASE_11.RMP
DESERT00.MAP  MARS02.MAP    TEMP3.MAP     UFO_170.MAP   XBASE_12.MAP
DESERT01.MAP  MARS03.MAP    TEMP.MAP      UFO1A.MAP     XBASE_12.RMP
DESERT02.MAP  MARS04.MAP    UBASE_00.MAP  UFO1B.MAP     XBASE_13.MAP
DESERT03.MAP  MARS05.MAP    UBASE_00.RMP  URBAN00.MAP   XBASE_13.RMP
DESERT04.MAP  MARS06.MAP    UBASE_01.MAP  URBAN01.MAP   XBASE_14.MAP
DESERT05.MAP  MARS07.MAP    UBASE_01.RMP  URBAN02.MAP   XBASE_14.RMP
DESERT06.MAP  MARS08.MAP    UBASE_02.MAP  URBAN03.MAP   XBASE_15.MAP
DESERT07.MAP  MARS09.MAP    UBASE_02.RMP  URBAN04.MAP   XBASE_15.RMP
DESERT08.MAP  MARS10.MAP    UBASE_03.MAP  URBAN05.MAP   XBASE_16.MAP
DESERT09.MAP  MOUNT00.MAP   UBASE_03.RMP  URBAN06.MAP   XBASE_16.RMP
DESERT10.MAP  MOUNT01.MAP   UBASE_04.MAP  URBAN07.MAP   XBASE_17.MAP
DESERT11.MAP  MOUNT02.MAP   UBASE_04.RMP  URBAN08.MAP   XBASE_17.RMP
FOREST00.MAP  MOUNT03.MAP   UBASE_05.MAP  URBAN09.MAP   XBASE_18.MAP
FOREST01.MAP  MOUNT04.MAP   UBASE_05.RMP  URBAN14.MAP   XBASE_18.RMP
FOREST02.MAP  MOUNT05.MAP   UBASE_06.MAP  URBAN15.MAP   XBASE_19.MAP
FOREST03.MAP  MOUNT06.MAP   UBASE_06.RMP  URBAN16.MAP   XBASE_19.RMP
FOREST04.MAP  MOUNT07.MAP   UBASE_07.MAP  URBAN17.MAP   XBASE_20.MAP
FOREST05.MAP  MOUNT08.MAP   UBASE_07.RMP  URBAN18.MAP   XBASE_20.RMP
FOREST06.MAP  MOUNT09.MAP   UBASE_08.MAP  XBASE_00.MAP
FOREST07.MAP  MOUNT10.MAP   UBASE_08.RMP  XBASE_00.RMP
FOREST08.MAP  MOUNT11.MAP   UBASE_09.MAP  XBASE_01.MAP
FOREST09.MAP  MOUNT12.MAP   UBASE_09.RMP  XBASE_01.RMP

/home/david/.local/share/openxcom/mods:

/home/david/.local/share/openxcom/ROUTES:
AVENGER.RMP   FOREST01.RMP  MARS09.RMP   TEMP.RMP      URBAN06.RMP
CULTA00.RMP   FOREST02.RMP  MARS10.RMP   UBASE_00.RMP  URBAN07.RMP
CULTA01.RMP   FOREST03.RMP  MOUNT00.RMP  UBASE_01.RMP  URBAN08.RMP
CULTA02.RMP   FOREST04.RMP  MOUNT01.RMP  UBASE_02.RMP  URBAN09.RMP
CULTA03.RMP   FOREST05.RMP  MOUNT02.RMP  UBASE_03.RMP  URBAN14.RMP
CULTA04.RMP   FOREST06.RMP  MOUNT03.RMP  UBASE_04.RMP  URBAN15.RMP
CULTA05.RMP   FOREST07.RMP  MOUNT04.RMP  UBASE_05.RMP  URBAN16.RMP
CULTA06.RMP   FOREST08.RMP  MOUNT05.RMP  UBASE_06.RMP  URBAN17.RMP
CULTA07.RMP   FOREST09.RMP  MOUNT06.RMP  UBASE_07.RMP  URBAN18.RMP
CULTA08.RMP   FOREST10.RMP  MOUNT07.RMP  UBASE_08.RMP  XBASE_00.RMP
CULTA09.RMP   FOREST11.RMP  MOUNT08.RMP  UBASE_09.RMP  XBASE_01.RMP
CULTA10.RMP   JUNGLE00.RMP  MOUNT09.RMP  UBASE_10.RMP  XBASE_02.RMP
CULTA11.RMP   JUNGLE01.RMP  MOUNT10.RMP  UBASE_11.RMP  XBASE_03.RMP
CULTA12.RMP   JUNGLE02.RMP  MOUNT11.RMP  UBASE_12.RMP  XBASE_04.RMP
CULTA13.RMP   JUNGLE03.RMP  MOUNT12.RMP  UBASE_13.RMP  XBASE_05.RMP
CULTA14.RMP   JUNGLE04.RMP  PLANE.RMP    UBASE_14.RMP  XBASE_06.RMP
CULTA15.RMP   JUNGLE05.RMP  POLAR00.RMP  UBASE_15.RMP  XBASE_07.RMP
CULTA16.RMP   JUNGLE06.RMP  POLAR01.RMP  UFO_000.RMP   XBASE_08.RMP
CULTA17.RMP   JUNGLE07.RMP  POLAR02.RMP  UFO_010.RMP   XBASE_09.RMP
CULTA18.RMP   JUNGLE08.RMP  POLAR03.RMP  UFO_110.RMP   XBASE_10.RMP
DESERT00.RMP  JUNGLE09.RMP  POLAR04.RMP  UFO_120.RMP   XBASE_11.RMP
DESERT01.RMP  JUNGLE10.RMP  POLAR05.RMP  UFO_130.RMP   XBASE_12.RMP
DESERT02.RMP  JUNGLE11.RMP  POLAR06.RMP  UFO_140.RMP   XBASE_13.RMP
DESERT03.RMP  LIGHTNIN.RMP  POLAR07.RMP  UFO_150.RMP   XBASE_14.RMP
DESERT04.RMP  MARS00.RMP    POLAR08.RMP  UFO_160.RMP   XBASE_15.RMP
DESERT05.RMP  MARS01.RMP    POLAR09.RMP  UFO_170.RMP   XBASE_16.RMP
DESERT06.RMP  MARS02.RMP    POLAR10.RMP  UFO1A.RMP     XBASE_17.RMP
DESERT07.RMP  MARS03.RMP    POLAR11.RMP  URBAN00.RMP   XBASE_18.RMP
DESERT08.RMP  MARS04.RMP    POLAR12.RMP  URBAN01.RMP   XBASE_19.RMP
DESERT09.RMP  MARS05.RMP    POLAR13.RMP  URBAN02.RMP   XBASE_20.RMP
DESERT10.RMP  MARS06.RMP    TEMP1.RMP    URBAN03.RMP
DESERT11.RMP  MARS07.RMP    TEMP2.RMP    URBAN04.RMP
FOREST00.RMP  MARS08.RMP    TEMP3.RMP    URBAN05.RMP

/home/david/.local/share/openxcom/SOUND:
ADLIB.CAT    INTRO.CAT   ROLAND.CAT   SNDEND.EXE    SOUND.CFG
AINTRO.CAT   LAPC1.PAT   SAMPLE2.CAT  SNDSTART.EXE  SOUNDRV.COM
DRIVERS.CAT  MUSIC.COM   SAMPLE3.CAT  SOUND1.CAT    VECTOR.COM
GM.CAT       RINTRO.CAT  SAMPLE.CAT   SOUND2.CAT

/home/david/.local/share/openxcom/UFOGRAPH:
BIGOB_00.PCK  BIGOB_20.PCK  BIGOB_40.PCK  DETBORD2.PCK  MAN_1M0.SPK
BIGOB_01.PCK  BIGOB_21.PCK  BIGOB_41.PCK  DETBORD.PCK   MAN_1M1.SPK
BIGOB_02.PCK  BIGOB_22.PCK  BIGOB_42.PCK  DP_PREFS      MAN_1M2.SPK
BIGOB_03.PCK  BIGOB_23.PCK  BIGOB_43.PCK  HIT.PCK       MAN_1M3.SPK
BIGOB_04.PCK  BIGOB_24.PCK  BIGOB_44.PCK  HIT.TAB       MAN_2.SPK
BIGOB_05.PCK  BIGOB_25.PCK  BIGOB_45.PCK  ICONS.PCK     MAN_3.SPK
BIGOB_06.PCK  BIGOB_26.PCK  BIGOB_46.PCK  INTICON.PCK   MEDIBITS.DAT
BIGOB_07.PCK  BIGOB_27.PCK  BIGOB_47.PCK  INTICON.TAB   MEDIBORD.PCK
BIGOB_08.PCK  BIGOB_28.PCK  BIGOB_48.PCK  MAN_0F0.SPK   MOC1.LBM
BIGOB_09.PCK  BIGOB_29.PCK  BIGOB_49.PCK  MAN_0F1.SPK   SCANBORD.PCK
BIGOB_10.PCK  BIGOB_30.PCK  BIGOB_50.PCK  MAN_0F2.SPK   SMOKE.PCK
BIGOB_11.PCK  BIGOB_31.PCK  BIGOB_51.PCK  MAN_0F3.SPK   SMOKE.TAB
BIGOB_12.PCK  BIGOB_32.PCK  BIGOB_52.PCK  MAN_0M0.SPK   SPICONS.DAT
BIGOB_13.PCK  BIGOB_33.PCK  BIGOB_53.PCK  MAN_0M1.SPK   TAC00.SCR
BIGOB_14.PCK  BIGOB_34.PCK  BIGOB_54.PCK  MAN_0M2.SPK   TAC01.SCR
BIGOB_15.PCK  BIGOB_35.PCK  BIGOB_55.PCK  MAN_0M3.SPK   UNIBORD.PCK
BIGOB_16.PCK  BIGOB_36.PCK  BIGOB_56.PCK  MAN_1F0.SPK   X1.PCK
BIGOB_17.PCK  BIGOB_37.PCK  CURSOR.PCK    MAN_1F1.SPK   X1.TAB
BIGOB_18.PCK  BIGOB_38.PCK  CURSOR.TAB    MAN_1F2.SPK
BIGOB_19.PCK  BIGOB_39.PCK  DETBLOB.DAT   MAN_1F3.SPK

/home/david/.local/share/openxcom/UFOINTRO:
ADLIB.CAT  PICT1.LBM  PICT3.LBM  PICT5.LBM  PICT7.LBM   UFOINT.FLI
DP_PREFS   PICT2.LBM  PICT4.LBM  PICT6.LBM  ROLAND.CAT

/home/david/.local/share/openxcom/UNITS:
BIGOBS.PCK   CIVF.TAB      FLOATER.PCK  MUTON.TAB     TANKS.PCK   XCOM_2.TAB
BIGOBS.TAB   CIVM.PCK      FLOATER.TAB  SECTOID.PCK   TANKS.TAB   X_REAP.PCK
CELATID.PCK  CIVM.TAB      FLOOROB.PCK  SECTOID.TAB   XCOM_0.PCK  X_REAP.TAB
CELATID.TAB  CYBER.PCK     FLOOROB.TAB  SILACOID.PCK  XCOM_0.TAB  X_ROB.PCK
CHRYS.PCK    CYBER.TAB     HANDOB.PCK   SILACOID.TAB  XCOM_1.PCK  X_ROB.TAB
CHRYS.TAB    ETHEREAL.PCK  HANDOB.TAB   SNAKEMAN.PCK  XCOM_1.TAB  ZOMBIE.PCK
CIVF.PCK     ETHEREAL.TAB  MUTON.PCK    SNAKEMAN.TAB  XCOM_2.PCK  ZOMBIE.TAB

So what am i doing wrong?

2
Troubleshooting / Re: Bring Out Your Dead!
« on: October 31, 2019, 03:16:22 am »
But that's not in question.  My question is, how do i do this without this unwanted change creeping in?  I still don't know where the change of indent is coming from.  Do i need a different editor??

3
Troubleshooting / Re: Bring Out Your Dead!
« on: October 30, 2019, 10:57:08 am »
I'm just cutting and pasting, so i don't see how the indentation is changing...

4
Troubleshooting / Bring Out Your Dead!
« on: October 29, 2019, 07:42:40 pm »
I would like re-animate one of my soldiers.  I opened the save file in Notepad++, found the soldier in the deadSoldiers block, cut him, pasted him back in the soldiers block and deleted the sub-block for death.  However, that gets me "Load failed yaml-cpp: error at line 755, column 2: end of map not found".  Line 755 is indeed the first line of my dead soldier, and his whole block is indented two columns to the left compared to the other soldiers.  What am i doing wrong?

5
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: January 13, 2011, 01:13:25 am »
I'm following https://openxcom.ninex.info/index.php/compiling/.  The links for SDL and SDL_mixer both lead to binary packages, while link for SDL_gfx does not.  If there's another source for this package, i must be missing it.

As usual, i do take issue with the so-called 'supported build process' being labelled "Compiling on Mac OS X Snow Leopard ...".  I'm not building for Snow Leopard, so your thread would not seem to apply.

6
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: January 10, 2011, 02:42:11 pm »
I'm having another go at this, but still having problems.  I have installed the framework versions of SDL and SDL_mixer [in /Library/Frameworks/].  Now when i go to build SDL_gfx it claims that SDL isn't installed.  Before i dump the frameworks and build SDL from scratch, is there something else i should try?

7
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 28, 2010, 08:28:07 pm »
Look, i really want to work with you on this, but Freeciv is ramping up right now for a new unstable release, and a new stable release right behind it.  After that i need to focus on semester finals.  I should have more time around the end of December.

That being said, it is one thing to start a new topic called "Compiling on Mac OS X Snow Leopard..." and entirely something else when you ask that the more inclusive topic about compiling for OSX be deleted.  That implies that users who don't have SL shouldn't even be able to access the information that has previously been put together for them.  Please inform me how i misunderstood that.

I will give your binary another go.  Last time i tried, it was looking for dependencies in some obscure directory like /usr/local/Cellar/ , which i assume only exists on your particular setup.

8
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 28, 2010, 05:41:40 pm »
So we're already not supporting Tiger, and now you want to drop support for Leopard, as well?  That's about two fifths of all Macs that can't afford the latest and greatest...  Could we please make this project a little more elitist?

9
Suggestions / Re: Make OpenXcom easier to use than original UFO!
« on: November 11, 2010, 11:36:09 pm »
Red Text Tactical mission, blue text geoscape view?!?

+1

Is it practical to display a tooltip when the cursor hovers over a savefile?

10
Suggestions / Employee Skills
« on: November 11, 2010, 11:04:24 pm »
Hmm, I like the idea of having skills in specific weapons instead of just "Accuracy". It would add some depth of strategy into the game.

Maybe something as simple as:
Light Weapons (Pistol, Rifle)
Heavy Weapons (AC, HC, Heavy Laser & Plasma)
Explosives (Stun Grenade, Explosives, Rocket Launcher, Alien Rockets)
Melee (If we intended to add that)

As an exile from UFO:AI, i have some familiarity with this.  It's a compelling idea, but implementation is likely to lead to arguments.  For example, at one point there were separate skills for Pistols, Rifles, and Energy Weapons.  Now when a new pistol version of an energy weapon is created, which skill should it use?  These things have an innate tendency to multiply.

I'm not totally against the idea, however.  In fact, i'd like to ultimately increase the RPG aspects of it.  Maybe you've got a doctor who can hold his own in combat.  It could be easily done if the Soldier data structure was made fully generic: an Employee data structure would hold not only combat data, but have placeholders for skills such as Medic, Pilot, Engineer, or Maintenance.  I think we should stick to just a few Combat skills, like Melee, Pistols [all one handed weapons], Longarms [rifles, etc.], and Heavy Weapons.  The rocket launchers, etc. should arguably go in the Heavy Weapons category; i don't imagine we need a separate category for grenades - just lump them into the Heavy Weapons group also.

Another way of looking at it is not by how the weapon is held, but style of aiming.  Replace Pistols and Longarms with Sniper and Auto-Fire.

11
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 08, 2010, 08:26:52 pm »
IIRC, I managed to get SDL_gfx built just by renaming the included file in "OSX-PB-Xcode.zip" from .pbproj to .xcodeproj, so Xcode would open it and automatically upgraded it, and then I fixed up any remaining errors. Maybe I just got lucky. :P

Maybe.  I renamed "project.pbproj" -> "SDL_gfx.xcodeproj".  Finder now knows XCode is the default program to open this kind of file.  However, there must be something internal to the file that throws off Leopard: Finder sees the file as type "Document", while other .xcodeproj files are seen as kind "XCode Project File".  In any case, the renamed file is loaded into XCode as a text file - not the desired behavior.  I suspect xcodeproj files are internally built as xml/plist type databases, and the older version is lacking some nodes that XCode 3.1+ needs.

I then attempted using marabus' version, and ran into many more problems.  1) This particular project file is closely tuned to marabus' personal file storage system, and wasn't able to find any of the sources in SDL_gfx-2.0.22 when i moved it there.  2) It wouldn't work for me, since it is hard-coded to build for 64 bits and 10.6, neither of which are available on my wife's Mini.  3)  After i corrected for the above as well as i could, the build errors out with:
_SDL_framerateDelay in SDL_framerate.o
symbols not found


SDL_framerate.o does exist, and i'm not really sure at this point what else to look at. 

12
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 08, 2010, 06:03:57 pm »
<snip>
The "make" utility provides for a building environment only, nothing else. So when employed on OSX it should build any specific target the system requires, and in our case that would be a framework target. You should check it after doing "make install" - whether a SDL_gfx.framework is present in /Library/Frameworks or ~/Library/Frameworks. If not, then you've got a problem there, since it would imply that you have to build the entire OpenXcom+dependecies stack using this method and it would be quite a feat if achieved. And of course, that is not something I'm quite skilled in, not to mention the irrelevance of such a method if there is a full-blown Xcode building environment at your disposal. Therefore I'd strongly recommend you to get better acquainted with Xcode - it is very easy to grasp, and is definitely more logical and less arcane than the whole "make" lingo.

I agree that 'make' builds what is required for the target system.  Let me offer a slight correction: frameworks are not required by OSX.  I've built scores of packages through fink, and none of those created a framework.  Apple may prefer frameworks, but dylibs and such still work fine.  I know this much, since i volunteer as a package maintainer for the freeciv package in fink.  In answer to your question, SDL_gfx installed into /usr/local/libs.  It wasn't particularly hard to add the header files to the XCode project alongside the other files, but i'll take your advice and rebuild SDL_gfx.  I do also intend to learn more about XCode, but haven't yet found a good starting point.  I will say this, though: the average linux user can build most anything with just "./configure;make;sudo make install".  No special forms of logic are needed for the end user, though developers do need to be skilled in the arcane.  There might be some exceptions in the world of Gnome, however.

And concerning your lack of luck with .pbxproj files - there is no wonder you've got issues, since these are project files for Project Builder application, the long time obsolete ancestor of Xcode. That is what I meant in the beginning of my "compilation guide" when I mentioned SDL_gfx to be ill-maintained. To get you up to speed fast, I suggest you try my project files instead - https://www.mediafire.com/?k13ii1v0hl6hbai
But be advised that SDL_gfx is dependent on SDL.framework, so the latter should be installed preliminary at a designated location in order for SDL_gfx to build successfully.

P.S. There is quite a good reading on frameworks in case you need to dwelve further - https://developer.apple.com/library/mac/documentation/MacOSX/Conceptual/BPFrameworks/Frameworks.html

I will investigate that reading closer, thank you.  However, i question the wisdom of relying upon a dependency as dodgy as this, but of course that's all up to SupSuper!

13
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 06, 2010, 05:44:41 pm »
The problem, however, lies with SDL_gfx, for there is no official precompiled package - you have to create it yourself.

Question: do all the dependencies have to be frameworks?  I built SDL_gfx using the standard configure/make/make install, which is all i know.  I did unpack the optional Project Build stuff and move them in with the other SDL_gfx sources, but can't seem to do much from there - the project.pbxproj loads into XCode as a plain text file and all the target/build submenus are all grayed out.  I crawled the web awhile looking for a tutorial, and saw lots of how-tos on making a .pbxproj but none on what to do with one.

14
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 03, 2010, 07:05:08 am »
Perhaps I'm missing something there? I couldn't find 10.4 SDK anywhere on my Mac partition, and my Xcode refuses to comply as well.

Yeah, it's not installed by default.  If you go back to the XCode 3.2.x installer, i think under [Installation Type] you can turn on the optional stuff.  MacOSX10.4u.sdk should be one of the options.  I don't have it in front of me, but that's what i remember.

It is a burden in terms of having to deal with SDL dependencies, some of which I had to recompile manually in order to make sure everything worked as intended. And even if manageable, I still see no viable reason why bother in the first place, no offence. If you take a look at these statistics - https://update.omnigroup.com/ (Overall > Major Version), you will notice that 10.4 constitutes only 21.8% of OSX market share and is dropping steadily. Of course, these are not backed by Apple, but I'm sure they are quite representative nevertheless. The aforementioned being taken into account - personally, I think it is not worth the hassle, at least on my part. On the other hand, if you feel comfortable about making such kind of a contribution - you are definitely welcome.

I'm *not* trying to start an argument, but your data shows that Tiger users are over a fifth of the market.  Again, unless there is a major burden supporting that particular compilation target, i would argue against turning our backs on millions of potential users.  And yes, i do intend to help share the burden after i get up to speed.

15
Programming / Re: Compiling OpenXCOM on Mac OS X
« on: November 02, 2010, 06:38:20 pm »

Quote
I set it to "Mac OS X 10.4" and that seemed to work fine.
It seems you have Leopard (10.5) installed. On my Snow Leo, the 10.4 SDK is deprecated, so my best shot here would be to choose 10.5.
<snip>
To be concise, I recommend to set backwards-compatibility to some *reasonable* level, say one step back from current OSX version deployed by Apple. In our case that would be 10.5, 32/64-bit UB and of course - Intel-only. That's because most of Mac-lovers are already here, and if someone needs 10.1 PPC variant - they will have to follow my guide and compile the app themselves - I see no point in supporting all the possible architectures officially.

Deprecated does not mean unsupported.  Apple does still support both PPC and 10.4, and so does our SDL dependency.  In fact, the 10.4 SDK is still delivered as part of XCode, it's just optional instead of automatically installed. 

You are, of course, free to build things however you see fit.  However, i'd like to recommend that the project continue to support two steps back from the current version of OSX.  I don't think that this would prove to be a huge burden.

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