Unable to build ToME on OS X

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koolatron
Posts: 1
Joined: Tue Feb 28, 2012 11:40 pm

Unable to build ToME on OS X

#1 Post by koolatron »

Hiya! Due to the current lack of a binary distribution of b38 for OS X, I figured I'd grab the source and compile it myself. Has anyone managed to get this working? It appears that the source distribution is missing some resources, but I'm not familiar enough with the T-engine codebase to know whether there is additional bootstrapping that I need to do before this'll work.

Code: Select all

CpResource ../game/engines/default/data/gfx/te4-icon.png build/Release/T-Engine.app/Contents/Resources/te4-icon.png
    cd /Users/hillse/Downloads/t-engine4-src-1.0.0beta38/mac
    builtin-copy -exclude .DS_Store -exclude CVS -exclude .svn -exclude .git -exclude .hg -strip-debug-symbols -resolve-src-symlinks /Users/hillse/Downloads/t-engine4-src-1.0.0beta38/mac/../game/engines/default/data/gfx/te4-icon.png /Users/hillse/Downloads/t-engine4-src-1.0.0beta38/mac/build/Release/T-Engine.app/Contents/Resources
error: /Users/hillse/Downloads/t-engine4-src-1.0.0beta38/mac/../game/engines/default/data/gfx/te4-icon.png: No such file or directory

[...]

** BUILD FAILED **

The following build commands failed:
	CpResource ../game/engines/default/data/gfx/te4-icon.png build/Release/T-Engine.app/Contents/Resources/te4-icon.png
the game/engines/default directory does not in fact exist, and te4-icon.png is nowhere in the distribution.

I'll pastebin the entire build log when I get home tonight.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Unable to build ToME on OS X

#2 Post by yufra »

People periodically update the code to compile on OSX, but since my Mac laptop died I have even less incentive to do this. I'll double check who the semi-official OSX builder is, though.
<DarkGod> lets say it's intended

Akabander
Posts: 1
Joined: Wed Feb 08, 2012 10:03 pm

Re: Unable to build ToME on OS X

#3 Post by Akabander »

Bummer that it's so hard to find someone who can help with the Mac build.

I'm really not familiar with the code base or the build process, but having different versions on Windows and OSX is really killing me right now... I'd be willing to devote some time and/or cycles to getting a Mac build out the door.

Just not sure where to start...

kazak
Thalore
Posts: 174
Joined: Fri Mar 04, 2005 8:04 pm
Location: colorado

Re: Unable to build ToME on OS X

#4 Post by kazak »

I have a macbook with Leopard (10.5) from 2008. The last beta I was able to build was b31, and the pre-compiled downloads from the website don't support "older" OS's. I've just lately been playing on a windows machine from work, giving DG further credence to the moniker "bane of productivity."

Anyway, there were a couple threads in General Discussion with detailed instructions about compiling on OSX. Those haven't been updated since probably b31, but it might be a place to start.

tekrunner
Higher
Posts: 47
Joined: Sun Dec 25, 2011 6:53 pm

Re: Unable to build ToME on OS X

#5 Post by tekrunner »

Speaking of which, any idea when b38 will be out for Mac OS?

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Unable to build ToME on OS X

#6 Post by tiger_eye »

I doubt the xcode project is up to date, so you should build t-engine from the command line similarly to how you would do it in linux and MinGW under Windows: begin with the command "premake4 gmake", followed by "make".

The wiki page, http://te4.org/wiki/howtocompile , is probably out of date and incomplete, but it should be able to help out, and don't feel shy about posting specific issues you may have. I was able to build t-engine on somebody else's mac last fall using this approach.
darkgod wrote:OMFG tiger eye you are my hero!

Narbat
Yeek
Posts: 11
Joined: Thu Mar 22, 2012 2:59 am

Re: Unable to build ToME on OS X

#7 Post by Narbat »

I poked around trying to compile on OSX and eventually gave up. On the other hand, I found that the Windows version seems to run really well under Wine. At least it hasn't crashed yet, two or three levels into Trollmire. Crossing my fingers that it stays stable. Love the new UI!

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