home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


My cube mod

by TetrisMaster512 on 06/30/2008 21:01, 38 messages, last message: 07/08/2008 05:34, 7484 views, last view: 05/04/2024 19:12

I have been making maps all around a central "campaign" on and off for a while now. Now it is time for me to ask for help. I will release the current version of the campaign ASAP, I need to find a site to upload it at. If anyone is interested in giving me a hand, know that I need all the help I can get, coding, graphics, and any general helping out would be appreciated. When the current map pack is released, look at the TODO file and get an idea of what needs to be done, make changes and make sure to give it back to me so I can look through it and apply any changes that I really like. If you have any resources send them all to me.

Thanks,
TetrisMaster512
tetrismaster512@hotmail.com

I will give the link to the map pack as soon as I upload it.

Go to first 20 messagesGo to previous 20 messages    Board Index   

#19: Re: Compiling

by MovingTarget on 07/03/2008 01:38, refers to #18

Post the compiler errors, usually whatever the compiler spouts out about linkage is pretty revealing, unless Mac does it differently.

reply to this message

#20: Re: Compiling

by TetrisMaster512 on 07/03/2008 02:06, refers to #19

This is it, happens right after a few compiler warnings.

/usr/lib/gcc/darwin/3.3/libgcc.a(_fixunssfdi.o) illegal reference to symbol: ___cmpdi2 defined in indirectly referenced dynamic library /usr/lib/libgcc_s.1.dylib

reply to this message

#21: Re: Compiling

by MovingTarget on 07/03/2008 02:21, refers to #20

I did a little bit of research (I don't own/have access to a Mac, so can't try to replicate the results) and some guy on the wxWidgets forums had the exact same error, and linked directly to the offending library (libgcc_s.1.dylib) and he was then able to compile wxWidgets.

reply to this message

#22: Re: Compiling

by TetrisMaster512 on 07/03/2008 03:25, refers to #21

That got rid of that error but I still have Undefined Symbols persisting. I'll try to get rid of that. Would you like to possibly help?

reply to this message

#23: Re: Compiling

by MovingTarget on 07/03/2008 04:02, refers to #22

Can you post the entire compile log? That may shed some light on things.

reply to this message

#24: Re: Compiling

by TetrisMaster512 on 07/03/2008 05:01, refers to #23

Using the source code from cube-osx.sourceforge.net, I can get past the Undefine symbol errors, but then I get a whole bunch of errors about .o files that have a bad magic number (not a Mach-O file) any help here?

reply to this message

#25: Re: Compiling

by SheeEttin on 07/03/2008 05:45, refers to #24

Just post the whole log...

reply to this message

#26: Compiler Crap

by TetrisMaster512 on 07/03/2008 06:59

ld: warning -L: directory name (/Users/timdoug/cube-osx/Included Frameworks) does not exist
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/SDLMain.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/command.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/worldrender.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/serverbrowser.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/pch.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/rendercubes.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/rendertext.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/client.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/menus.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/clients2c.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/clientextras.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/physics.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/worldocull.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/serverms.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/clientgame.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/renderextras.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/tools.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/rendergl.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/editing.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/renderparticles.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/weapon.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/worldio.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/server.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/savegamedemo.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/serverutil.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/monster.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/worldlight.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/main.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/world.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/sound.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/rndmap.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/rendermd2.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/entities.o bad magic number (not a Mach-O file)
ld: /Users/kyledavis/cube-osx/build/cube-osx.build/cube-osx.build/Objects-normal/ppc/console.o bad magic number (not a Mach-O file)
...failed StandaloneExecutable.LinkUsingFileList /Users/kyledavis/cube-osx/build/cube-osx.app/Contents/MacOS/cube-osx ...

Lets fix this

reply to this message

#27: Re: Compiler Crap

by a~baby~rabbit on 07/03/2008 07:15, refers to #26

"/usr/lib/gcc/darwin/3.3/libgcc.a...." - I'm not sure what you're compiling on (OSX version, and xcode/gcc) - but that feels very old...

Are you using an incredibly old xcode project?



reply to this message

#28: Re: Compiler Crap

by TetrisMaster512 on 07/03/2008 07:21, refers to #27

Yes, in fact I am, as I have OS X 10.3.9, I must stick w/ Xcode 1.x, I use 1.2. Now what does the bad magic number mean?

reply to this message

#29: Re: Compiler Crap

by a~baby~rabbit on 07/03/2008 08:36, refers to #28

10.3.9 - eek... bad magic number means the files are viewed as invalid (i.e. unsupported - most likely too modern) on your development setup, which suggests firstly that you need to do a build > clean all. It may be that the SDL libraries you downloaded are also too modern, read the SDL docs, you may then have to recompile SDL from sources too - or try and find older versions from elsewhere.

Possibly your xcode project has some wacky settings in it (depending on where it came from) and you may want to start afresh with a new project. At this point you would be better served asking questions on some xcode apple fan support forum and digging through any docs. I myself don't have any convenient way of testing stuff that old.

reply to this message

#30: What would happen if I downloaded...

by TetrisMaster512 on 07/03/2008 08:56

Xcode 1.5 update? While chatting on #idevmac, they basically shed light that .o files contain temporary data to be used while linking. I'll try Clean. Otherwise I'll go sulk and wait for the local college to dump some G4 macs out, which I have dibs on at least one ;). I guess your on an Intel Mac, then? What will happen if I move from the default gcc? Currently I'm using 3.3. I'm also using the .framework files that came with the source. This is difficult as I know nothing of the C++ language. Only how to compile.

reply to this message

#31: I should also note...

by TetrisMaster512 on 07/03/2008 08:59

This code is pre-Xcode 2.0. So I could only try 1.5.

reply to this message

#32: Re: I should also note...

by TetrisMaster512 on 07/03/2008 22:36, refers to #31

well, cleaning didn't work, I'll upgrade to Xcode 1.5. I'll be back to say if it worked or not.

reply to this message

#33: Got it

by TetrisMaster512 on 07/04/2008 04:24

I got it to compile, it's fairly old code, however, from 2004. I'm experimenting with it for now.

reply to this message

#34: Re: Got it

by TetrisMaster512 on 07/05/2008 00:56, refers to #33

I don't have any idea if this is just related to the old code, but in Singleplayer mode, the textures get replaced by the skins of enemies, guns, etc. :(

reply to this message

#35: Re: Got it

by TetrisMaster512 on 07/05/2008 19:48, refers to #34

again, fixed my own problem, It was a small change needed in rendergl.cpp. Time to customize weapons. And is it possible to add the grass like effect from sauer?

reply to this message

#36: ..

by scasd on 07/05/2008 21:55

If you need fancy weapons, ask marvin2k for his hudguns:
http://www.quadropolis.us/node/1082

He also made object-models:
http://www.quadropolis.us/node/1201

reply to this message

#37: Re: ..

by TetrisMaster512 on 07/06/2008 00:57, refers to #36

You realize that solaris hudguns are for sauer, right? meh...

reply to this message

#38: Models

by TetrisMaster512 on 07/08/2008 05:34

I need a modeller! Somebody made a base of a gun for me, and I'd like that completed. Just tell me if you're interested...

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index   


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53863627 visitors requested 71638741 pages
page created in 0.016 seconds using 10 queries
hosted by Boost Digital