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Mac build restored


ensiform

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Posted

The mac build seems to have been fixed.  Hopefully new build will show up on the regularly scheduled time on Monday.

 

Still waiting on getting appveyor to deploy the proper builds for Windows though.  Hoping @@Xycaleth can work on that.

Sentra and Circa like this
  • 1 month later...
Posted

Hello,

 

I am Mac user, and I unsuccessfully tried to build OpenJK on my mac.

 

I followed the instructions given in the "Compilation guide" page (https://github.com/JACoders/OpenJK/wiki/Compilation-guide).

Please find in the following gist the instructions I used for the build:

https://gist.github.com/badock/aa61bb8e0cde5447c93240638b5f92c7

 

While the compilation seems to be successful, I eventually get a "segmentation fault" error when I try to run OpenJK (I have put logs of the error in the following gist: https://gist.github.com/badock/689f8f44ba0df0a60d2915e34cbf2c76

 

Despite spending few hours on this, I could not manage to find a way to run OpenJK from a local build :-(

 

Could you share the script you are using to generate the mac build?

 

Regards,

 

Badock

Posted

Your build script looks fine to me. Are you able to run the provided builds without it segfaulting?

 

If so, are you able to get a stack trace for your build when it segfaults?

Posted

Thanks for your quick response!

 

I have been able to run the last provided build without experiencing any segfault error. The only logs I could access is the one included in the following gist:

https://gist.github.com/badock/689f8f44ba0df0a60d2915e34cbf2c76

 

I don't have a lot of experience with C/C++ programming, is there a way to have more details about the error?

 

Are you building the MacOS version of OpenJK from a MacOS system?

Posted

EDIT: Hello, I managed to find the cause of the error, and to fix it:

 

In a recent commit:

https://github.com/JACoders/OpenJK/commit/a8b7a75b19ec51b1b845585afef06366d85d2d2c

 

the function "ri.GL_ExtensionSupported" has been created to replace "GL_CheckForExtension".
While "ri.GL_ExtensionSupported" was initialized in the single player code, it was not the case in the multiplayer code.

Adding such an initialization in the multiplayer code enabled to launch successfully the game.

 

I have created a tiny pull request that proposes this fix:

https://github.com/JACoders/OpenJK/pull/916

 

Best regards,

 

Badock

 

PS: a big thanks to the OpenJK community for maintaining one of my favorite game!

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