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From: Tito D. C. <ti...@da...> - 2007-10-23 18:53:17
|
On Tue, 2007-10-23 at 20:21 +0200, tiennou wrote: > I'm using a SVN checkout of http://svn.wxwidgets.org/svn/wx/wxWidgets/ > tags/WX_2_8_6, and built the Xcode project here. > I guess this can be the thing different between our two > configurations... You're building on Intel too ? >From the logs I guess it's all a matter of different wx configurations. I'm using the released tarball (2.8.6) and it's built with its Xcode project (everything has been built---both static and dynamic, both ppc and i386). And I'm building on ppc. BTW, look at the gcc command line: [...] -framework Carbon -framework IOKit -framework System -framework QuickTime -framework Cocoa [...] why is Xcode linking with both Carbon and Cocoa? I don't think we told it to mess with Cocoa at all. Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-10-23 18:21:46
|
Le 23 oct. 07 =C3=A0 18:30, Tito Dal Canton a =C3=A9crit : > On Tue, 2007-10-23 at 18:15 +0200, tiennou wrote: >> I don't understand. I'm still getting linking errors on the PPC side >> of things. Worse, debug doesn't build anymore, even in Intel... > Can you send me the build log? I'm curious. |
From: Tito D. C. <ti...@da...> - 2007-10-23 18:06:03
|
On Tue, 2007-10-23 at 18:15 +0200, tiennou wrote: > I don't understand. I'm still getting linking errors on the PPC side > of things. Worse, debug doesn't build anymore, even in Intel... Can you send me the build log? I'm curious. > I guess I have something wrong on my configuration then. Yeah, I suspect that too. Perhaps it has to do with how you build wx. Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-10-23 16:16:20
|
Le 23 oct. 07 =C3=A0 17:54, Tito Dal Canton a =C3=A9crit : > With the Xcode project I just commited, I can build universal binaries > both in release and debug mode. However, both modes link to the =20 > same wx > library (development, not deployment). I think correcting this would > require a specialized "copy files" build phase, because you need to =20= > copy > the right version of the lib---development or deployment. I can't =20 > figure > out how to do this, assuming it's possible at all. Apart from this, > everything seems to work fine for me, the "release" executable is =20 > about > 20 Mb which are mostly the dynamic wx lib itself (the executable is ~1 > Mb). > > Tiennou, I'm pretty confident things are now set up the way they =20 > should, > and you should be able to build too (once you've adjusted WX_SRC_ROOT > and the "copy files" build phase to point to your wx dir). If that > fails, I might consider releasing a binary build of mine, because I'm > getting a bit annoyed by the achieved 0.4 delay :-) (and I already =20 > have > many fixes and improvements to do once that is out). I don't understand. I'm still getting linking errors on the PPC side =20 of things. Worse, debug doesn't build anymore, even in Intel... I guess I have something wrong on my configuration then. Please do a =20 release on your side, as sadly I can't do it right now. Etienne Samson |
From: Tito D. C. <ti...@da...> - 2007-10-23 15:54:23
|
With the Xcode project I just commited, I can build universal binaries both in release and debug mode. However, both modes link to the same wx library (development, not deployment). I think correcting this would require a specialized "copy files" build phase, because you need to copy the right version of the lib---development or deployment. I can't figure out how to do this, assuming it's possible at all. Apart from this, everything seems to work fine for me, the "release" executable is about 20 Mb which are mostly the dynamic wx lib itself (the executable is ~1 Mb). Tiennou, I'm pretty confident things are now set up the way they should, and you should be able to build too (once you've adjusted WX_SRC_ROOT and the "copy files" build phase to point to your wx dir). If that fails, I might consider releasing a binary build of mine, because I'm getting a bit annoyed by the achieved 0.4 delay :-) (and I already have many fixes and improvements to do once that is out). Bye Tito -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-10-21 11:14:57
|
On Sat, 2007-10-20 at 21:34 +0200, tiennou wrote: > Yes, everything looks back to normal here. I like the new gradient > editor ;-) Was just a little disappointed to see it doesn't respond > to arrow keys, but it would be useless anyway... Yeah I'm proud of it ;-) Keys are in my TODO list of course. > Hmm, I tried again, and I'm pretty sure the Release target doesn't > work (at least the ppc linking), so only Intel build correctly right > now. It looks like there is missing stuff in wx related to the ppc > building... I don't think I have such a problem... I'll try. Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-10-20 19:34:42
|
Le 20 oct. 07 =C3=A0 18:38, Tito Dal Canton a =C3=A9crit : > Bugs should be gone with the latest two commits. Can you verify this, > tiennou? Yes, everything looks back to normal here. I like the new gradient =20 editor ;-) Was just a little disappointed to see it doesn't respond =20 to arrow keys, but it would be useless anyway... > Also, what about that dynamic wx library? Can I set up the xcode =20 > project > for it? Seems to work quite well for me. Hmm, I tried again, and I'm pretty sure the Release target doesn't =20 work (at least the ppc linking), so only Intel build correctly right =20 now. It looks like there is missing stuff in wx related to the ppc =20 building... Feel free to tweak the Xcode project, if you can make it work with a =20 dylib that's always better... I really hope Apple will include an up-to-date wx in Leopard ! (Or =20 better yet, a framework ;-)) Etienne Samson |
From: Tito D. C. <ti...@da...> - 2007-10-20 16:38:03
|
Bugs should be gone with the latest two commits. Can you verify this, tiennou? Also, what about that dynamic wx library? Can I set up the xcode project for it? Seems to work quite well for me. Tito -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-10-16 10:41:58
|
On Mon, 2007-10-15 at 22:13 -0400, Gregory Smith wrote: > Makes you wonder, though, they've got people doing the Mac OS X > version, why they don't just build a proper Framework, and distribute > that, rather than making everyone build from source. I definitely agree with you. My wx sources dir is ~3GB! BTW, it's interesting that Apple includes wx on the standard system... Although such an old version is useless... Tito -- Physics is reverse engineering |
From: Gregory S. <wo...@tr...> - 2007-10-16 02:14:30
|
On Oct 15, 2007, at 7:50 PM, Tito Dal Canton wrote: > Why didn't I try googling for this problem before? I immediately found > this very interesting page: > > http://www.wxwidgets.org/wiki/index.php/ > Mac_OS_X_And_Xcode_For_Beginners That's a good link. Maybe I'll look into that for building Aorta. Makes you wonder, though, they've got people doing the Mac OS X version, why they don't just build a proper Framework, and distribute that, rather than making everyone build from source. Gregory |
From: Tito D. C. <ti...@da...> - 2007-10-15 23:51:40
|
On Mon, 2007-10-15 at 15:39 +0200, tiennou wrote: > Le 15 oct. 07 à 13:53, Tito Dal Canton a écrit : > > > Tiennou, I installed wx 2.8.6 on OS X and tried the latest xcode > > project. Much easied with WX_SRC_ROOT, well done, I think we can go > > like > > this and just tell people to set WX_SRC_ROOT consistently with their > > setup. > > > > However, I still have to manually add > > -liconv -lz > > to the additional link flags, otherwise I get undefined symbols > > related > > to libiconv and libz. Also, the project frameworks must be added to > > the > > "Link with libraries" phase of the target, otherwise I get lots of > > undefined symbols again (carbon-related stuff). Finally, I have to add > > the QuickTime framework. The latter is probably due to different wx > > build options than yours (I downloaded wx and built straight from the > > xcode project). I didn't managed to build due to lack of time, but > > those > > operations certainly brought me closer to a successful build. Can you > > look at them, or should I update the svn project myself? > > OK, I got it by linking against static wx lib (I guess the dynamic > target is a little out-of-date)... Why didn't I try googling for this problem before? I immediately found this very interesting page: http://www.wxwidgets.org/wiki/index.php/Mac_OS_X_And_Xcode_For_Beginners I tried to follow directions in section "Dynamic Library Install Directory", and it seems to work! That solution is nice because you don't link statically (therefore, the executable is just some hundreds kb) and the wx dynamic lib is hidden inside the application package (ShapeFusion.app/Contents/Frameworks). It changes a little from the downloader point of view, but it's a _nice_ solution IMO (and it's easy to compile for anyone, if we set up the project correctly---one just needs to compile wx and then change WX_SRC_PATH in our project). > Debug target are unusable : Menubar don't work, I get asserts at > startup and thus an almost-empty menubar (no new, no open,...). This > is not really an issue, because SF in debug weighs in at around > 120Mb, and I don't even think about distributing these builds... Ouch. > Release target : > - No major issue on sound editing. The gui works, update, I can save > a file and load it without getting errors... I can confirm this. > - Hmm, the Shapes editor looks pretty bad ! There is a major issue > with sizer in there. The main list view works (albeit it has a > strange jumpy behavior), but the left part is all cornered top-right, > in a 10*10cm square... I'll take a look at why it does that, but I'm > not sure I'll have a fix quickly... I can confirm this too, but just since I upgraded to 2.8.6. Before all was nice and on linux with 2.8.1 it's nice too. I'll also take a look at it, I suspect some major change in wx sizers... Damn... Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-10-15 13:40:08
|
Le 15 oct. 07 =C3=A0 13:53, Tito Dal Canton a =C3=A9crit : > Tiennou, I installed wx 2.8.6 on OS X and tried the latest xcode > project. Much easied with WX_SRC_ROOT, well done, I think we can go =20= > like > this and just tell people to set WX_SRC_ROOT consistently with their > setup. > > However, I still have to manually add > -liconv -lz > to the additional link flags, otherwise I get undefined symbols =20 > related > to libiconv and libz. Also, the project frameworks must be added to =20= > the > "Link with libraries" phase of the target, otherwise I get lots of > undefined symbols again (carbon-related stuff). Finally, I have to add > the QuickTime framework. The latter is probably due to different wx > build options than yours (I downloaded wx and built straight from the > xcode project). I didn't managed to build due to lack of time, but =20 > those > operations certainly brought me closer to a successful build. Can you > look at them, or should I update the svn project myself? OK, I got it by linking against static wx lib (I guess the dynamic =20 target is a little out-of-date)... I'm testing right now, here are the issues I found : Debug target are unusable : Menubar don't work, I get asserts at =20 startup and thus an almost-empty menubar (no new, no open,...). This =20 is not really an issue, because SF in debug weighs in at around =20 120Mb, and I don't even think about distributing these builds... Release target : - No major issue on sound editing. The gui works, update, I can save =20 a file and load it without getting errors... - Hmm, the Shapes editor looks pretty bad ! There is a major issue =20 with sizer in there. The main list view works (albeit it has a =20 strange jumpy behavior), but the left part is all cornered top-right, =20= in a 10*10cm square... I'll take a look at why it does that, but I'm =20 not sure I'll have a fix quickly... Etienne= |
From: tiennou <tie...@gm...> - 2007-10-15 12:54:07
|
Le 15 oct. 07 =C3=A0 13:53, Tito Dal Canton a =C3=A9crit : > Tiennou, I installed wx 2.8.6 on OS X and tried the latest xcode > project. Much easied with WX_SRC_ROOT, well done, I think we can go =20= > like > this and just tell people to set WX_SRC_ROOT consistently with their > setup. > > However, I still have to manually add > -liconv -lz > to the additional link flags, otherwise I get undefined symbols =20 > related > to libiconv and libz. Also, the project frameworks must be added to =20= > the > "Link with libraries" phase of the target, otherwise I get lots of > undefined symbols again (carbon-related stuff). Finally, I have to add > the QuickTime framework. The latter is probably due to different wx > build options than yours (I downloaded wx and built straight from the > xcode project). I didn't managed to build due to lack of time, but =20 > those > operations certainly brought me closer to a successful build. Can you > look at them, or should I update the svn project myself? One of the things I don't understand is that on my side I have only =20 linking error concerning wx, not libz or iconv, and only in the ppc =20 linking. Linking in Quicktime or Carbon doesn't remove the errors... =20 Strangely I'm getting less error when linking against wx Deploy than =20 when linking against Develop... I'm beginning th think the wx Xcode =20 project is not up to date... I'm commiting my lastest changes to the Xcode project right now... Etienne= |
From: Tito D. C. <ti...@da...> - 2007-10-15 11:55:57
|
Tiennou, I installed wx 2.8.6 on OS X and tried the latest xcode project. Much easied with WX_SRC_ROOT, well done, I think we can go like this and just tell people to set WX_SRC_ROOT consistently with their setup. However, I still have to manually add -liconv -lz to the additional link flags, otherwise I get undefined symbols related to libiconv and libz. Also, the project frameworks must be added to the "Link with libraries" phase of the target, otherwise I get lots of undefined symbols again (carbon-related stuff). Finally, I have to add the QuickTime framework. The latter is probably due to different wx build options than yours (I downloaded wx and built straight from the xcode project). I didn't managed to build due to lack of time, but those operations certainly brought me closer to a successful build. Can you look at them, or should I update the svn project myself? Bye Tito -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-10-13 17:03:58
|
On Sat, 2007-10-13 at 12:35 -0400, Gregory Smith wrote: > I'm going to go ahead and add a module to Aleph One that can read them > and apply them on the fly. I'll probably facilitate embedding them in a > map chunk for net map transmission, despite your reservations, but your > idea of loading them via MML is also interesting. Well, having never contributed seriously to the engine, I don't think my reservations are worth much consideration :) Stuffing shapes pieces in the map file just "looked bad" to me, since map geometry and shapes are historically very distinct entities, stored in different files with very different formats. BTW, what about talking about this topic on the A1 list? Tito -- Physics is reverse engineering |
From: Gregory S. <wo...@tr...> - 2007-10-13 16:39:56
|
Tito Dal Canton wrote: > Well done, thanks. It seems straightforward to parse those files and > apply them to an open Shapes file. Maybe for 0.5 I'll do it. I'm going to go ahead and add a module to Aleph One that can read them and apply them on the fly. I'll probably facilitate embedding them in a map chunk for net map transmission, despite your reservations, but your idea of loading them via MML is also interesting. > I guess I should move my Shapes format docs from my own site to the A1 > wiki... I wasn't able to find them, but I think the A1 wiki would be an appropriate place for all this kind of stuff. > Could someone send me some Anvil patches? Possibly against standard > Infinity or Durandal Shapes so I have something consistent. There are a bunch here: http://www.marathon.org/hyperarchive/inf.shapes/ If you need something made up custom, I can run Anvil on an old G3 here, let me know. Gregory |
From: Tito D. C. <ti...@da...> - 2007-10-13 15:15:38
|
On Sat, 2007-10-13 at 10:59 -0400, Gregory Smith wrote: > Hey guys, > > If you're interested, I started looking through Anvil's shape patches in > a hex editor. I'll keep my notes on the wiki: Well done, thanks. It seems straightforward to parse those files and apply them to an open Shapes file. Maybe for 0.5 I'll do it. I guess I should move my Shapes format docs from my own site to the A1 wiki... Could someone send me some Anvil patches? Possibly against standard Infinity or Durandal Shapes so I have something consistent. Bye Tito -- Physics is reverse engineering |
From: Gregory S. <wo...@tr...> - 2007-10-13 15:00:04
|
Hey guys, If you're interested, I started looking through Anvil's shape patches in a hex editor. I'll keep my notes on the wiki: http://source.bungie.org/wiki/index.php/Anvil_Patch_Format So far I can (as a human) parse collections, high level shapes, low level shapes, and bitmaps. It should not be difficult to write code to do the same. Gregory |
From: Tito D. C. <ti...@da...> - 2007-10-12 12:25:58
|
On Fri, 2007-10-12 at 13:19 +0200, tiennou wrote: > Still don't link in release though ;-), but now I only get missing > typeinfo stuff : wx people should definitely think more about MacOS X users IMO... BTW I've had some experience with qemu and winxp... Maybe I can crank out a win binary in the future, who knows. Bye Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-10-12 11:19:51
|
Le 12 oct. 07 =C3=A0 13:00, Tito Dal Canton a =C3=A9crit : > On Fri, 2007-10-12 at 12:34 +0200, tiennou wrote: >> I've just commited a fix to the Xcode project so that it builds >> against standard wx static & dynamic libraries. > Nice. > >> For reference, you need to : >> - Build the wx library both in Debug & Release mode. >> - Set the WX_SRC_ROOT under Project settings to your local wx >> installation. >> - Manually edit the file pointed by libwx_mac.dylib to point to >> either the debug or release version of wx. (I know this is a pain, >> but this is mainly a quick workaround). > So did I to compile a few days ago. It was a pain, but I managed to =20= > get > a (somewhat crippled and messed) binary. > >> Hmm I can't get Release to work. Missing symbols everywhere ! And >> Debug fails to create its menu bar, so unusable on OSX right now... > Which symbols? I had the same problem, adding QuickTime/OpenGL/=20 > whatever > frameworks fixed the problem. All wx-related, like wxAppConsole & LOADS of others. Strangely it =20 happen only when I use Release (eg building SF Debug with wx Release =20 don't cause link error, so it's obviously a problem with the Xcode =20 project...). Hmm, I removed _WXDEBUG_ from release, and I have i386 building, but =20 no ppc... Got it better, I was building against wx debug, so the =20 third point above is bulls**t, you just need to tweal WX_SRC_ROOT, =20 and WX_LIB_ROOT will update accordingly (src/build/[Development|=20 Deployment], depending on target...). Still don't link in release though ;-), but now I only get missing =20 typeinfo stuff : typeinfo for wxApp typeinfo for wxThread typeinfo for wxDocParentFrame typeinfo for wxListBase typeinfo for wxDocument typeinfo for wxView typeinfo for wxControl typeinfo for wxScrolledWindow typeinfo for wxPanel Etienne Samson= |
From: Tito D. C. <ti...@da...> - 2007-10-12 11:00:35
|
On Fri, 2007-10-12 at 12:34 +0200, tiennou wrote: > I've just commited a fix to the Xcode project so that it builds > against standard wx static & dynamic libraries. Nice. > For reference, you need to : > - Build the wx library both in Debug & Release mode. > - Set the WX_SRC_ROOT under Project settings to your local wx > installation. > - Manually edit the file pointed by libwx_mac.dylib to point to > either the debug or release version of wx. (I know this is a pain, > but this is mainly a quick workaround). So did I to compile a few days ago. It was a pain, but I managed to get a (somewhat crippled and messed) binary. > Hmm I can't get Release to work. Missing symbols everywhere ! And > Debug fails to create its menu bar, so unusable on OSX right now... Which symbols? I had the same problem, adding QuickTime/OpenGL/whatever frameworks fixed the problem. Bye Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-10-12 10:34:53
|
Hi ! Sorry for the slow response time, I'm currently hard at work, so I don't have much time to devote to SF... I've just commited a fix to the Xcode project so that it builds against standard wx static & dynamic libraries. For reference, you need to : - Build the wx library both in Debug & Release mode. - Set the WX_SRC_ROOT under Project settings to your local wx installation. - Manually edit the file pointed by libwx_mac.dylib to point to either the debug or release version of wx. (I know this is a pain, but this is mainly a quick workaround). Hmm I can't get Release to work. Missing symbols everywhere ! And Debug fails to create its menu bar, so unusable on OSX right now... Etienne Samson |
From: Tito D. C. <ti...@da...> - 2007-10-06 17:20:12
|
Hi, I completed my feature schedule for 0.4. If anyone is willing to debug/test ShapeFusion, this is the moment. I'm ready to release 0.4 unless critical bugs are found. Bye Tito -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-09-15 07:35:45
|
Le 14 sept. 07 =C3=A0 19:08, Tito Dal Canton a =C3=A9crit : > Hi all, > > I'm finishing my scheduled work on the color table editor and I'll > probably be ready to release 0.4 soon. Tiennou, are you going to =20 > provide > the MacOS X binary as usual? Yes, I will ! I'm sorry but I have no time for serious development right now, so =20 when you feel you're ready, I'll test it and provide a binary, but =20 that's all I'll be able to do (for now, hopefully)... tiennou= |
From: Tito D. C. <ti...@da...> - 2007-09-14 17:07:31
|
Hi all, I'm finishing my scheduled work on the color table editor and I'll probably be ready to release 0.4 soon. Tiennou, are you going to provide the MacOS X binary as usual? Bye Tito -- Physics is reverse engineering |