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Re: [OS X] Morn76's Yosemite builds

PostPosted: Mon Feb 23, 2015 17:22
by neoascetic
Morn76 wrote:@neoascetic: Could you look into the trackpad stickiness issue? Load the development test and perhaps set fps_max really low and watch the sluggishness when looking around.

Ok, I'll take a look.
SideburnEtic wrote:What needs to be done so this compiles on an Intel 64-bit architecture?

What problem do you have exactly?

Re: [OS X] Morn76's Yosemite builds

PostPosted: Mon Feb 23, 2015 17:39
by SideburnEtic
Compiling exits with an error like CANNOT FIND HEADERS FOR x86_64 architecture.

However, I just found the Homebrew formula at:

usr/local/Library/Taps/homebrew/homebrew-games/minetest.rb

and will update it to 4.12. 4.11 didn't give me any problems that way. It mentions in a comment:

Their CMake cannot create simple app bundle now, but we may use "make package" to create .dmg package with bundle inside and then copy bundle from its tmp directory.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Tue Feb 24, 2015 10:23
by Morn76
neoascetic wrote:
Morn76 wrote:@neoascetic: Could you look into the trackpad stickiness issue? Load the development test and perhaps set fps_max really low and watch the sluggishness when looking around.

Ok, I'll take a look.

My mtmake script applies a patch that partially reverses a commit to the fps limiter, but apparently 0.4.9/0.4.10 were still more buttery smooth when looking around I've been told.

I've never really noticed this issue before because my Stampy World rarely reaches 60 fps on my Macbook but e.g. in the development test game it's very obvious even on slower hardware.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Tue Feb 24, 2015 12:16
by Morn76
New build: 20150224.b4acac7

Thanks to Megaf it is now possible to define Shift as the sneak key. The "e" key workaround is no longer needed.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Tue Feb 24, 2015 12:19
by neoascetic
Morn76 wrote:New build: 20150224.b4acac7
Thanks to Megaf it is now possible to define Shift as the sneak key. The "e" key workaround is no longer needed.

I wonder why all these patches are not merged with the main repo.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Tue Feb 24, 2015 12:31
by Morn76
The way they are right now they would break the Linux or Windows builds. But if you want to #ifdef them properly to merge with the main repo, go ahead…

Re: [OS X] Morn76's Yosemite builds

PostPosted: Tue Mar 10, 2015 17:48
by neoascetic
I've created a patch for minetest which simplifies standalone bundle creation (i. e. it takes care about all work by copying all dependencies into resulting bundle). If (when) it merged, I guess there will be no more need in separate project and I hope @Morn76 we may spend our time on making Minetest work fine on OSX by itself instead of creating separate patches/etc). This also allows us to build nightles and publish them in automatic way.

Here the patch, try it out!

Re: [OS X] Morn76's Yosemite builds

PostPosted: Wed Mar 11, 2015 16:27
by Morn76
Looks nice, neoascetic! Just make sure these builds have all the subgames in my build and all optional features (Redis, LevelDB, FreeType, etc.) enabled. Then I will no longer have to do any builds.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Wed Mar 11, 2015 16:34
by neoascetic
Just curious, why client need LevelDB and Redis? I thought is required for some heavy-loaded servers.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Wed Mar 11, 2015 18:50
by Morn76
I always use LevelDB for my maps. Fewer problems with weird shadows from WorldEdit, better performance, and so far no map corruption. SQLite sometimes produces map glitches like mysteriously broken beds, lighting artifacts, etc.

I agree that Redis is not that necessary, it's just that I want to test the Mac build 100% and so I'd like feature parity with sfan5's Windows builds. Same subgames, same optional feaures. And since all the optional stuff is in Homebrew, it's not a big hassle to include it in a build.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Fri Mar 13, 2015 14:10
by neoascetic
Here we go: night builds and the latest release for OSX.
@Morn76, need your feedback.

Re: [OS X] Morn76's Yosemite builds

PostPosted: Fri Mar 13, 2015 19:25
by Morn76
Looks excellent, neoascetic, and runs fine! (After I disabled the Mac app signing requirement in System Preferences *again*. Apparently Apple in their infinite wisdom turned this unwanted feature back on?)

My only suggestion is to include a version number of the git revision like my make_mac script did, preferably both in Info.plist (so it shows up in the Finder) and MT itself. Because "latest-dirty" does not tell you much about the exact version.

Otherwise, good job! I'll link to this in the first post. Maybe you should start a new thread for your builds. Then we can link to that from the MT download page. If you will provide stable builds on GItHub too there would be no need for my thread anymore I think. Just make sure the bugs and peculiaities of the Mac version are documented and provide stable builds for when nightlies are buggy.

Re: [OS X] Morn76's builds and neoascetic's nightly builds

PostPosted: Fri Mar 13, 2015 20:16
by neoascetic
My builds was built on Mavericks, but of course work on Yosemite too, so note in the first post a little bit incorrect.
I don't want to create new thread. Instead, I want all issues be reported to the main Minetest repo; I want to get (and provide) first-class support of OSX in Minetest. Thus, I think link on Downloads page of the website should be enough.

Of course, I'll provide stable builds.

Re: [OS X] Morn76's builds and neoascetic's nightly builds

PostPosted: Fri Mar 13, 2015 20:26
by Morn76
neoascetic wrote:I want all issues be reported to the main Minetest repo; I want to get (and provide) first-class support of OSX in Minetest. Thus, I think link on Downloads page of the website should be enough.

Not everything in my first post is issues; e.g. where do you put mods and maps. A download link alone is not enough, you also have to provide instructions somewhere.

I've edited the first post so it says Mavericks and Yosemite.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed May 13, 2015 15:39
by OmniStudent
Hello! Haven't looked in here in a long while, but great to see some people still work for the OSX version.

Thankyou Morn76 and Neoascetic!

PhD almost done: hope to be able to contribute after that.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed May 13, 2015 15:53
by OmniStudent
Just tried installing with brew: everything worked right away, even the online mod repository, which was broken last time I tried (OSX 10.9.4)

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Thu May 14, 2015 15:22
by OmniStudent
Tried the build script, worked fine, except:

Error on load for "Minetest" setting (voxelgarden, carbone work fine).
Probably a temporary version problem, I guess 0.5-DIRTY wasn't referring to adult content...

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
17:02:20: ERROR[main]: ========== ERROR FROM LUA ===========
17:02:20: ERROR[main]: Failed to load and run script from
17:02:20: ERROR[main]: ///Applications/minetest.app/Contents/Resources/bin/./games/minetest_game/mods/default/init.lua:
17:02:20: ERROR[main]: ...sources/bin/./games/minetest_game/mods/default/nodes.lua:1544: attempt to call a nil value
17:02:20: ERROR[main]: stack traceback:
17:02:20: ERROR[main]:    ...sources/bin/./games/minetest_game/mods/default/nodes.lua:1544: in main chunk
17:02:20: ERROR[main]:    [C]: in function 'dofile'
17:02:20: ERROR[main]:    ...esources/bin/./games/minetest_game/mods/default/init.lua:37: in main chun
k

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Sat May 16, 2015 08:13
by OmniStudent
...not using the "stable" parameter on "make_mac.sh" produced a compile where everything worked though.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Sat May 16, 2015 11:34
by Morn76
OmniStudent wrote:...not using the "stable" parameter on "make_mac.sh" produced a compile where everything worked though.

We have neoascetic's nightly builds now, so my build script is mostly depracated.

Maybe the problem with the stable parameter is that stable MT versions are in separate git branches now?

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Sat May 16, 2015 12:23
by OmniStudent
Oh right, that makes sense.
I'm still using the script as a "warmup" for doing my own compiles of slightly modified MTs, but I can normally figure small bugs like this out by myself, given time.
Just figured I'd report do that others at my level know they're not alone when they run into a problem.

Have you started some other fun project, btw?

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Sat May 16, 2015 17:18
by Morn76
OmniStudent wrote:Have you started some other fun project, btw?

What could be more fun than Minetest? :-)

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Mon May 18, 2015 04:28
by OmniStudent
Morn76 wrote:What could be more fun than Minetest? :-)


Perhaps some kind of Minetest-charged Minetest with extra Minetest.
I was of course assuming it'd be a Minetest-related project :)

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Mon May 18, 2015 10:24
by Morn76
OmniStudent wrote:
Morn76 wrote:What could be more fun than Minetest? :-)


Perhaps some kind of Minetest-charged Minetest with extra Minetest.
I was of course assuming it'd be a Minetest-related project :)

Even better would be Minetest…inside Minetest! Inside another Minetest. So you can enjoy your Minetest in Minetest too. :-)

https://www.youtube.com/watch?v=gAAIQpUgwjM

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Sat May 23, 2015 12:43
by SAMIAMNOT
Sounds cool. Have your Minetest and play it too, eh?

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed Jun 03, 2015 21:45
by SAMIAMNOT
This has some serious rendering issues when it comes to Glass Doors (from Home Decor) and you cant get through em.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed Jun 03, 2015 21:53
by Morn76
SAMIAMNOT wrote:This has some serious rendering issues when it comes to Glass Doors (from Home Decor) and you cant get through em.

A screenshot of those rendering issues would be helpful.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Tue Jun 09, 2015 23:21
by SAMIAMNOT
They are fixed in the latest build.
BTW, your June 2/3 Build was HORRENDOUSLY unstable. I could not close it out at all. I'm currently using the one before.
That being said, thanks for putting in the effort for the Mac OS X port. You guys did very well with it overall.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed Jun 10, 2015 10:03
by Morn76
SAMIAMNOT wrote:They are fixed in the latest build.
BTW, your June 2/3 Build was HORRENDOUSLY unstable. I could not close it out at all. I'm currently using the one before.
That being said, thanks for putting in the effort for the Mac OS X port. You guys did very well with it overall.

That's a general problem with nightly builds; they aren't tested at all, so occasionally they are broken. But at least it's fairly easy to try a different build if the first one doesn't work. :-)

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed Jun 10, 2015 13:15
by SAMIAMNOT
Are they still released nightly? I think it was the fifth when I tried it and I didn't see a newer version.

Re: [OS X] Neoascetic's nightly builds and Morn76's builds

PostPosted: Wed Jun 10, 2015 15:39
by Morn76
SAMIAMNOT wrote:Are they still released nightly? I think it was the fifth when I tried it and I didn't see a newer version.

night-2015-06-04 is the oldest version still on GitHub, I think neoascetic has set it up so older nightlies are deleted. But yes, they are released nightly, except when the MT GitHub repo hasn't changed since the last build.