Discussion:
[Crystal-develop] Apricot-related binary celstart for Linux/x86
v***@club-internet.fr
2008-07-26 05:50:46 UTC
Permalink
Hello,

I made a static binary build for CELStart from tagged CS V1.9pre20080725 and
CEL trunk (r3575), which also contains tools like walktest, docconv, cslight, lighter2 and
basemapgen (poor chickens ;-).
I didn't have a chance to checkout and test Apricot SVN yet, so I'd be glad if someone
could tell me if the executables are OK with it...

http://ecksdee.sourceforge.net/testing/apricot-celstart-py25-linux-x86.tar.bz2

Should be usable for anything else, although that afterwards it struck me that none of
those apps except basemapgen has support for terrain2
(not being listed in static plugins lists).
Probably that should be changed at least for walktest, celstart, and others too...
v***@club-internet.fr
2008-07-27 14:13:34 UTC
Permalink
Post by v***@club-internet.fr
Hello,
I made a static binary build for CELStart from tagged CS V1.9pre20080725 and
CEL trunk (r3575), which also contains tools like walktest, docconv, cslight, lighter2 and
basemapgen (poor chickens ;-).
I didn't have a chance to checkout and test Apricot SVN yet, so I'd be glad if someone
could tell me if the executables are OK with it...
http://ecksdee.sourceforge.net/testing/apricot-celstart-py25-linux-x86.tar.bz2
Should be usable for anything else, although that afterwards it struck me that none of
those apps except basemapgen has support for terrain2
(not being listed in static plugins lists).
Probably that should be changed at least for walktest, celstart, and others too...
An updated build, using CS r30562 and CEL r3575, also added CEL's bootstrap:
http://ecksdee.sourceforge.net/testing/celstart-CSr30562-CELr3575-linux-x86.tar.bz2 (28.2Mb)
v***@club-internet.fr
2008-07-28 17:22:41 UTC
Permalink
Post by v***@club-internet.fr
Post by v***@club-internet.fr
Hello,
I made a static binary build for CELStart from tagged CS V1.9pre20080725 and
CEL trunk (r3575), which also contains tools like walktest, docconv, cslight, lighter2 and
basemapgen (poor chickens ;-).
I didn't have a chance to checkout and test Apricot SVN yet, so I'd be glad if someone
could tell me if the executables are OK with it...
http://ecksdee.sourceforge.net/testing/apricot-celstart-py25-linux-x86.tar.bz2
Should be usable for anything else, although that afterwards it struck me that none of
those apps except basemapgen has support for terrain2
(not being listed in static plugins lists).
Probably that should be changed at least for walktest, celstart, and others too...
http://ecksdee.sourceforge.net/testing/celstart-CSr30562-CELr3575-linux-x86.tar.bz2 (28.2Mb)
Updated again, the last one until I get some feedback ;-)
http://ecksdee.sourceforge.net/testing/celstart-CSr30587-CELr3589-linux-x86.tar.bz2
I removed the older builds, so I don't get over-quota...
v***@club-internet.fr
2008-07-28 20:39:46 UTC
Permalink
----Message d'origine----
Date: Mon, 28 Jul 2008 19:22:41 +0200
See http://spamassassin.org/tag/ for more details.
Report problems to
http://sf.net/tracker/?func=add&group_id=1&atid=200001
0.2 NO_REAL_NAME From: does not include a real name
1.0 FORGED_RCVD_HELO Received: contains a forged HELO
Sujet: Re: [Crystal-develop] Apricot-related binary celstart for Linux/x86
Post by v***@club-internet.fr
Post by v***@club-internet.fr
Hello,
I made a static binary build for CELStart from tagged CS V1.9pre20080725 and
CEL trunk (r3575), which also contains tools like walktest, docconv, cslight, lighter2 and
basemapgen (poor chickens ;-).
I didn't have a chance to checkout and test Apricot SVN yet, so I'd be glad if someone
could tell me if the executables are OK with it...
http://ecksdee.sourceforge.net/testing/apricot-celstart-py25-linux-x86.tar.bz2
Should be usable for anything else, although that afterwards it struck me that none of
those apps except basemapgen has support for terrain2
(not being listed in static plugins lists).
Probably that should be changed at least for walktest, celstart, and others too...
http://ecksdee.sourceforge.net/testing/celstart-CSr30562-CELr3575-linux-x86.tar.bz2 (28.2Mb)
Updated again, the last one until I get some feedback ;-)
http://ecksdee.sourceforge.net/testing/celstart-CSr30587-CELr3589-linux-x86.tar.bz2
I removed the older builds, so I don't get over-quota...
Ok, I missed the "build & copy" Python bindings, so I reuploaded a new archive,
same address, 30.2Mb
http://ecksdee.sourceforge.net/testing/celstart-CSr30587-CELr3589-linux-x86.tar.bz2

Here's a quick transcript of the steps I followed, can be helpful as a reference.
Beware, I didn't test it yet, and may have missed something...

####################################################################

### Those are mainly useful just for me, since I use system-wide Python and ODE
export PYTHON=/opt/python252dyn/bin/python
export LD_LIBRARY_PATH=$CRYSTAL:$CEL:/home/vince/INSTALL/ode-0.9/lib:/opt/python252dyn/lib

# The following 2 directories are your CS & CEL checkout dirs
export SRCCRYSTAL=/path/to/CS/SourceCode
export SRCCEL=/path/to/CEL/SourceCode

# Create the following 2 directories, where stuff will be compiled
export BUILDCRYSTAL=/path/to/empty/CS/BuildDirectory
export BUILDCEL=/path/to/empty/CEL/BuildDirectory

# This is the final directory, where needed stuff will be copied
export FINALDIR=/path/to/empty/FinalDirectory

# Let's go, build static CS & CEL plugins, along with a few useful apps
cd $BUILDCRYSTAL

### You probably want to skip/adapt --with-ode and --with-bullet.
### --without-GTK --without-xaw7 is a matter of taste,
### to not get popup windows for error messages...
$SRCCRYSTAL/configure \
--without-GTK --without-xaw7 \
--with-ode=$HOME/INSTALL/ode-0.9 \
--with-bullet=$HOME/INSTALL/bullet-2.69 \
&& jam staticplugins && jam pythmod \
&& jam walktest_static && jam basemapgen_static \
&& jam docconv_static && jam cslight_static && jam lighter2_static \
&& cp -aR $SRCCRYSTAL/include/* include/ \
&& jam cs-config \
&& cd $BUILDCEL \
&& $SRCCEL/configure && jam staticplugins && jam blcelmod \
&& jam celstart_static && jam bootstrap_static

cd $FINALDIR

# Copy the interesting stuff in the final directory
cp -a $BUILDCRYSTAL/out/linuxx86/optimize/libs/lib*so .
cp -a $BUILDCRYSTAL/*static .
cp -aR $BUILDCRYSTAL/out/linuxx86/optimize/bindings/python/cspace/ .
cp -aR $SRCCRYSTAL/data/ .
cp -a $SRCCRYSTAL/vfs.cfg .
cat $SRCCEL/vfs.cfg >> vfs.cfg
cp -a $BUILDCEL/out/linuxx86/optimize/libs/lib*so .
cp -a $BUILDCEL/*static .
cp -a $BUILDCEL/out/linuxx86/optimize/bindings/python/* .
cp -a $SRCCEL/scripts/pycel.py .

# Wipe unneeded stuff from the data directory
cd data/
rm -rf castle* ceguitest/ colladatest/ cornell/ cube/ fancycon.zip flarge/ \
g2dtest/ isomap/ kwartz.zip parallaxtest/ partsys/ projectortest/ pvstest/ \
r3d* simplelights/ spark* startme.zip stenciltest/ teapot.zip terrain* \
unittest/ water.zip
# Copy some of the CEL data directory content
cp -aR $SRCCEL/data/{config,library,sounds} .

cd $FINALDIR

# Clean a bit more
find -type d -name '.svn' -exec rm -rf {} \;
find -name Jamfile -exec rm {} \;
find -name \*dbg -exec rm {} \;

### Now copy some special dependencies
cp -a /opt/python252dyn/lib/libpython2.5.so.1.0 $FINALDIR
cp -a $HOME/INSTALL/ode-0.9/lib/libode.so $FINALDIR
cp -a /usr/lib/libCg* $FINALDIR
res
2008-08-04 02:54:47 UTC
Permalink
Post by v***@club-internet.fr
http://ecksdee.sourceforge.net/testing/apricot-celstart-py25-linux-x86.tar.bz2
Could you please include wrapper script(s) that set the right CRYSTAL,
CEL, LD_LIBRARY_PATH (and possibly PYTHONPATH) environment vars? I hope
you agree that having to do so manually is rather uncomfortable :P

-f.r.
Alex Fuller
2008-08-04 03:55:17 UTC
Permalink
http://download.blender.org/ftp/incoming/celstart-1.9-CSr30677-CELr3601-Linux-x86-64.tar.bz2

Using a similar script as vknecht's, but missing some libs (but they
can be apt-get'd with ubuntu and it'll work on x86-64, like libode,
cal3d, python2.5) would I need to put in bullet or cegui libs or are
they embedded into CS? I'll make a .sh for the env variable exports
and see what I can do for a .desktop file so it looks nice and neat,
are there any icons yet for desktops?

The mac one is coming! I just have issues with the jam build for
blcelmod not working with swig (it is getting a few gcc flags which
swig shouldn't get). Also cegui can't compile, and the universal bin
is odd to me...
Post by v***@club-internet.fr
http://ecksdee.sourceforge.net/testing/apricot-celstart-py25-linux-x86.tar.bz2
Could you please include wrapper script(s) that set the right CRYSTAL, CEL,
LD_LIBRARY_PATH (and possibly PYTHONPATH) environment vars? I hope you agree
that having to do so manually is rather uncomfortable :P
-f.r.
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great
prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex "MistaED" Fuller
http://boberfly.com/
res
2008-08-04 12:20:09 UTC
Permalink
Post by Alex Fuller
The mac one is coming! I just have issues with the jam build for
blcelmod not working with swig (it is getting a few gcc flags which
swig shouldn't get).
Should be fixed in the latest cel (yeah, I should make some new tags at
some point.)
Post by Alex Fuller
Also cegui can't compile, and the universal bin
is odd to me...
At least for apricot cegui isn't needed.

-f.r.
res
2008-08-04 12:25:31 UTC
Permalink
Post by Alex Fuller
I'll make a .sh for the env variable exports
IMO all (Linux) builds should use the same wrapper script. So maybe make
sure you + vknecht don't do double work or so ...
Post by Alex Fuller
and see what I can do for a .desktop file so it looks nice and neat,
are there any icons yet for desktops?
There will be YoFrankie icons later on said Pablo. There is a .desktop
file for CELstart in the CEL svn, you could use that as a template.
There is also an icon which you can use for the time being.

Note that I, right now, experiment with 0install, which creates a
desktop file automatically, so it may not be needed (well, if 0install
is used).

-f.r.
Vincent Knecht
2008-08-05 19:30:40 UTC
Permalink
Post by res
Post by Alex Fuller
I'll make a .sh for the env variable exports
IMO all (Linux) builds should use the same wrapper script. So maybe make
sure you + vknecht don't do double work or so ...
Here's the little celstart wrapper I wrote and tested.
The 0install expects its name to be celstart_wrapper...
##############################################################################
#!/bin/sh

DIRNAME=`dirname "$0"`
export LD_LIBRARY_PATH=$DIRNAME:$LD_LIBRARY_PATH
export CRYSTAL=$DIRNAME
export CEL=$DIRNAME
export PYTHONPATH=$DIRNAME:$PYTHONPATH

if [ -x "$DIRNAME"/celstart ]
then
$DIRNAME/celstart $*
exit 0
elif [ -x "$DIRNAME"/celstart_static ]
then
$DIRNAME/celstart_static $*
exit 0
else
echo "Couldn't find celstart or celstart_static, or they're not executable"
exit 2
fi
##############################################################################
Post by res
Post by Alex Fuller
and see what I can do for a .desktop file so it looks nice and neat,
are there any icons yet for desktops?
There will be YoFrankie icons later on said Pablo. There is a .desktop
file for CELstart in the CEL svn, you could use that as a template.
There is also an icon which you can use for the time being.
Note that I, right now, experiment with 0install, which creates a
desktop file automatically, so it may not be needed (well, if 0install
is used).
-f.r.
Alex Fuller
2008-08-05 23:06:24 UTC
Permalink
Or you can do it Vincent ;) nice. I'll be at work until 9pm today (9am
atm) so probably won't get time to do anything tonight on the OS X
front but maybe I can just package that script for 64-bit.
Post by Vincent Knecht
Post by res
Post by Alex Fuller
I'll make a .sh for the env variable exports
IMO all (Linux) builds should use the same wrapper script. So maybe make
sure you + vknecht don't do double work or so ...
Here's the little celstart wrapper I wrote and tested.
The 0install expects its name to be celstart_wrapper...
##############################################################################
#!/bin/sh
DIRNAME=`dirname "$0"`
export LD_LIBRARY_PATH=$DIRNAME:$LD_LIBRARY_PATH
export CRYSTAL=$DIRNAME
export CEL=$DIRNAME
export PYTHONPATH=$DIRNAME:$PYTHONPATH
if [ -x "$DIRNAME"/celstart ]
then
$DIRNAME/celstart $*
exit 0
elif [ -x "$DIRNAME"/celstart_static ]
then
$DIRNAME/celstart_static $*
exit 0
else
echo "Couldn't find celstart or celstart_static, or they're not executable"
exit 2
fi
##############################################################################
Post by res
Post by Alex Fuller
and see what I can do for a .desktop file so it looks nice and neat,
are there any icons yet for desktops?
There will be YoFrankie icons later on said Pablo. There is a .desktop
file for CELstart in the CEL svn, you could use that as a template.
There is also an icon which you can use for the time being.
Note that I, right now, experiment with 0install, which creates a
desktop file automatically, so it may not be needed (well, if 0install
is used).
-f.r.
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex "MistaED" Fuller
http://boberfly.com/
res
2008-08-06 02:48:03 UTC
Permalink
Wrapper works fine, thanks.

Next issue: you bundle a python .so - good. However, you don't bundle
the stock python classes - not good, prevents python from working,

-f.r.
res
2008-08-06 03:00:15 UTC
Permalink
Post by res
Wrapper works fine, thanks.
Next issue: you bundle a python .so - good. However, you don't bundle
the stock python classes - not good, prevents python from working,
At least for 0install packaging purposes it might be nice to have python
separated.

-f.r.
Vincent Knecht
2008-08-06 23:50:01 UTC
Permalink
Post by res
Post by res
Wrapper works fine, thanks.
Next issue: you bundle a python .so - good. However, you don't bundle the
stock python classes - not good, prevents python from working,
Post by res
At least for 0install packaging purposes it might be nice to have python
separated.
Post by res
-f.r.
Hello,

Latest celstart+tools build (with celstart_wrapper, and also terrain2
plugins enabled for celstart and walktest) at
http://www.crystalspace3d.org/downloads/contrib/celstart-1.9-CSr30710-CELr3609-Linux-x86.tar.bz2
(~33MB)
It still has python-2.5 shared lib.
Also updated OpenAL shared lib to OpenAL Soft 1.5.304, but sadly it doesn't
help with screeching sounds (I wonder if that issue is specific to specific
sound files)...

At res' request, a lzma archive for the same build, without python-2.5 SO:
http://www.crystalspace3d.org/downloads/contrib/celstart-1.9-CSr30710-CELr3609-Linux-x86.tar.lzma
(~23MB)

As res noted, it seems that one can get messages like:
Not a JPEG file: starts with 0x8a 0x4d
so it seems libjpeg should be included with next builds.

Finally, a somehow improved script for building all stuff is attached:
- should detect whether cp -a switch is supported and act accordingly
- creates the celstart_wrapper script
- rename utilities to not have _static in their name
- a few more checks...
- yes I know, it's still a bit ugly :-)
Alex Fuller
2008-08-10 07:00:05 UTC
Permalink
Here's the latest linux 64-bit build with the wrapper script:

http://download.blender.org/ftp/incoming/celstart-1.9-CSr30732-CELr3615-Linux-x86-64.tar.lzma

The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
can't find a bunch of system libs:
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory

When naturally they are there, hmm....

Also I'm trying to build it like linux but instead of getting shared
objects with each bin I just get a rather large bin which I guess
contains the "so", not sure if this is the desired function or not.
Post by res
Post by res
Post by res
Wrapper works fine, thanks.
Next issue: you bundle a python .so - good. However, you don't bundle the
stock python classes - not good, prevents python from working,
Post by res
At least for 0install packaging purposes it might be nice to have python
separated.
Post by res
-f.r.
Hello,
Latest celstart+tools build (with celstart_wrapper, and also terrain2
plugins enabled for celstart and walktest) at
http://www.crystalspace3d.org/downloads/contrib/celstart-1.9-CSr30710-CELr3609-Linux-x86.tar.bz2
(~33MB)
It still has python-2.5 shared lib.
Also updated OpenAL shared lib to OpenAL Soft 1.5.304, but sadly it doesn't
help with screeching sounds (I wonder if that issue is specific to specific
sound files)...
http://www.crystalspace3d.org/downloads/contrib/celstart-1.9-CSr30710-CELr3609-Linux-x86.tar.lzma
(~23MB)
Not a JPEG file: starts with 0x8a 0x4d
so it seems libjpeg should be included with next builds.
- should detect whether cp -a switch is supported and act accordingly
- creates the celstart_wrapper script
- rename utilities to not have _static in their name
- a few more checks...
- yes I know, it's still a bit ugly :-)
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex "MistaED" Fuller
http://boberfly.com/
Eric Sunshine
2008-08-10 07:44:13 UTC
Permalink
Post by Alex Fuller
The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
When naturally they are there, hmm....
It looks like the "-framework" option which should appear before each of
these arguments got lost. (For example, "-framework OpenGL".)

-- ES
Alex Fuller
2008-08-10 09:50:43 UTC
Permalink
Hi Eric,

Good to know, but jam confuses the hell out of me and I have no idea
where this is declared after opening a bunch of jam-related files. If
you could tell me that would be great... :)

Thanks
Post by Eric Sunshine
Post by Alex Fuller
The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
When naturally they are there, hmm....
It looks like the "-framework" option which should appear before each of
these arguments got lost. (For example, "-framework OpenGL".)
-- ES
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex Fuller
http://boberfly.com/
Eric Sunshine
2008-08-10 10:11:17 UTC
Permalink
I have insufficient information about your build conditions and
environment to be able to answer. For instance, I don't know what build
process resulted in those diagnostics or the version and branch of CS
and/or CEL you are building. If you are not building from the trunk,
then I will point out that I resolved this type of problem for the trunk
several months ago. See CS ticket #270
(http://trac.crystalspace3d.org/trac/CS/ticket/270) and CS revisions
r29296, r29297, r29298, r29299, r29301, r29324, r29325, r29326, r29330,
r29332.

-- ES
Post by Alex Fuller
Hi Eric,
Good to know, but jam confuses the hell out of me and I have no idea
where this is declared after opening a bunch of jam-related files. If
you could tell me that would be great... :)
Thanks
Post by Eric Sunshine
Post by Alex Fuller
The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
When naturally they are there, hmm....
It looks like the "-framework" option which should appear before each of
these arguments got lost. (For example, "-framework OpenGL".)
-- ES
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
Alex Fuller
2008-08-10 10:24:58 UTC
Permalink
Pretty much it's the same build process as the one vknecht posted so
like plugins_static, walktest_static, celstart_static,
bootstrap_static, etc. except with some minor changes for osx as the
script needed to be adapted to certain directories. The biggest
difference being that it's compiling into large bins instead of having
the bin+so, but I think that's a default option for osx builds?
Anyway, the CS/CEL are from trunk today, revision CS - 30732, CEL -
3615. It is being built on OSX leopard 10.4.2
Post by Eric Sunshine
I have insufficient information about your build conditions and
environment to be able to answer. For instance, I don't know what build
process resulted in those diagnostics or the version and branch of CS
and/or CEL you are building. If you are not building from the trunk,
then I will point out that I resolved this type of problem for the trunk
several months ago. See CS ticket #270
(http://trac.crystalspace3d.org/trac/CS/ticket/270) and CS revisions
r29296, r29297, r29298, r29299, r29301, r29324, r29325, r29326, r29330,
r29332.
-- ES
Post by Alex Fuller
Hi Eric,
Good to know, but jam confuses the hell out of me and I have no idea
where this is declared after opening a bunch of jam-related files. If
you could tell me that would be great... :)
Thanks
Post by Eric Sunshine
Post by Alex Fuller
The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
When naturally they are there, hmm....
It looks like the "-framework" option which should appear before each of
these arguments got lost. (For example, "-framework OpenGL".)
-- ES
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex Fuller
http://boberfly.com/
Alex Fuller
2008-08-10 10:29:08 UTC
Permalink
*10.5.2 even, whoops :)
Post by Alex Fuller
Pretty much it's the same build process as the one vknecht posted so
like plugins_static, walktest_static, celstart_static,
bootstrap_static, etc. except with some minor changes for osx as the
script needed to be adapted to certain directories. The biggest
difference being that it's compiling into large bins instead of having
the bin+so, but I think that's a default option for osx builds?
Anyway, the CS/CEL are from trunk today, revision CS - 30732, CEL -
3615. It is being built on OSX leopard 10.4.2
Post by Eric Sunshine
I have insufficient information about your build conditions and
environment to be able to answer. For instance, I don't know what build
process resulted in those diagnostics or the version and branch of CS
and/or CEL you are building. If you are not building from the trunk,
then I will point out that I resolved this type of problem for the trunk
several months ago. See CS ticket #270
(http://trac.crystalspace3d.org/trac/CS/ticket/270) and CS revisions
r29296, r29297, r29298, r29299, r29301, r29324, r29325, r29326, r29330,
r29332.
-- ES
Post by Alex Fuller
Hi Eric,
Good to know, but jam confuses the hell out of me and I have no idea
where this is declared after opening a bunch of jam-related files. If
you could tell me that would be great... :)
Thanks
Post by Eric Sunshine
Post by Alex Fuller
The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
When naturally they are there, hmm....
It looks like the "-framework" option which should appear before each of
these arguments got lost. (For example, "-framework OpenGL".)
-- ES
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex Fuller
http://boberfly.com/
--
Alex Fuller
http://boberfly.com/
Eric Sunshine
2008-08-11 07:38:34 UTC
Permalink
I am not familiar with the process vknecht posted. What minor changes
were made for OSX? Not sure what you mean by "compiling into large
bins". Do you mean that you are building statically with plugins linked
directly into the application? I'm not sure that that build
configuration has ever really been tested on OSX or that the "-framework
Foo" related fixes are applicable to static linking.

-- ES
Post by Alex Fuller
Pretty much it's the same build process as the one vknecht posted so
like plugins_static, walktest_static, celstart_static,
bootstrap_static, etc. except with some minor changes for osx as the
script needed to be adapted to certain directories. The biggest
difference being that it's compiling into large bins instead of having
the bin+so, but I think that's a default option for osx builds?
Anyway, the CS/CEL are from trunk today, revision CS - 30732, CEL -
3615. It is being built on OSX leopard 10.4.2
Post by Eric Sunshine
I have insufficient information about your build conditions and
environment to be able to answer. For instance, I don't know what build
process resulted in those diagnostics or the version and branch of CS
and/or CEL you are building. If you are not building from the trunk,
then I will point out that I resolved this type of problem for the trunk
several months ago. See CS ticket #270
(http://trac.crystalspace3d.org/trac/CS/ticket/270) and CS revisions
r29296, r29297, r29298, r29299, r29301, r29324, r29325, r29326, r29330,
r29332.
-- ES
Post by Alex Fuller
Hi Eric,
Good to know, but jam confuses the hell out of me and I have no idea
where this is declared after opening a bunch of jam-related files. If
you could tell me that would be great... :)
Thanks
Post by Eric Sunshine
Post by Alex Fuller
The OSX build is still giving a few problems, res2k whatever you did
to the celstart scripts, it worked for blcelmod :) just now when I do
the celstart_static or bootstrap_static, darwin's 4.0.1 gcc says it
i686-apple-darwin9-g++-4.0.1: OpenGL: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
i686-apple-darwin9-g++-4.0.1: CoreAudio: No such file or directory
i686-apple-darwin9-g++-4.0.1: Python: No such file or directory
When naturally they are there, hmm....
It looks like the "-framework" option which should appear before each of
these arguments got lost. (For example, "-framework OpenGL".)
-- ES
Mike Gist
2008-08-11 07:42:58 UTC
Permalink
Post by Eric Sunshine
I am not familiar with the process vknecht posted. What minor changes
were made for OSX? Not sure what you mean by "compiling into large
bins". Do you mean that you are building statically with plugins linked
directly into the application? I'm not sure that that build
configuration has ever really been tested on OSX or that the "-framework
Foo" related fixes are applicable to static linking.
I know that the OSX release for PlaneShift are statically linked universal
binaries,
with no modifications needed I believe. We only use CS, but celstart
shouldn't
need anything special either.
--
-Mike
res
2008-08-11 16:37:01 UTC
Permalink
Post by Eric Sunshine
I am not familiar with the process vknecht posted. What minor changes
were made for OSX?
Alex: I suppose it's a good idea to re-post the build process and log
files such as config.log.
Post by Eric Sunshine
Not sure what you mean by "compiling into large
bins". Do you mean that you are building statically with plugins linked
directly into the application?
On Linux and win32, libcrystalspace is a shared library by default now.
Not so on OS/X - ie all libraries are linked statically. I believe
that's what he means with "large bins". (When plugins are also linked
statically the binaries get really large ;)

-f.r.
Alex Fuller
2008-08-17 13:57:47 UTC
Permalink
Sorry for the late reply, long work hours and busy weekend.... Here's
all the config/logs/etc. from the builds here:

http://boberfly.com/files/configs_osx_compile.zip

I managed to get celstart to build however by copy-pasting the line
where it compiles celstart and bootstrap static and adding the
-framework flags myself, but it couldn't find cspace python for some
reason even when the directory is in there, odd.

Well that's the latest, I will really try to help out more during this
week as I know you really want to get this DVD out the door so to
speak! Maybe I could make an ssh account and let you log in or
something if I have no time...
I am not familiar with the process vknecht posted. What minor changes were
made for OSX?
Alex: I suppose it's a good idea to re-post the build process and log files
such as config.log.
Not sure what you mean by "compiling into large bins". Do you mean that
you are building statically with plugins linked directly into the
application?
On Linux and win32, libcrystalspace is a shared library by default now. Not
so on OS/X - ie all libraries are linked statically. I believe that's what
he means with "large bins". (When plugins are also linked statically the
binaries get really large ;)
-f.r.
-------------------------------------------------------------------------
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK & win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100&url=/
_______________________________________________
Crystal-develop mailing list
https://lists.sourceforge.net/lists/listinfo/crystal-develop
--
Alex Fuller
http://boberfly.com/
res
2008-08-27 17:05:50 UTC
Permalink
Post by Alex Fuller
I managed to get celstart to build however by copy-pasting the line
where it compiles celstart and bootstrap static and adding the
-framework flags myself, but it couldn't find cspace python for some
reason even when the directory is in there, odd.
You might have to set PYTHONPATH to point to the out/bindings/python (or
so) directory. Also note some files from the source dir are needed as well.

-f.r.
Alex Fuller
2008-08-31 14:02:43 UTC
Permalink
Hi Res, I've put a linux 64-bit build of celstart into the
downloads/contrib section of crystalspace3d and a 64-bit build of
python in the /python directory.

http://www.crystalspace3d.org/downloads/contrib/scripts/

I haven't got around to testing it yet, please tell me if you want a
package with the walktest/docconv/bootstrap/lighter2/etc. as well. The
OSX build will come probably tomorrow now as I need to sleep, I'm not
too sure how to package the Cg/python/other libs with OSX as they
package it in an odd fashion.
--
Alex Fuller
http://boberfly.com/
Alex Fuller
2008-09-01 13:11:28 UTC
Permalink
Hi Res, I've now built an OSX version which is now on:

http://www.crystalspace3d.org/downloads/contrib/

With a cheap and nasty build of python which I have no idea if it will
work or not (copy-pasted it out of the official .dmg). The actual OSX
build works here on my mac but glcg craps out when I run the yofrankie
celzip so I have no idea if this will work on a real mac. Plus I think
all dependencies got rolled into the bin? I have no idea.
Post by Alex Fuller
Hi Res, I've put a linux 64-bit build of celstart into the
downloads/contrib section of crystalspace3d and a 64-bit build of
python in the /python directory.
http://www.crystalspace3d.org/downloads/contrib/scripts/
I haven't got around to testing it yet, please tell me if you want a
package with the walktest/docconv/bootstrap/lighter2/etc. as well. The
OSX build will come probably tomorrow now as I need to sleep, I'm not
too sure how to package the Cg/python/other libs with OSX as they
package it in an odd fashion.
--
Alex Fuller
http://boberfly.com/
--
Alex Fuller
http://boberfly.com/
res
2008-09-02 12:17:05 UTC
Permalink
Post by Alex Fuller
build works here on my mac but glcg craps out when I run the yofrankie
"Craps out" how?

-f.r.
res
2008-09-02 12:18:52 UTC
Permalink
Post by Alex Fuller
Hi Res, I've put a linux 64-bit build of celstart into the
downloads/contrib section of crystalspace3d and a 64-bit build of
python in the /python directory.
http://www.crystalspace3d.org/downloads/contrib/scripts/
Thanks, I'll check it out. However, note that the 32-bit build also
works fine on x86_64 Linuxes, so I'm tempted to mainly use that. Your
energies might be better focused on the OS/X packaging.

- f.r.
Alex Fuller
2008-09-02 13:48:45 UTC
Permalink
I'll check for you tomorrow exactly the problem, by the way does
0install work on macs? I have a few osx friends which could help test
or whoever uses osx with a Cg compatible video card. I'm hoping (or
lamenting) it is just this hackintosh being crap, although i do get
opengl compositing, no idea.
Post by Alex Fuller
Hi Res, I've put a linux 64-bit build of celstart into the
downloads/contrib section of crystalspace3d and a 64-bit build of
python in the /python directory.
http://www.crystalspace3d.org/downloads/contrib/scripts/
Thanks, I'll check it out. However, note that the 32-bit build also works
fine on x86_64 Linuxes, so I'm tempted to mainly use that. Your energies
might be better focused on the OS/X packaging.
- f.r.
--
Alex Fuller
http://boberfly.com/
Vincent Knecht
2008-08-23 20:30:03 UTC
Permalink
[...]
Post by Vincent Knecht
Not a JPEG file: starts with 0x8a 0x4d
so it seems libjpeg should be included with next builds.
- should detect whether cp -a switch is supported and act accordingly
- creates the celstart_wrapper script
- rename utilities to not have _static in their name
- a few more checks...
- yes I know, it's still a bit ugly :-)
Hello,

I've put my updated script online.
http://www.crystalspace3d.org/downloads/contrib/scripts/build-celstart-static.sh

Notable improvements:
- reports what it found, and used settings
- detects CS version from csver.h (thanks Rakhun :-)
- works with 1.4 (although CEL 1.4 static target are broken, atm: can't find
cssysdef.h and a few other CS headers).
- should work better with non-SVN source dir
- detects and copy linked libs like Cg, libjp[e]g, OpenAL and a few more.
See the awk expression line 258 for fine tuning.

The TODO list:
## - Use more functions (eg. to extract CS or CEL version).
## - Use $BUILDCRYSTAL/jam in case jam is not found in PATH.
## - Trap SIGINT for clean interruption with Ctrl-C.
## - Keep debug-info files, perhaps packaging them separately.
## - Look at adding viewmesh. Requires adding _static target for it.
## - Maybe add support for CS/CEL 1.2.
## - Add command-line options:
## - to print some help speech.
## - to not do anything and stop after settings report.
## - to not build utilities, for end-user-only package.
## - to create a compressed archive from final directory.
## - to skip CEL and just build CS stuff.
## - Detect more stuff:
## - if python is not available, don't try to build related targets.
## - pretty non-Linux OS names.
## - x86_64 or other archs.
## - filename extensions (.exe/.so/.dll).

Comments and improvements welcome.
Loading...