[I] Core:650 Starting Arx Libertatis 1.0.2-git + aab34
[I] SDLWindow:71 Using SDL 1.2.15
[I] OpenGLRenderer:123 Using OpenGL 2.1 NVIDIA-7.18.18
[I] OpenGLRenderer:126 Vendor: NVIDIA Corporation
[I] OpenGLRenderer:129 Device: NVIDIA GeForce GT 330M OpenGL Engine
[W] OpenGLRenderer:150 Missing OpenGL extension ARB_map_buffer_range, VBO performance will suffer.
[I] ArxGame:520 auto selected fullscreen resolution 1680x1050@32
[I] SDLInputBackend:237 Using SDL input
[I] OpenALBackend:128 Using Software 1.1 without EFX
[I] PakReader:544 Loaded PAK "data.pak"
[I] PakReader:544 Loaded PAK "loc.pak"
[I] PakReader:544 Loaded PAK "data2.pak"
[I] PakReader:544 Loaded PAK "sfx.pak"
[I] PakReader:544 Loaded PAK "speech.pak"
[I] PakReader:608 Added dir "editor"
[I] PakReader:608 Added dir "graph"
[I] PakReader:608 Added dir "misc"
[I] Localisation:123 Using language from config file: english
[I] ScriptEvent:540 scripting system initialized with 176 commands and 186 suppressions
[I] Text:375 Loaded font "misc/arx_default.ttf" with sizes 87, 48, 30, 61, 31, 31, 31
[I] Core:612 Launching splash screens.
[I] Core:824 Initialized Arx Fatalis (full game)
[I] LoadLevel:658 Loading Level "graph/levels/level10/level10.dlf"
[E] Mesh:4283 portals 1 - Zero Vertex Error Portals
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[E] Mesh:4283 portals 4 - Zero Vertex Error Portals
[E] Mesh:4283 portals 6 - Zero Vertex Error Portals
[E] Mesh:4283 portals 8 - Zero Vertex Error Portals
[I] LoadLevel:1162 Done loading level
[I] CinematicLoad:138 loading cinematic "graph/interface/illustrations/introduction.cin"
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[E] Scene:2013 portals 1 - Zero Polys Error Portals
[E] Scene:2013 portals 2 - Zero Polys Error Portals
[E] Scene:2013 portals 1 - Zero Polys Error Portals
[E] Scene:2013 portals 2 - Zero Polys Error Portals
[E] Scene:2013 portals 1 - Zero Polys Error Portals
[E] Scene:2013 portals 2 - Zero Polys Error Portals
[E] Scene:2013 portals 1 - Zero Polys Error Portals
[I] Core:4042 Clean shutdown
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What gcc / clang versions did you try? Were there any compiler warnings?
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Clang is version 3.1. Compilation runs fine, albeit 5 warnings (unused parameters) that come from boost. GCC is version 4.2. Compilation runs fine (1 warning from boost about unused parameter), although I had to comment out that "as-needed" linker line in CMakeList.txt.
Do you think that I should give GCC 4.7 a try? Would need to compile it from macports and GCC always takes a while ;)
BTW: All dependencies are freshly compiled except libdevil, which is broken in macports and I therefore took the version from the website.
Here my CMake output:
Cheers
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Ok, those warnings should be fine and are suppressed under linux by using -isystem instead of -I for the include paths - something CMake doesn't seem to do on OSX.
Oh, what was the problem? Ideally CMakeLists.txt should work out of the box.
If you want to, but it's probably not going to help - clang 3.1 works fine for me under Linux and so do gcc 4.1, 4.3, 4.4, 4.5, 4.6, 4.7 and some random snapshot of the 4.8 branch ;-)
Have you tried a debug build? You can enable it by passing -DCMAKE_BUILD_TYPE=Debug to the cmake command and then rebuilding. Asserts are disabled in the release build so this might give more information - also optimizations are disabled in the debug build (-O0), so it will help rule out if that's the cause.
When compiled in debug mode you can also run arx as
to enable debug output.
I have to admit, I have no idea what could be causing this to only break on your system. While the code is pretty messy, there isn't that much OS-specific stuff involved in loading the the static scene - at least not something that would be different for the NPCs. That the menu background is black also seems and unrelated problem at first - we can add more asserts if a debug build doesn't spew out anything new.
Also, just to cover all of our bases, have you tried version 1.0 - maybe it's something we broke after that.
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I redownloaded the game from GOG just to make sure the PAK files are not corrupted. They're not.
When using the standard CMake file with GCC, the linking stage complains with
for every executable target.
Compiled the debug build with clang. Gave a lot of warnings about "format string is not a literal string" which somewhere stem from the asserts. Still, black walls ingame
Can you give me the git command for that? git pull ? I'm only used to SVN. Thanks
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This should have been fixed in commit 024ff748b33fe21533a98d753e5cca945c82ffe9, which is included in 1.0.2.
What about the console / log output.
Also, try running the debug build with
which should produce lots of debug output.
To go back later you can use
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It's always Mesh:4283 and Scene:2013
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It's getting late here, but I'll add more asserts/checks to the loading code tomorrow to see what goes wrong.
Yeah, those are the locations in the source code where error messages are printed.
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Oh wow, I tried two different sites. But the log is just tooo big..... no pastebin accepts it.
Yes, getting late here aswell. Ok, waiting for tomorrow then.
Yes, I looked into the two files at that lines but too much nonsense for me :P
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I tried Arx Libertatis inside a Wine wrapper and it worked well. Mouse was not moveable but maybe this come from the wine version, don't know. At least meshes were fine... so this is really a native OSX bug.
Also some pics: Ingame Intro Menu
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I have now added more checks and debug output to the relevant parts. Can you try a debug build of the latest commit? Run it as
This will enable debug output only for the interesting parts of the code.
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I think I know what's going on: the missing textures (menu background, most of the static scene) are all JPEG while others that work for you are BMP. I think your DevIL library is unable to load .jpg files - either because JPEG support was disabled at build time or because it cannot find the right libjpeg library?
I can reproduce the behavior if I compile my DevIL without JPEG support. I have now added error messages for this to the texture and image loading code. And I have clarified the need for BMP, JPEG and TGA support in the build instructions. ;-)
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Thx anyway!
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The issue was updated with the following change(s):
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