Compiling on OS X Big Sur

Need help running G/Q/ZDoom/ECWolf/Zandronum/3DGE/EDuke32/Raze? Did your computer break? Ask here.

Moderator: GZDoom Developers

Forum rules
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!

If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.

We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

Darn it. I have an intel mac that's too old to upgrade to big sur, and this one that's brand new and has an M1 chip processor :P

Well, I want to be an active collaborator in the gzdoom dev group, so I can be a guinea pig and help work with you on this.

Like in that list of errors, it thinks there's a lot of undeclared things used right in d_main. What could be causing it to not see those declarations? Are those methods in header files somewhere?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48057
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Compiling on OS X Big Sur

Post by Graf Zahl »

Use the latest master. 4.5.0 does not work on the M1. The M1 was released after 4.5.0 so the problems it revealed could not be fixed for that release. The latest code should build.
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

I think that is what I'm using. Can you see my branch (vikingboybilly) and verify?

edit: Cloning with xcode with a token now, and I made sure it's the master. Maybe using github desktop to clone was the problem (it's taking a lot longer too, must be making Xcode project environment stuff for it).

Edit 2: xcode gets stuck cloning this part.
Screen Shot 2021-03-09 at 8.23.54 PM.png
You do not have the required permissions to view the files attached to this post.
Cacodemon345
Posts: 398
Joined: Fri Dec 22, 2017 1:53 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Compiling on OS X Big Sur

Post by Cacodemon345 »

You should use the terminal to clone the repository. Try specifying "-b master" at the end of the invocation.
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

SUCCESS!

My problem was I needed to set the jpeg, zlib, and bzip2 include dir configs to the directories in the gzdoom master, NOT to opt/include where big sur finds that stuff automatically. I'll update the wiki entry on this (or make a new one)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48057
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Compiling on OS X Big Sur

Post by Graf Zahl »

There's checkboxes for making those settings easier. ("Force internal ...") It's a bit surprising that all of these libraries are acting up, though. At least zlib and bzip2 should work. jpeg has been known to cause weird problems, though.
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

And look! That doesn't say Intel. That's Apple Silicon! I made an M1 build that doesn't need Rosetta!
Screen Shot 2021-03-10 at 12.16.24 PM.png
You do not have the required permissions to view the files attached to this post.
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

I have set up a functioning xcode project environment.
Screen Shot 2021-03-11 at 11.27.56 AM.png
On an unrelated note: I noticed there's a new widescreen support pk3. When I try playing as the cleric in hexen and swing the mace, the sprite for the weapon's attack gets cut off at the right edge, which isn't how it should look. The edge should be stapled on the right side of the screen. What went wrong with the Weapon HUD sprite positions and what can be done? :|

Edit: it's not the weapon positions that changed. It's the widescreen. Some games just weren't made for it and it's going to break any weapon sprite that animates from the side of the screen (unless new widescreen weapon sprites are made for everything and I don't think anyone wants to do that)
You do not have the required permissions to view the files attached to this post.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48057
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Compiling on OS X Big Sur

Post by Graf Zahl »

The widescreen support file currently only contains data for Doom, the other games hadn't been done yet at the point of 4.5's release.
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Compiling on OS X Big Sur

Post by Nash »

PaganRaven wrote:I have set up a functioning xcode project environment.
Screen Shot 2021-03-11 at 11.27.56 AM.png
On an unrelated note: I noticed there's a new widescreen support pk3. When I try playing as the cleric in hexen and swing the mace, the sprite for the weapon's attack gets cut off at the right edge, which isn't how it should look. The edge should be stapled on the right side of the screen. What went wrong with the Weapon HUD sprite positions and what can be done? :|

Edit: it's not the weapon positions that changed. It's the widescreen. Some games just weren't made for it and it's going to break any weapon sprite that animates from the side of the screen (unless new widescreen weapon sprites are made for everything and I don't think anyone wants to do that)
Don't worry, the Hexen and Heretic graphics and sprites are mostly already done, but I have not pushed the changes to GZDoom yet because I'd like to take some time to thoroughly quality-check them. I don't do frequent commits to the widescreen repo because that would be very wasteful for disk space consumption. They should be ready for either the next version of GZDoom, or the next-next version.
Spoiler:
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

You have converted me from a cynic to a true believer :woh:

I wanna do the Cleric's mace. Pleez? I promise I won't disappoint. I'll use Hexen's palette and everything. :mrgreen:
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Compiling on OS X Big Sur

Post by Nash »

The Heretic and Hexen weapons are already fully complete.

(they were, in fact, already complete several months ago)
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

What about the map screens and the ending with the heresiarch on it?
User avatar
Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Compiling on OS X Big Sur

Post by Nash »

Map screens are done, Heresiarch vertical scroller is in progress. Hexen titlescreens are partially done. I'm juggling several different projects and I'm taking my time with these. :)
User avatar
PaganRaven
Posts: 439
Joined: Fri Oct 14, 2005 2:21 pm

Re: Compiling on OS X Big Sur

Post by PaganRaven »

You're pushing these out fast for someone taking your time (not complaining; your stuff looks great!)

I made the [wiki=Compile_GZDoom_on_Mac_OS_X_11.2.2]new wiki page[/wiki]

Return to “Technical Issues”