Okay, so I compiled tremulous 1.1.0 on mac with minimal source code edits and when I start it up it REFUSES to look in the archives for the ui/menus.txt. So I extracted the ui/menus.txt along with everything else in vms-1.1.0.pk3 and data-1.1.0.pk3 into my base folder. Now I get the error "Received signal 10, exiting..." and then tremulous exits. Here is the output:
Last login: Sat Jul 3 13:01:17 on ttys000
AJ-Stubberuds-Mac-mini:~ aj$ /Applications/Tremulous.app/Contents/MacOS/tremulous.x86
tremulous 1.1.0 macosx-x86 Jun 27 2010
----- FS_Startup -----
Current search path:
/Users/aj/Library/Application Support/Tremulous/base/vms-1.1.0.pk3 (4 files)
/Users/aj/Library/Application Support/Tremulous/base/map-uncreation-1.1.0.pk3 (110 files)
/Users/aj/Library/Application Support/Tremulous/base/map-tremor-1.1.0.pk3 (45 files)
/Users/aj/Library/Application Support/Tremulous/base/map-transit-1.1.0.pk3 (135 files)
/Users/aj/Library/Application Support/Tremulous/base/map-niveus-1.1.0.pk3 (134 files)
/Users/aj/Library/Application Support/Tremulous/base/map-nexus6-1.1.0.pk3 (151 files)
/Users/aj/Library/Application Support/Tremulous/base/map-karith-1.1.0.pk3 (118 files)
/Users/aj/Library/Application Support/Tremulous/base/map-atcs-1.1.0.pk3 (87 files)
/Users/aj/Library/Application Support/Tremulous/base/map-arachnid2-1.1.0.pk3 (67 files)
/Users/aj/Library/Application Support/Tremulous/base/data-1.1.0.pk3 (1229 files)
/Users/aj/Library/Application Support/Tremulous/base
/Applications/Tremulous.app/Contents/MacOS/base
----------------------
2080 files in pk3 files
execing default.cfg
couldn't exec autogen.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading /System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
GL_RENDERER: Intel GMA 950 OpenGL Engine
Initializing OpenGL extensions
...GL_S3_s3tc not found
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
GL_VENDOR: Intel Inc.
GL_RENDERER: Intel GMA 950 OpenGL Engine
GL_VERSION: 1.4 APPLE-1.6.16
GL_EXTENSIONS: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB GL_EXT_blend_equation_separate GL_EXT_packed_depth_stencil GL_EXT_framebuffer_sRGB GL_EXT_provoking_vertex GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_rgb_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_blend_square GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 8
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/uncreation.shader'
...loading 'scripts/q3map2_tremor.shader'
...loading 'scripts/tremor.shader'
...loading 'scripts/transit.shader'
...loading 'scripts/niveus.shader'
...loading 'scripts/nexus6.shader'
...loading 'scripts/karith.shader'
...loading 'scripts/atcs.shader'
...loading 'scripts/arachnid2.shader'
...loading 'scripts/jetpack.shader'
...loading 'scripts/core.shader'
...loading 'scripts/flame.shader'
...loading 'scripts/misc.shader'
...loading 'scripts/common-trem.shader'
...loading 'scripts/titan.shader'
...loading 'scripts/water.shader'
...loading 'scripts/displays.shader'
...loading 'scripts/plant_life.shader'
...loading 'scripts/stasis.shader'
...loading 'scripts/booster.shader'
...loading 'scripts/eggpod.shader'
...loading 'scripts/medistat.shader'
...loading 'scripts/mgturret.shader'
...loading 'scripts/reactor.shader'
...loading 'scripts/telenode.shader'
...loading 'scripts/trapper.shader'
...loading 'scripts/overmind.shader'
...loading 'scripts/tesla.shader'
...loading 'scripts/dcc.shader'
...loading 'scripts/hive.shader'
...loading 'scripts/level2.shader'
...loading 'scripts/human.shader'
...loading 'scripts/null.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/conkit.shader'
...loading 'scripts/advckit.shader'
...loading 'scripts/psaw.shader'
...loading 'scripts/mdriver.shader'
...loading 'scripts/flamer.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/grenade.shader'
...loading 'scripts/splash.shader'
...loading 'scripts/marks.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/muzzleflashes.shader'
----- finished R_Init -----
------ Initializing Sound ------
Initializing SDL audio driver...
SDL audio driver is "coreaudio".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
0x1840e00 dma buffer
No background file.
----------------------
Sound intialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1075 jump table targets
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 5790560 bytes on the hunk
UI menu load time = 467 milli seconds
UI menu load time = 90 milli seconds
UI menu load time = 44 milli seconds
--- Common Initialization Complete ---
Opening IP socket: localhost:30720
Received signal 10, exiting...
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
AJ-Stubberuds-Mac-mini:~ aj$
And here is the contents of my base folder:
http://pastie.org/1029533.txtHELP?he reason I am compiling this is because I get a really low framerate on the binary posted on apple.com.