Installing TFL on Macosx 10.4

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ctrobia
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Installing TFL on Macosx 10.4

Post by ctrobia »

Dear All, after many years (and having finished Soulblighter) I felt the urge (??) to give a try at TFL, which I never basically played, and I got the original CD and downloaded the update from the Tain, but the readme file mention to use a "update install" which I couldn't find, am I missing a piece?? I tried to install manually (ehm, I know...) and the game engine is working fine, I can play the tutorial and the cutscene of the first map, but after loading the game returns to the main screen, and the log mentions some problem with the "collection", whatever that is. Any help please? I can post the log or anything else on request, and thanks for all the great job, I have always been a great fan of the Myth series (of which I'm a proud owner)
Graydon
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Post by Graydon »

Are you playing the game with the CD in? If you do a large install, and have all the latest updates, i dont think you need one, but perhaps it's not loading because it cant find the data for the units and stuff. Collection files in myth hold all the 2 dimensional graphics you see... from 'monsters' (units) to scenery to special effects. If it's missing collection data, it can't work.

Another viable, and perhaps more appealing method, is to just download The Fallen Levels from the Tain, and load up Myth TFL in Myth 2, utilizing the vTFL function. I realize you went through the trouble of acquiring the original CD and all, but it's definitely worth a mention.
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ctrobia
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Post by ctrobia »

Hi Graydon, thanks for the kind reply. I have the original CD which means: original installer! It won't work on Macosx, I just copied manually the folders where I believed they should have been placed. I also tried:
-installing the DEMO of Myth II, downloaded from project magma
-using the Fallen Levels Artsound Patcher downloaded to project magma to convert the artsound.gor of TFL into a pluging for Myth II DEMO, but, unfortunately, it didn't work...

Any updated installer available for download for the MACOS X for TFL, just like it's available for Myth II?
Death's Avatar
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Post by Death's Avatar »

Hmm, I believe what I did is copy the entire "Myth The Fallen Lords f" over to my drive and then applied the patches. I think that was it. When I get home, I will take a look at what is actually on the CD and let you know.

-DA
ctrobia
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Post by ctrobia »

Thanks for the effort. I managed to download the Myth II demo and then install the Fallen Levels plug-in, it didn't work until I didn't apply the 1.6 patch, but again, when trying to open any map or ANYTHING at all...

2008-11-04 20:41:21
Myth II Build 290 running under MacOS 1049 ----------------------------------------------
Scanning for software devices...
Found 1 to use
Scanning for OpenGL devices...
Found 1 to use
Loading Patch Files...
Patch 1.2
Patch MariusNet
Patch 1.3
Patch 1.4
Patch 1.4 Interface
Patch 1.5
Loading Patch Files Succeeded
Warning: Unable to find cutscene 'prologue.smk'.
Running OpenGL at 640 x 480, 16 bit
Starting mesh "Life During Wartime: WWII" with 1 plugin...
Amsterdam
Error: File system Open in definitions.c, line #503: couldn't read header for collection reference definition 'wagr'.
Error: File system Open in definitions.c, line #589: media definition postprocess failed on 'water slow green'.
Error: File system Open in definitions.c, line #503: couldn't read header for ambient sound definition 'amld'.
Error: File system Open in definitions.c, line #589: mesh definition postprocess failed on 'Life During Wartime'.
Error: File system Open in definitions.c, line #503: couldn't read header for particle system definition 'fera'.
Error: File system Open in particle_systems.c, line #141: particle system missing.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition 'l1_f'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition '02su'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition 'bas1'.
Error: File system Open in definitions.c, line #503: couldn't read header for object definition 'basu'.
Error: File system Open in definitions.c, line #503: couldn't read header for collection reference definition 'basc'.
Error: File system Open in definitions.c, line #589: scenery definition postprocess failed on 'basic birch tree'.
Error: File system Open in definitions.c, line #503: couldn't read header for object definition 'basu'.
Error: File system Open in definitions.c, line #503: couldn't read header for collection reference definition 'basc'.
Error: File system Open in definitions.c, line #589: scenery definition postprocess failed on 'basic chestnut tree'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition 'bagb'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition 'bas2'.
Error: File system Open in definitions.c, line #503: couldn't read header for object definition 'basu'.
Error: File system Open in definitions.c, line #503: couldn't read header for collection reference definition 'basc'.
Error: File system Open in definitions.c, line #589: scenery definition postprocess failed on 'basic sugar maple'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition '83ap'.
Error: File system Open in definitions.c, line #503: couldn't read header for collection reference definition 'shsc'.
Error: File system Open in definitions.c, line #589: scenery definition postprocess failed on 'ship barrels'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition '01cr'.
Error: File system Open in definitions.c, line #503: couldn't read header for collection definition 'dwmo'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'dwarven mortar bits'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'rock'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier RPG BOOM (level2)'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'dwmc'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'rock'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier RPG'.
Error: File system Open in definitions.c, line #503: couldn't read header for local proj group definition 'chsm'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier RPG -init'.
Error: File system Open in definitions.c, line #503: couldn't read header for projectile group definition '02ft'.
Error: File system Open in definitions.c, line #589: scenery definition postprocess failed on 'netgame WWI KotH flag'.
Error: File system Open in definitions.c, line #503: couldn't read header for projectile group definition '16gh'.
Error: File system Open in definitions.c, line #589: scenery definition postprocess failed on 'netgame WWI terries Crates-mlti'.
Error: File system Open in definitions.c, line #503: couldn't read header for scenery definition 'baro'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'dwme'.
Error: File system Open in shapes.c, line #1826: failed to load sequence sound soldier.raw:firing(celebration):'dwme'
Error: File system Open in definitions.c, line #503: couldn't read header for object definition 'hurr'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier rifle round'.
Error: File system Open in definitions.c, line #503: couldn't read header for local proj group definition 'chsm'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier muzzle flash'.
Error: File system Open in definitions.c, line #503: couldn't read header for projectile group definition 'dwme'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Mortar Man fire element'.
Error: File system Open in definitions.c, line #503: couldn't read header for collection definition 'dwmo'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier 4 sec Grenade BOOM'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'rock'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier 4 sec Grenade'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'rock'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier 4 sec Grenade -prgp'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'rock'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier 4 sec Grenade unarmed'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'dwme'.
Error: File system Open in shapes.c, line #1826: failed to load sequence sound soldier_color.raw:firing(celebration):'dwme'
Error: File system Open in definitions.c, line #503: couldn't read header for ambient sound definition 'amdb'.
Error: File system Open in definitions.c, line #503: couldn't read header for ambient sound definition 'amfo'.
Error: File system Open in definitions.c, line #503: couldn't read header for ambient sound definition 'ammi'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition '18bu'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'l102'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'l1_d'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'l101'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'l1_c'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'l1_t'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition '02hf'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition '08fu'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition '09mo'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'alri'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'tomb'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition 'l1_g'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition '01rm'.
Error: File system Open in definitions.c, line #503: couldn't read header for model definition '01rn'.
Error: File system Open in definitions.c, line #503: couldn't read header for sound definition 'rock'.
Error: File system Open in definitions.c, line #589: projectile definition postprocess failed on 'Soldier Incen Grenade'.
Error: File system Open in definitions.c, line #503: couldn't read header for local proj group definition 'foun'.
Warning: Unable to find cutscene 'prologue.smk'.
Closing Myth.


O thou programming god of the unstoppable Myth, where are Thou? Lend me a hand :) I'm dying now to play these beleaguered Fallen Levels...
Death's Avatar
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Post by Death's Avatar »

Well, to play The Fallen Levels you will need the full version of M2.


Anyway, for getting TFL itself to run:

1) Copy the "Myth The Fallen Lords f" To your hard drive.
2) Downlaod http://tain.totalcodex.net/items/show/myth-tfl-1-5-mac and follow the instructions.

Of course it sounds like you've done exactly this, so I am not sure. I'll take another peak when I have a minute.

-DA
vinylrake
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Post by vinylrake »

I thought you were trying to play the TFL levels in Myth II? The line in your log file that says "Life During Wartime: WWII" indicates it was trying to load a WWII modded map. You weren't by chance trying to play a World War II map (mesh) without having the WWII tagset/plugin active were you? Cause it really looks like Myth couldn't find a lot of WWII related bits and pieces the map was looking for (all things that are probably in the WWII unit/tagset plugin)

(I can't remember whether the WWII mesh on Amsterdam requires WWII unit plugin or not)

To eliminate confusion start with an empty log file. Shut down Myth, then delete the log file and restart myth and try to play a _normal_ bungie map'level WITH NO PLUGINS active. Just start up Myth and pick one of the maps in the list. Turn off all your plugins if you have any active.

THEN if it bombs, repost the log.
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Post by Death's Avatar »

vinylrake wrote:I thought you were trying to play the TFL levels in Myth II? The line in your log file that says "Life During Wartime: WWII" indicates it was trying to load a WWII modded map. You weren't by chance trying to play a World War II map (mesh) without having the WWII tagset/plugin active were you? Cause it really looks like Myth couldn't find a lot of WWII related bits and pieces the map was looking for (all things that are probably in the WWII unit/tagset plugin)

(I can't remember whether the WWII mesh on Amsterdam requires WWII unit plugin or not)

To eliminate confusion start with an empty log file. Shut down Myth, then delete the log file and restart myth and try to play a _normal_ bungie map'level WITH NO PLUGINS active. Just start up Myth and pick one of the maps in the list. Turn off all your plugins if you have any active.

THEN if it bombs, repost the log.
IF it's the demo it won't load any plugins will it?
ctrobia
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Post by ctrobia »

Right, I believe I need to clarify a few things:

1) at first I tried installing Myth TFL: CD (better, ISO) and ProjectMagma 1.5 update. Since there was no installer Macosx-compatible, I copied the folders manually, update manually, fired the app and I was able to to PLAY the tutorial, until the end! Then I went on to Crow's bridge, cutscene will play OK, animation will play OK, it will load the map and then...will go back to the main screen!!!
Again, and again, and again. The log is what you can find hereby, baked fresh (I just re-tried to whole process):


2008-11-04 22:58:48
Myth: TFL Build 264 running under MacOS 1049 ----------------------------------------------
Error: File system General in tag_files.c, line #2879: Unable to open a file to check if it is a tag file (is tagedit or extractor open?) Err: -43
Error: File system Read in tag_files.c, line #1005: error #-50 while setting offset to 0x6d6b9d9e from '.256:crow'.
Error: File system Read in shapes.c, line #1819: failed to bootstrap crowsbridge collection (only got #82738464 of #82738464 bytes).
Error: File system Read in definitions.c, line #251: collection definition postprocess failed on 'crowsbridge'.
Error: File system Read in definitions.c, line #251: collection reference definition postprocess failed on 'crow's bridge textures'.
Error: File system Read in geometry_definitions.c, line #429: unable to get collection reference 'crbt' for geometry crows_bridge.
Error: File system Read in definitions.c, line #251: geometry definition postprocess failed on 'crows_bridge'.
Error: File system Read in model_definitions.c, line #249: unable to get geometry 'crow' for model crows_bridge.
Error: File system Read in definitions.c, line #251: model definition postprocess failed on 'crows_bridge'.
Closing Myth.


2) THEN I went on (never despair!) installing the demo of Myth II (the CD should be STILL somewhere in my collection, but my collection is large and in order as the Baron's castle at the end of the mission...) which I downloaded from the Tain, and, correctly, the Plugins won't work!
3) BUT when updated to the new 1.6 the plug-ins will work again, so I tried downloading a few maps (including Leggo My Myth and Amsterdam, which I still remembered from the good old days) and I tried to fired all, first the Fallen Levels, then the others: nada, niente, nothing.
4) the log will be all the same, and even worst, not even the two demo levels which were available for Myth II are now playing anymore...

I would be just happy to play TFL, somehow!

Again folks, thanks for your time and work, you're precious. I promise that if you help me with this, I'll go find Chimera and finish it once and for all!
vinylrake
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Post by vinylrake »

I'll let DA or others more knowledgeable in the mysteries of installs solve your problem, but off the top of my head, the first line "Error: File system General in tag_files.c, line #2879: Unable to open a file to check if it is a tag file (is tagedit or extractor open?) Err: -43 " is probably significant.

I didn't code Myth, but as a programmer and someone who can read English reasonably well it looks like Myth is having difficulty opening one of the files that contains the 'tags'(collections,etc) that Myth needs to load when you start playing a map. All the subsequent errors are most likely caused by this first error - if Myth can't open one of your tag files then it's not going to be able to find stuff it needs.

If you didn't have tagedit or extractor or some other myth tag file editor open when you got this error, I'd guess either the file didn't completely download successfully, or is in some other way corrupted as there should be no reason Myth can't _open_ your tag file(s). It could be a problem with the tag file that you copied from the CD (could be corrupted on the CD or the CD could be damaged), but normally your OS would give you an error when you were copying it onto your HD if it didn't complete successfully. I am guessing someone will suggest redownloading the Myth updates and reinstalling or recopying the original Myth install files and checking the file sizes to make sure they are complete before you try again.

Again, this is just guesses from your log file - I'll let other more knowledgeable people give you more more accurate info/tips.
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Pyro
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Post by Pyro »

The Myth II demo wasn't intended to let you play with plugins. The demo doesn't have all of the Myth II files, so if somehow you did manage to run a plugin, it would have to be one that didn't use any of the files the full game has but the demo doesn't. So you need to install Myth II (large install = full install), then update it, and then enjoy playing with it.

As for plugins, some plugins require other plugins to work. For example, many WWII plugins require you to also activate a WWII units tagset. Tagsets include all the files for units. This link points to that tagset in case you don't already have it.

As for TFL, well I don't have OSX so I can't be of help in that area.

Oh and VR, the myth log doesn't need to be deleted, it overrides whatever you had there the next time you load Myth or one of Myth's tools (Fear, Loathing, and maybe Oak).
vinylrake
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Post by vinylrake »

Pyro wrote:Oh and VR, the myth log doesn't need to be deleted, it overrides whatever you had there the next time you load Myth or one of Myth's tools (Fear, Loathing, and maybe Oak).
yeah, sure it's SUPPOSED to replace what's there, but it's one of those untrusting programmer maxims - delete everything before you start testing JUST in case. Eliminates ANY question of whether you have the right log file or not.
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Pyro
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Post by Pyro »

vinylrake wrote:yeah, sure it's SUPPOSED to replace what's there, but it's one of those untrusting programmer maxims - delete everything before you start testing JUST in case. Eliminates ANY question of whether you have the right log file or not.
Heh, fair enough. But I've looked into it many times when messing with mapmaking. Not once has it not cleared.
ctrobia
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Post by ctrobia »

I digged a little bit in the tech support forum and it seems that it's a known bug but little has bees done...
More interesting, I learned the "cheat" to display all levels, tried to open "A Traitor's grave" and...voila'! One hour of fun (but how difficult was, exactly, TLF???Jeez, I can't turn the formation, my archers are so *slow* and my dwarf could use some glasses!!!!Ah, the fever is back!) so I believe something went wrong in that specific map, I'll try to fetch another installation CD or ISO from somewhere and try again.

Even more insteresting: I tried opening the same map on the windows version (XP running on Parallels), exactly the same error, exactly the same log...
ctrobia
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Post by ctrobia »

ah, it was the artsound.gor, corrupted like a ghoul! I downloaded a different copy from mariusnet, changed the ownership rights, copied in the "Tags" folder and...voila'! I've been playing the whole afternoon (plenty of time these days...). Still, it would be good if the units will keep a formation, after I have selected it. Instead, everytime I click on the map, it choses either the lose line or the box!
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