
So the only thing that is missing is an automatically created cross-compiled build so that it can be included on the download page?
Wait, I forgot to ask, is the mac version intel or PPC? Because my mac is one generation short of be an intel.
Of course? We even have a native developer mode now! Shadered landscape also works without changes, I checked that. Only the controls seem to be a bit wonky at times - I can't win sword fights :(
New bug found. Peter can't win sword fights.
Remember when you got castle plans in Sty?
Remember when you got castle plans in Sty?

> Remember when you got castle plans in Sty?
He always just threw the sword away. I presume he's doing the same in OC, though it's a bit more difficult here as you have to hold down shift to do it :o
Well, being newby-ish and all, I try to keep klicking fast. The Mac input stuff seems to not cope with that well. The Clonk ends up just doing nothing.

Well, it is not trivial, as far as I know. A bit of Google usage found me this - and as a GUI application we will have to worry about this section. At minimum we will have to pre-compile resources.
If we still depend on SDL we also might have to worry about how to package that. Just as Windows users, Mac people typically don't appreciate having to install libraries. App bundles make this relatively straightforward (I wrote a quick script for CR) - but I'm not sure that it would be as easy for cross-compilation.
If we still depend on SDL we also might have to worry about how to package that. Just as Windows users, Mac people typically don't appreciate having to install libraries. App bundles make this relatively straightforward (I wrote a quick script for CR) - but I'm not sure that it would be as easy for cross-compilation.

Well, if I remember correctly, the problem is that Mac binaries need their library locations hard-coded, so you really need otool in order to embed the library. I'm pretty sure that CR was never cross-compiled. But yes, once we get rid of SDL, we might have a decent chance of making this work.

Well, you can have libraries in your application bundle and globally-installed ones... But I think you have to change both the library as well as the program to convert between the two. Something like that.
Interestingly enough, I can't find the script I wrote back then. Maybe I'm just imagining things.
Interestingly enough, I can't find the script I wrote back then. Maybe I'm just imagining things.

> I'm pretty sure that CR was never cross-compiled.
CR also didn't have such a leet autobuild system as we have :->. Does something like a mac server exist?
Well, I don't think the leetness of it all was really what kept it back from cross-compiling. Not to argue the point that the current build system is great - now if only we had active engine development, right? ;)
I have started this morning to try to get a cross-compilation setup running on my Linux laptop using the "I'm cross" scripts. We'll see whether this gets us somewhere.
I have started this morning to try to get a cross-compilation setup running on my Linux laptop using the "I'm cross" scripts. We'll see whether this gets us somewhere.

Using Cocoa still seems like the right way to go. By the way: I have now a somewhat working cross-compilation setup (hey, I got CMake to say okay!) but it is for OS X 10.4 (aka Tiger). Would it be hard to port the code so it works with that SDK?

http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_fullscreen/opengl_cgl.html#//apple_ref/doc/uid/TP40001987-CH210-SW6
Well, can we really assume everybody has 10.6? I feel we should at least support 10.5.
I think 10.5. should be supported since it is common to find games that support 10.5., although it is becoming less common. Just an opinion.

That would be great. Note though that we have so far not attempted to port Clonk to another architecture, especially not one with different byte ordering. You might have to write significant amounts of coversion code wherever binary formats are involved. The stuff StdCompiler touches should be easy enough (just code it into StdCompilerBinRead/Write), but then there's at least C4Group. And Debugrecs.


Gna, Macports also has no Tiger installer anymore :c
---
Good that I also have a Leopard disk lying around.


And of course -- since Lion was released two days ago, everyone is now on 10.7 and gets all her software from the Mac Appstore only *cough*
OpenClonk - only 2.99$

"Did you mean webnote"? And I have never used the AppStore so far.

Well, the question is obviously whether they'd accept games that they can't ask a profit cut from?

"And of course -- since Lion was released two days ago, everyone is now on 10.7 and gets all her software from the Mac Appstore only *cough*
OpenClonk - only 2.99$" -- that was meant tongue-in-cheekly.
So.. good night!

But http://stats.wikimedia.org/wikimedia/squids/SquidReportOperatingSystems.htm says that there's fewer Macosx 10.4 users than Linux users, so there's no hypocrisy in not supporting them ;-)
Well, my MBP came with Leopard (only updated recently), and with Heyub we have at least one here that has even older hardware. I really think we should at least support Leopard, otherwise we potentially lose all Macs that are older than two years.
And then there's the problem that the IMCROSS scripts are made for 10.4, so support for 10.5 means I actually have to dive into the specifics of how the cross-compiling works :(
And then there's the problem that the IMCROSS scripts are made for 10.4, so support for 10.5 means I actually have to dive into the specifics of how the cross-compiling works :(

> so support for 10.5 means I actually have to dive into the specifics of how the cross-compiling works :(
Simply replacing header files and libraries with newer versions isn't enough? I wouldn't have guessed that building for macs involved that much magic.

ō_ō
I thought that was a joke when I heard that previously.
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