The mac version is working?? :-O
So the only thing that is missing is an automatically created cross-compiled build so that it can be included on the download page?
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.
So the only reason for mac builds not being available on the download page is that noone had the time yet to set up an automatic cross-compiled build system? Or are there other things blocking this (such as: you can't cross-compile mac builds, I am not very deep in this materia)?
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.
As far as I know and your links tell me, Clonk falls into the category of "simple application bundle". I think the CR tarballs (complete with SDL) were even created on Linux after the binary compiled with XCode was transferred via SVN, so the actual compilation step is the only missing part for nightly builds.
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.
Does that mean the Mac port cannot have any external non-OS library references at all?
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.
At the moment, the Mac build does not depend on SDL and just uses NSOpenGLView and Cocoa APIs. But maybe it should.. for supporting game controllers and being less of a maintentance hassle and whatnot.
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?
There may be some parts that require 10.6+, like the fullscreen code that allows tabbing out and leaving the display resolution intact.
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_fullscreen/opengl_cgl.html#//apple_ref/doc/uid/TP40001987-CH210-SW6
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.
Hmm, let me install 10.4 and check things. On that occasion, I might also make it compile for PowerPC/Rosetta or something.
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.
Hooray. But maybe.. not worth it since noone uses PowerPC Macs anymore :.D ? Or would that also be useful for future ARM/whatever ports?
Ugh, hard to gather all the required prerequisites under Tiger. Even the most recent version of Mercurial supporting Tiger is only 1.2.
Gna, Macports also has no Tiger installer anymore :c
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Good that I also have a Leopard disk lying around.
Gna, Macports also has no Tiger installer anymore :c
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Good that I also have a Leopard disk lying around.
An innocent question: Don't the Mac OSX users update to each the newest version? Where is the difficulty to just assume that all OSX users have updated to 10.6?
Yeah well, I'd also be in favour of just assuming that :D
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$
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$
I wonder - is Wesnoth on that store? If this appstore is something like launchpad/ubuntu package manager (or how it is called now) perhaps OC should be on there as well - if this is how Mac users install programs.
"Did you mean webnote"? And I have never used the AppStore so far.
There are some 'indie' games like Braid and Trine. Braid is 3.99€ currently.
Well, the question is obviously whether they'd accept games that they can't ask a profit cut from?
Arghs, just to make that clear, I was never actually arguing for putting OpenClonk into the Appstore :D
"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$" -- that was meant tongue-in-cheekly.
So.. good night!
"And of course -- since Lion was released two days ago, everyone is now on 10.7 and gets all her software from the Mac Appstore only *cough*
OpenClonk - only 2.99$" -- that was meant tongue-in-cheekly.
So.. good night!
Macosx updates cost money, so there's at least some delay.
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 ;-)
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.
"Macosx updates cost money,"
ō_ō
I thought that was a joke when I heard that previously.
ō_ō
I thought that was a joke when I heard that previously.
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