[quake3] Re: Mac OS X
only_mortal at mac.com
Wed Mar 22 15:43:59 PST 2006
On 23 Mar 2006, at 00:23, James Lacey wrote:
> Well, if we want go the app bundle route, we can use MojoPatch to
> easy-to-install patches for the app bundle. But I am not sure of the
> usefulness of that, since you would have to provide a dmg with the app
> bundle for first-time downloaders anyway.
> Just so I know I am on the same page, did id release a Quake 3 OS X
> application bundle at some point? The only thing I ever downloaded
> from them
> was strictly the binary executables that you had to copy into your
> Quake 3
> folder (created from the "Classic" installer). If there was an
> official OS X
> application bundle, then MojoPatch seems like a good way to go to me.
Yes, they released a number of .app wrappers for OSX built using GCC.
It was an update that required an original CD (Mac or Windows). The
pk3 files are not in the app wrapper but in a directory. Graeme
Devine did the ID work.
Mac developers (i.e. Aspyr) built CFM apps that ran on OS9 and OSX
(Carbon). Jedi Knight 2, RtCW and Elite Force are examples. They
chose to use CodeWarrior though they're using GCC (XCode) nowadays
(Doom3 for example).
ID built OSX (mach) Cocoa applications. ID have/had some NeXTSTEP
experience with Doom 1 which I recall well. If you look at the ID Q3
wrapper, there's a nib file in it and if you otool the binary you can
see AppKit classes and an application delegate in use.
BTW, OmniGroup did a mach version of the Q3 engine for SoF2. I'm
under the impression they were involved with Quake 2 and Quake 3
ports in the past.
Are we interested in supporting major mods, like JK2 and so on? I
know the network protocols are different and I've not seen enough of
the sources to see if there's a real difference.
> -----Original Message-----
> From: Mike Davis [mailto:only_mortal at mac.com]
> Sent: Wednesday, March 22, 2006 4:13 PM
> To: quake3 at icculus.org
> Subject: Re: [quake3] Re: Mac OS X
> Not sure what you're referring to but I've built a universal binary
> with the SDL framework (from source) and not the SDL dylib and it
> works fine *except* that the audio needs to be set lower because of a
> crash in Apple's OpenAL. I didn't try it with Ryan Gordon's OpenAL.
> If someone wants me to construct a universal binary let me know. I'm
> happy to supply both single processor and smp versions too and have
> access to PPC (dual 2Ghz G5) and Intel (iMac) systems. I can even
> host the download.
> The installer would be a bit tricky as you essentially have to
> "patch" the original Quake 3 app. Since there're at least two for OSX
> (G3 and G4 variants) it gets a bit curly. It might be simpler to
> write a simple app that "patches" a user selected binary (i.e.
> something simple in AppKit that allows the user to specify the
> application to "fix"). That would be easier to do than some magic
> shell scripts for a pkg. If we could provide the whole .app packages
> with nib files and so on that'd be very convenient though the
> makefile doesn't generate such a wrapper and I don't know the legal
> FWIW, I even have the possibility of getting PunkBuster back in the
> equation and, in theory, each OS they support. A guy on
> quake3world.com contacted them when I was writing about the
> performance tests I did for Q3 builds.
> On 22 Mar 2006, at 16:33, Tim Angus wrote:
>> Zachary J. Slater wrote:
>>> Holding up a release right now is a lack of a Mac OS X installer/
>>> anyone know anybody else that can do this?
>> To be honest I'm not sure it's worth worrying about OS X until it's
>> fixed up anyway. Judging by bugzilla at least, it seems in a bit of
>> a state. I have no Mac though, so I'm no judge.
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