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palmerj avatar palmerj commented on August 15, 2024 2

He's a x86_64 bundle if someone else needs one: RealRTCW.app.zip You will need to drop retail and RealRTCW files into the Content/MacOS directory within the bundle (right click show "Show Package Context" to navigate into the bundle). After that you are good to go.

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IAMSolaara avatar IAMSolaara commented on August 15, 2024

Here is a log with the output of make-macosx_xcode5.sh x86_64:

Building in build/release-darwin-x86_64:
  PLATFORM: darwin
  ARCH: x86_64
  FILE_ARCH: x86_64
  VERSION: 3.1
  COMPILE_PLATFORM: darwin
  COMPILE_ARCH: x86_64
  HAVE_VM_COMPILED: true
  PKG_CONFIG: pkg-config
  CC: clang
  CXX: clang++

  CFLAGS:
    -arch x86_64 -DARCH_64 -Wall -arch x86_64 -mmacosx-version-min=10.6 -DMAC_OS_X_VERSION_MIN_REQUIRED=1060
    -fno-strict-aliasing -fno-common -pipe -D_THREAD_SAFE=1 -m64 -DNO_GZIP -Icode/zlib-1.2.11 -DUSE_INTERNAL_JPEG
    -Icode/jpeg-8c -DBUILD_FREETYPE -Icode/freetype-2.9/include -DFT2_BUILD_LIBRARY -Qunused-arguments
    -Qunused-arguments -DUSE_LOCAL_HEADERS -DPRODUCT_VERSION="3.1" -Wformat=2 -Wformat-security -Wno-format-nonliteral
    -Wstrict-aliasing=2 -Wmissing-format-attribute -Wdisabled-optimization -MMD -DNDEBUG -O3 -mfpmath=sse -ffast-math

  CLIENT_CFLAGS:
    -Icode/SDL2/include -DUSE_OPENAL -DUSE_OPENAL_DLOPEN -DUSE_VOIP -DUSE_CODEC_OPUS -DOPUS_BUILD -DHAVE_LRINTF
    -DFLOAT_APPROX -DUSE_ALLOCA -Icode/opus-1.2.1/include -Icode/opus-1.2.1/celt -Icode/opus-1.2.1/silk
    -Icode/opus-1.2.1/silk/float -Icode/opusfile-0.9/include -Icode/libogg-1.3.3/include -DUSE_RENDERER_DLOPEN
    -DUSE_MUMBLE -DUSE_BLOOM

  SERVER_CFLAGS:
    -DUSE_VOIP

  LDFLAGS:

  LIBS:
    -framework Cocoa

  CLIENT_LIBS:
    -framework IOKit code/libs/macosx/libSDL2-2.0.0.dylib

  Output:
    RealRTCW.x86_64
    renderer_sp_opengl1_x86_64.dylib
    renderer_sp_rend2_x86_64.dylib
    main/cgame.sp.x86_64.dylib
    main/qagame.sp.x86_64.dylib
    main/ui.sp.x86_64.dylib
    libSDL2-2.0.0.dylib
    libopenal.dylib

CC code/steam/steam.c
CC code/client/cl_cgame.c
code/steam/steam.c:13:1: error: unknown type name 'HMODULE'
HMODULE getLib(void){
^
code/steam/steam.c:18:2: error: use of undeclared identifier 'HMODULE'
        HMODULE mod = LoadLibraryA("steamcppwrappercustom64");;
        ^
code/steam/steam.c:20:9: error: use of undeclared identifier 'mod'
        return mod;
               ^
3 errors generated.
make[2]: *** [build/release-darwin-x86_64/client/steam.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [targets] Error 2
make: *** [release] Error 2

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IAMSolaara avatar IAMSolaara commented on August 15, 2024

Alright I got it to work by using the nosteam branch. I also had another issue regarding the libstdc++. Fixed it by setting the macosx-version-min option to 10.9 as described by some compile errors.

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wolfetplayer avatar wolfetplayer commented on August 15, 2024

Yeah, master branch equals Steam version of the mod which is windows only.

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palmerj avatar palmerj commented on August 15, 2024

I had to make a few more changes to get it going on 11.5 Big Sur:

diff --git a/Makefile b/Makefile
index 5000070..646f12e 100644
--- a/Makefile
+++ b/Makefile
@@ -497,7 +497,7 @@ ifeq ($(PLATFORM),darwin)
   endif
   ifeq ($(ARCH),x86_64)
     OPTIMIZEVM += -mfpmath=sse
-    BASE_CFLAGS += -arch x86_64 -mmacosx-version-min=10.6 \
+    BASE_CFLAGS += -arch x86_64 -mmacosx-version-min=10.9 \
       -DMAC_OS_X_VERSION_MIN_REQUIRED=1060
   endif
 
diff --git a/code/game/g_cmds.c b/code/game/g_cmds.c
index f8fc75f..c7c2601 100644
--- a/code/game/g_cmds.c
+++ b/code/game/g_cmds.c
@@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
 #include "g_local.h"
 #include "km_cvar.h"	// Knightmare added
 
+extern void Use_props_grammofon(gentity_t* ent, gentity_t* self, gentity_t* activator);
+
 /*
 ==================
 DeathmatchScoreboardMessage
diff --git a/code/sys/sys_main.c b/code/sys/sys_main.c
index 1076913..2cb3f0b 100644
--- a/code/sys/sys_main.c
+++ b/code/sys/sys_main.c
@@ -645,7 +645,7 @@ void Sys_ParseArgs( int argc, char **argv )
 
 #ifndef DEFAULT_BASEDIR
 #	ifdef __APPLE__
-#		define DEFAULT_BASEDIR Sys_StripAppBundle(Sys_BinaryPath())
+#		define DEFAULT_BASEDIR Sys_BinaryPath()
 #	else
 #		define DEFAULT_BASEDIR Sys_BinaryPath()
 #	endif
diff --git a/make-macosx_xcode5.sh b/make-macosx_xcode5.sh
index a9d06c4..72da012 100755
--- a/make-macosx_xcode5.sh
+++ b/make-macosx_xcode5.sh
@@ -26,15 +26,16 @@ fi
 
 CC=clang
 CXX=clang++
-APPBUNDLE=iowolfsp.app
-BINARY=iowolfsp.${ARCH}
+NAME=RealRTCW
+APPBUNDLE=${NAME}.app
+BINARY=${NAME}.${ARCH}
 PKGINFO=APPLIOTCW
 ICNS=misc/iortcw.icns
 DESTDIR=build/release-darwin-${BUILDARCH}
 BASEDIR=main
 
 BIN_OBJ="
-	build/release-darwin-${BUILDARCH}/iowolfsp.${BUILDARCH}
+	build/release-darwin-${BUILDARCH}/RealRTCW.${BUILDARCH}
 "
 BASE_OBJ="
 	build/release-darwin-${BUILDARCH}/$BASEDIR/cgame.sp.${ARCH}.dylib
@@ -101,11 +102,11 @@ echo "
 		<key>CFBundleIconFile</key>
 		<string>iortcw.icns</string>
 		<key>CFBundleIdentifier</key>
-		<string>org.ioquake.iortcw</string>
+		<string>org.ioquake.realrtcw</string>
 		<key>CFBundleInfoDictionaryVersion</key>
 		<string>6.0</string>
 		<key>CFBundleName</key>
-		<string>iowolfsp</string>
+		<string>${NAME}</string>
 		<key>CFBundlePackageType</key>
 		<string>APPL</string>
 		<key>CFBundleShortVersionString</key>

I can submit this as PR against master-nosteam if @wolfetplayer agrees. I haven't played all the way through yet, but first level is working

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palmerj avatar palmerj commented on August 15, 2024

Note for some reason I can't get the addins to load in the UI when I run the app bundle. My guess is something to do with the increased MacOS permissions when running from a bundle, but I've given full disk access permissions to the RealRTCW.app in the security and privacy settings. When I run RealRTCW.app/Contents/MacOS/RealRTCW.x86_64 from the terminal within bundle the addon show up.

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palmerj avatar palmerj commented on August 15, 2024

I've found a solution for getting the addons mods to load. I think it's to do with the way bundle path handling is managed. There seems to be some apple specific stripping of paths from the called bundle exe that is used to set the default basedir. This doesn't seem to work and I've reverted it to be the same as other platforms. When you do this double clicking the bundle or calling it from the command line both seem to work. Happy again to create a PR if this looks like a good solution.

Now RealRTCW is working really well for me on MacOS. Thank you!

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palmerj avatar palmerj commented on August 15, 2024

@wolfetplayer are you open to receiving and merging the above patch as a PR?

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wolfetplayer avatar wolfetplayer commented on August 15, 2024

Sure,go ahead.

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desmortum avatar desmortum commented on August 15, 2024

@palmerj, thanks. What would be the best way of getting retail copy so that I can unpack it? Will GOG or Steam versions be unpackable in macOS? Also, did you try it on Monterey yet?

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palmerj avatar palmerj commented on August 15, 2024

@desmortum sorry for the slow reply.

I have the original CD media for PC so I used that and installed official patches in a windows virtual machine and then used the resulting pak files for this mod.

I haven't upgraded Monterey yet.

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