Mac Binary Release
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Not sure about the Japanese, but the South Koreans are almost entirely windows based (like 99%), and play the most computer games per capita of any nation, with something like 80% of the population participating. MMORPGs are really big there, but I'm sure in a market that large there is room for a RTS. A Mac port would be nice because it would pick up a lot of mac gamers who feel left out in the cold by mainstream RTSes, but I would guess not having a Korean localization is probably a bigger deal than not having a mac version.
- desertlynx
- Posts: 23
- Joined: 26 Jul 2006, 09:46
Mac users with the new Macintels can install Windows and effectively turn their computer into a dualbooting mac/windows computer (as I do).
However, it's a large amount of effort just to run a game and is obviously not possible on the older PowerPC architecture; with which many Mac users remain for the time being.
I'm not a native mac user, rather I work on mac, play on windows and dabble in linux. However, it didn't take me long to discover that there is very little in terms of RTSs for Mac users.
I suspect that if any kind of RTS were made available (let alone a brilliant and free one such as spring), the reception would be quite large.
PS, let's stay on topic with this thread and keep it clear for the devs
However, it's a large amount of effort just to run a game and is obviously not possible on the older PowerPC architecture; with which many Mac users remain for the time being.
I'm not a native mac user, rather I work on mac, play on windows and dabble in linux. However, it didn't take me long to discover that there is very little in terms of RTSs for Mac users.
I suspect that if any kind of RTS were made available (let alone a brilliant and free one such as spring), the reception would be quite large.
PS, let's stay on topic with this thread and keep it clear for the devs
- Ling_Lover
- Posts: 100
- Joined: 26 Sep 2006, 11:50
Hi.
I gave a quick try from the svn to get it to build on linux/ppc, and now it builds & runs correctly (as correctly as my ati card + r300 driver : not playable but no glitches AFAICS). My machine is a late-2005 iBookG4 15" (1.4Ghz 7447A + some mobile ATI + 512MB DDR ram) runing Debian sid.
See my patch (against r3420) : http://pastebin.ca/361814
You also need to remove by hand lua/lua/src/lib/streflop_gateway.cpp and rts/lib/streflop (I'm working on a cleaner version of the patch which disable them nicely without having to delete them :) ).
For now, because of the lack of streflop it probably cannot sync in a network game, and don't expect too much from it since I haven't spent more than 2 minutes toying with controls.
EDIT:forgot pastebin post # :$
I gave a quick try from the svn to get it to build on linux/ppc, and now it builds & runs correctly (as correctly as my ati card + r300 driver : not playable but no glitches AFAICS). My machine is a late-2005 iBookG4 15" (1.4Ghz 7447A + some mobile ATI + 512MB DDR ram) runing Debian sid.
See my patch (against r3420) : http://pastebin.ca/361814
You also need to remove by hand lua/lua/src/lib/streflop_gateway.cpp and rts/lib/streflop (I'm working on a cleaner version of the patch which disable them nicely without having to delete them :) ).
For now, because of the lack of streflop it probably cannot sync in a network game, and don't expect too much from it since I haven't spent more than 2 minutes toying with controls.
EDIT:forgot pastebin post # :$
Ah, great to hear that you made it working.
No problem about not releasing the diff, hacking a piece of software can be entertaining, and in this case it was - thanks to the help I received on IRC.
I just hope now that you won't get conflicts because of the code which was commited a few days ago (the #ifdef stuff)...
No problem about not releasing the diff, hacking a piece of software can be entertaining, and in this case it was - thanks to the help I received on IRC.
I just hope now that you won't get conflicts because of the code which was commited a few days ago (the #ifdef stuff)...
ah... yeah... it has broken things... maybe it merged oddly...Subdino wrote:Ah, great to hear that you made it working.
No problem about not releasing the diff, hacking a piece of software can be entertaining, and in this case it was - thanks to the help I received on IRC.
I just hope now that you won't get conflicts because of the code which was commited a few days ago (the #ifdef stuff)...
Hello,
Using MacOSX 10.4.8 on PowerMac G5.
Downloaded and installed:
SpringRTS Universal Mac Build 0.7gU, then
AI patch for 0.7 series, then
SpringRTS Mac 0.7->0.78eU Patch&AI
The last one makes the complaints about version numbers of the libs go away. However the AIs don't all seem to work correctly.
KAI-0.12 seems to work as does KAI-0.22.
myai crashes the app with the following message on console:
dyld: lazy symbol binding failed: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myai.dylib
Expected in: dynamic lookup
dyld: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myai.dylib
Expected in: dynamic lookup
Trace/BPT trap
Similar for myaimingw.dylib
dyld: lazy symbol binding failed: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myaimingw.dylib
Expected in: dynamic lookup
dyld: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myaimingw.dylib
Expected in: dynamic lookup
AAI doesn't seem to work but I think it needs additional configuration.
All the AI's cause a funny message to come onto the console. I don't know how to pause or scrollback on the console, but it is something like ..
/home/eloi .... solib::findaddess (dlsym something) IsCInterface: not found
/Applications/Games/SpringRTS.app/data/AI/Bot-libs/aai.dylib is a C++ interface.
Hope all this helps!!
Using MacOSX 10.4.8 on PowerMac G5.
Downloaded and installed:
SpringRTS Universal Mac Build 0.7gU, then
AI patch for 0.7 series, then
SpringRTS Mac 0.7->0.78eU Patch&AI
The last one makes the complaints about version numbers of the libs go away. However the AIs don't all seem to work correctly.
KAI-0.12 seems to work as does KAI-0.22.
myai crashes the app with the following message on console:
dyld: lazy symbol binding failed: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myai.dylib
Expected in: dynamic lookup
dyld: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myai.dylib
Expected in: dynamic lookup
Trace/BPT trap
Similar for myaimingw.dylib
dyld: lazy symbol binding failed: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myaimingw.dylib
Expected in: dynamic lookup
dyld: Symbol not found: _IAICallback_SendTextMsg
Referenced from: /Applications/Games/SpringRTS.app/data/AI/Bot-libs/myaimingw.dylib
Expected in: dynamic lookup
AAI doesn't seem to work but I think it needs additional configuration.
All the AI's cause a funny message to come onto the console. I don't know how to pause or scrollback on the console, but it is something like ..
/home/eloi .... solib::findaddess (dlsym something) IsCInterface: not found
/Applications/Games/SpringRTS.app/data/AI/Bot-libs/aai.dylib is a C++ interface.
Hope all this helps!!
OK, so how can I best help? Now I've got AAI and skirmish mode working the game seems basically working. The sound is a bit wonky (very loud when you're right over the action, but soft when you're just away from it) and when I tried using one of the helper libs, I got a crash. Should I try to work through all the helper/group/builder AIs and see what works?elio wrote:myai shouldn't work I don't think as it's missing compatible code, and apparently it's not worth the bother. others should be fine. AI patch for 0.7 series is redundant.