PlaneShift
Support => Mac OSX Specific Issues => Topic started by: Forelan on September 12, 2006, 11:38:47 pm
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I was going to complie PS in universal to see if I can get it to run smoothly on an Mactel, Im guessing you didnt use XCode for PS? Any info will help in the process. I also wanted mention that to convert to Universal you dont need a Mactel, because the premises of Universal is so it runs on both PowerPC and Intel, all you need an Mactel for is to make sure it works, but the community can basically do that.
here are some links with great info
http://developer.apple.com/macosx/adoptinguniversalbinaries.html
pdf-> http://developer.apple.com/documentation/MacOSX/Conceptual/universal_binary/
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Yes, even better if you can get the results of a flight test of a new app immediately, of course.
But what you say certainly can be done... Thanks.
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I will not lie, I actually no nothing about this, but I am reading alot and Im starting to understand. I have xcode 2.2 and GCC 4.0, but I cant find the source for the Mac OS Planeshift, can the devs help me out with a link or something? I could get this going before the weekend.
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Firstly, you need to use GCC 3.3. PS doesn't like GCC 4. Secondly, you need the source for CS, CEL, and PS from sourceforge CVS (there is no Mac-specific source, the build-scripts are all packaged together). Go on IRC (irc.freenode.net, channel #planeshift-build) and they'll help you get going.
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We will need to force PS to like GCC 4, because in order to make it universal you have to use GCC 4.
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PS should be fine with the 4.1.x series and 4.0.3.
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PS will compile and run on the Intel Macs using the apple-provided gcc 4.0. PS will *not* run on the powerpc using apple-gcc 4.0. In order to make a universal binary I will need someone running 10.4 to compile an Intel-only version and send it to me, and then I can attempt to use the 'lipo' tool to join it into a universal binary.
Where we might encounter problems is on external shared libraries obtained through fink - basically the two systems used for compilation need to have the same library versions and paths, although I might be able to adjust those later. If I was compiling on 10.4 I might be able to do things the "ordinary" way but for now that is not an option. Compatibility with 10.3 isn't such an issue for the Intel macs but it certainly is on the PowerPC.
Additionally, we have had trouble even with native compiles on the Macbook (non-pro) and Mac mini machines, since the GMA950 chipset and Crystal Space didn't play well together last time we tried. This could be either bugs in Apple's GL implementation, or incorrect configuration settings in CS.
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I will be on the IRC chat today, look for me and I will talk to you about do this.
thanks