Mac OS porting project

 
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Gen



Joined: 23 Aug 2005
Posts: 38

PostPosted: Wed Aug 24, 2005 1:38 am    Post subject: Mac OS porting project Reply with quote

Hi,
I'd like to help out the LMS mod by porting it to Mac OS X. A working Xcode project was released for the Doom 3 SDK, and theres a lot of good mod projects that are becoming popular, leaving us mac users in the dust.
How about it?
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calimer
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Joined: 27 Aug 2004
Posts: 1949

PostPosted: Tue Sep 06, 2005 3:15 pm    Post subject: Reply with quote

Hi, just to let you know that in the upcoming days I will be trying very hard to successfully compile a version of the mod for mac. Any help that you can give me would be appreciated, especially since I don't have a clue yet how to use xcode. Take care.
-calimer
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Riddick
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PostPosted: Mon Sep 19, 2005 1:20 am    Post subject: Reply with quote

that would be nice because my grandma just got a mac with a descent vid card Razz
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Skutarth
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Joined: 05 Mar 2005
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PostPosted: Wed Sep 21, 2005 1:45 am    Post subject: Reply with quote

Do you want your grandmother to have a heart attack? Baaad Riddick!
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striderdm1



Joined: 02 Oct 2005
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PostPosted: Sun Oct 02, 2005 8:16 am    Post subject: Reply with quote

i've just compiled the source for Pathways Redux and now this works on the Mac for the first time ever. (ironic when u consider it's a mod of an old mac game anyhow!).
I've tried to email you, but no replies as yet.. so here i am now ;)

I can attempt to compile lms code? Let me at it!! Very Happy Always happy to help.

Cheers
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Hobbes
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Joined: 13 Feb 2005
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PostPosted: Sun Oct 02, 2005 12:31 pm    Post subject: Reply with quote

I am working on compiling our source for the mac. I have pearpc running and downloaded the Xcode files that I need. I know it will be slow but if it works we may have the code for LMS 1.0 for you to test if you are interested.

Hobbes
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striderdm1



Joined: 02 Oct 2005
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PostPosted: Sun Oct 02, 2005 1:04 pm    Post subject: Reply with quote

no probs. Whatever i can do, i'll do! To compile the code of Pathways Redux (about 2.2mb iirc) took a few minutes. So it's no trouble at all

Just say when Smile
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MercyKiller
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Joined: 16 Oct 2004
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PostPosted: Sun Oct 02, 2005 2:05 pm    Post subject: Reply with quote

Oh, welcome to the boards, strider. Hopefully we'll have a mac-compatible 2.0 release for you guys.
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striderdm1



Joined: 02 Oct 2005
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PostPosted: Sun Oct 02, 2005 2:17 pm    Post subject: Reply with quote

MercyKiller wrote:
Oh, welcome to the boards, strider. Hopefully we'll have a mac-compatible 2.0 release for you guys.


thanks!
good stuff. looking forward to it, it's been far far too long without your mod on our computers Smile Just hoping i can do it now! lol Rolling Eyes
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Hobbes
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PostPosted: Sun Oct 02, 2005 3:57 pm    Post subject: Reply with quote

I will be compiling the code for LMS 1.0. As for 2.0 I need to check if we are allowed to do that since it will include the ability to run the expansion pack cooperatively and this comment is in the readme that TTimo included with the Doom3 Xcode files: ftp://ftp.idsoftware.com/idstuff/doom3/source/mac/README

TTImo wrote:
The current SDK source was used as is to produce Mac game binaries. Note that the current Mac release ( 1.3 ) will not load any content from d3xp/, this is by design until Aspyr gets to shipping the expansion pack for Mac. So please refrain to try putting stuff together with d3xp code for Mac until then.


Hobbes
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calimer
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Joined: 27 Aug 2004
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PostPosted: Tue Oct 04, 2005 7:10 am    Post subject: Reply with quote

http://doom3.filefront.com/file/;48236

Here you go guys, spread the word. Take care.
-calimer
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striderdm1



Joined: 02 Oct 2005
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PostPosted: Tue Oct 04, 2005 7:21 am    Post subject: Reply with quote

already have done Very Happy My thanks go2 everyone, excellent game!!!!!!!
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Hobbes
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PostPosted: Tue Oct 04, 2005 11:32 am    Post subject: Reply with quote

We received the OK from Id to make a mac build for 2.0 but of course the ROE stuff will not work on the Macs (Not our decision, Id has ROE disabled for the Mac).

Now I am having problems when I tried to compile the 2.0 code, it failed during linking for the following:
prebuilding disabled because of undefined symbols
undefined symbols

It does not tell me what undefined symbols it is finding. Maybe one of the guys that has some experience using Xcode and GCC3.3 can give me some assistance. I did everything the same as I did for the 1.0 code with the addition of adding the following lines to the makefile that I downloaded from http://wiki.doom3reference.com/wiki/Building_on_OSX

$(BASEDIR)game/Grabber.go \
$(BASEDIR)game/physics/Force_Grab.go \


The D3XP code added the new files Grabber.cpp and Physics/Force_Grab.cpp so I assumed that they needed to be added to the make file

I also added the following to the preprocessor directives MAIN_CPP_DEFINES:
_D3XP CTF

I did this because much of the code is wrapped with #ifdef _D3XP ... #endif and #ifdef CTF ... #endif

I have never used Xcode or GCC before a few days ago so I don't fully understand how the compiler works. Any help that someone can give me would be appreciated. I did a google search for the error I was getting and I saw that someone stated that they only get the error when compiling a deployment build so now I am recompiling with a development build to see if the error is still there.

Hobbes
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calimer
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Joined: 27 Aug 2004
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PostPosted: Tue Oct 04, 2005 5:46 pm    Post subject: Reply with quote

For more information on the above post, check here:
http://www.doom3world.org/phpbb2/viewtopic.php?p=114933#114933
Take care.
-calimer
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