Author Topic: AGS engine Mac OS X port  (Read 31276 times)

Radiant

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Re: AGS engine Mac OS X port
« Reply #100 on: 06 Feb 2017, 19:50 »
I'm interested in checking this out, but before delving in the complexities of OSX development I'd really like to see an AGS executable at work.

I've found that the Engine OSX branch on the AGS Team City successfully compiles but produces no artifacts. I'm not sure why that is, perhaps someone could enable it?
Conversely the code in Janet's repo is somewhat newer but doesn't include a build.

Can someone give me a hand please? I think I could probably set up a team city account, include a fork of Janet's repo, and have it automatically build that; but somebody else has probably already done that? TIA!

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #101 on: 06 Feb 2017, 20:02 »
I'm interested in checking this out, but before delving in the complexities of OSX development I'd really like to see an AGS executable at work.

I've found that the Engine OSX branch on the AGS Team City successfully compiles but produces no artifacts. I'm not sure why that is, perhaps someone could enable it?
Conversely the code in Janet's repo is somewhat newer but doesn't include a build.

I suggest contacting Janet or Nick Sonneveld directly, they do not seem to come on forums very often, but they are probably only people that may shed some light on this.

BTW, from what I noticed, Janet's version may be compatible only to AGS 3.3.5.

Radiant

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Re: AGS engine Mac OS X port
« Reply #102 on: 06 Feb 2017, 20:13 »
All right, I can do that.

But can you tell me why artifacts are disabled for OSX on Teamcity? That would be an easy place to get a sample executable, otherwise.

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #103 on: 06 Feb 2017, 20:28 »
But can you tell me why artifacts are disabled for OSX on Teamcity? That would be an easy place to get a sample executable, otherwise.
Um... no idea. Also it was built 3 months ago last time, which makes me think that it was excluded from work at some point.

I have a suspicion that it does not produce a working universal engine, but you have to build an application for every your game separately.
« Last Edit: 06 Feb 2017, 20:29 by Crimson Wizard »

Radiant

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Re: AGS engine Mac OS X port
« Reply #104 on: 06 Feb 2017, 20:41 »
Could we switch it on and try?

Crimson Wizard

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Re: AGS engine Mac OS X port
« Reply #105 on: 06 Feb 2017, 21:54 »
Could we switch it on and try?
It was scheduled to run on machine that is no longer available. That could be one the Nick Sonneveld's private computer, or some server he owned.

JanetC

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Re: AGS engine Mac OS X port
« Reply #106 on: 08 Feb 2017, 18:08 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

JanetGilbert/ags
Branch: osx-nick

Radiant

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Re: AGS engine Mac OS X port
« Reply #107 on: 08 Feb 2017, 21:56 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Thank you, I have found the git branch but I'm wondering if a compiled executable is on the web somewhere.

JanetC

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Re: AGS engine Mac OS X port
« Reply #108 on: 11 Feb 2017, 18:41 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Thank you, I have found the git branch but I'm wondering if a compiled executable is on the web somewhere.

No, you have to compile it yourself! Sorry!

Mehrdad

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Re: AGS engine Mac OS X port
« Reply #109 on: 09 Mar 2017, 15:15 »
Hi
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

JanetC

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Re: AGS engine Mac OS X port
« Reply #110 on: 13 Mar 2017, 21:08 »
Hi
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

It works in much the same way as the iOS version, described here:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=52219.0

(That is a little outdated now but it should provide a starting point.)

Note that Nick changed the way that projects work so now you add a new scheme to the existing project, rather than copying and renaming a project.
« Last Edit: 13 Mar 2017, 21:11 by JanetC »

Mehrdad

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Re: AGS engine Mac OS X port
« Reply #111 on: 14 Mar 2017, 07:01 »
Thanks a lot Janet . I'll try it and get helps by my friends and this topic if was any serious question .

Edmundito

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Re: AGS engine Mac OS X port
« Reply #112 on: 27 Nov 2017, 06:45 »
Hello, I'm trying to make a build with the Mac port again and I forgot all the steps. I ran into an issue with patching allegro:

cd OSX/buildlibs
make

I get the error:
"patch: **** malformed patch at line 1874: diff --git a/src/ios/idrivers.c b/src/ios/idrivers.c"

When I look in OSX/buildlibs/build/allegro-4.4.2/src, there is no "ios" directory. I also looked at the allegro source and the tag "4.4.2" and there was no "ios" directory.

I see a comment from Nick in the Makefile:
"# - to update patch: git diff 4.4.2..osx-update > ../ags/OSX/patches/allegro-4.4.2.patch"

Is there a step I am missing?
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Re: AGS engine Mac OS X port
« Reply #113 on: 02 Dec 2017, 20:47 »
Edmundito,

Did you have any luck building a Mac port? Which version of Xcode are you using?

I'm running 9.1 and it's complaining about a lot of missing frameworks (CoreVideo, Cocoa, etc) from the sox-nick branch. Could use some help getting this off the ground.

Thanks!

Edmundito

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Re: AGS engine Mac OS X port
« Reply #114 on: 03 Dec 2017, 19:51 »
I was able to make a build with 3.4.1 but it was not easy and not perfect. It seems that the game runs for now, we are testing to see where it breaks.

I've detail the current instructions here, you will need to be familiar with Xcode, Make, etc. Please follow them step by step:

https://gist.github.com/edmundito/4cc578f6eee51db7d20882cfa222b015

In summary:
- The OSX project is outdated with ags 3.4.1 but may work with ~3.4.0.13
- Some hacking needs to be done to make it work
- Allegro needs to be repatched properly to support ags 3.4.1

I recommend trying with v.3.4.0.13 or a later master hash 911fa50e7d19ea03629523bac952af5dc1b1845 3, I had luck making a build with around the part of the code last year. If you can get it to work then I would try v.3.4.0.16 which is the latest tag.
« Last Edit: 03 Dec 2017, 19:54 by Edmundito »
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Re: AGS engine Mac OS X port
« Reply #115 on: 04 Dec 2017, 14:55 »
Thanks so much for the build instructions - I'm going to try these out today and see how far I get. The Xcode branch has always been extremely fragile and difficult to patch/build plugins for - I'll let you know what my results are.

Update: Ah, I had forgotten to 'make install' the buildlib folder. Again, I'm using the osx-nick branch, so 99% of the work was already done for me.
« Last Edit: 04 Dec 2017, 16:16 by drblackfox »