Mittens 2018 will be in Boston this September. There are three spaces left, so check out the thread for details!

Author Topic: AGS engine Mac OS X port  (Read 36121 times)

Re: AGS engine Mac OS X port
« Reply #120 on: 02 Jan 2018, 02:38 »
@Radiant: I'm away from my workstation right now, but have you tried to build Janet's 'osx-nick' branch? It built fine for me on Sierra with the latest Xcode. The trick for me was building the libraries using Terminal properly. If you can get it to build, it might help narrow down your header/search path issues.
« Last Edit: 02 Jan 2018, 02:41 by vga256 »

Radiant

  • AGS Baker
  • Mittens Knight
  • Return once more to the Two Kingdoms!
    • I can help with publishing
    •  
    • I can help with story design
    •  
    • Radiant worked on a game that was nominated for an AGS Award!
      Radiant worked on a game that won an AGS Award!
Re: AGS engine Mac OS X port
« Reply #121 on: 02 Jan 2018, 07:39 »
I was using the main AGS branch so far, I'll give Janet's branch a shot. What do you mean by "using Terminal properly"?

Re: AGS engine Mac OS X port
« Reply #122 on: 02 Jan 2018, 22:35 »
Gah, sorry. Back at my workstation now.

To clarify, I meant that I needed to build the libraries properly in the /buildlibs folder, and I had to do it from within the Terminal.
In the osx-nick branch, the /ags/OSX/buildlibs folder has a README.md file that details how to build the libraries from scratch:
1. install homebrew
2. brew install pkg-config autoconf automake libtool cmake curl
3. install xcode *and* the command line tools
4. sudo xcode-select --reset
5. build the libraries with: make install

I initially missed those steps the first time I checked out the osx-nick branch and could not build.. hence why I meant 'using Terminal properly' ;)

Re: AGS engine Mac OS X port
« Reply #123 on: 25 Jan 2018, 22:44 »
Quick update: I have AGS 3.4.1.11 working successfully. I had to modify a few of Edmundo's steps to get it working on my machine. There are many issues with getting it working, thankfully there are workarounds.
« Last Edit: 29 Jan 2018, 01:16 by vga256 »

Radiant

  • AGS Baker
  • Mittens Knight
  • Return once more to the Two Kingdoms!
    • I can help with publishing
    •  
    • I can help with story design
    •  
    • Radiant worked on a game that was nominated for an AGS Award!
      Radiant worked on a game that won an AGS Award!
Re: AGS engine Mac OS X port
« Reply #124 on: 28 Jan 2018, 21:38 »
Ok, I'm trying this out now. But neither the AGS repo nor Janet's has a branch named osx-nick...

Crimson Wizard

  • Local Moderator
  • AGS Project Tracker Admins
    • Best Innovation Award Winner 2013, for spearheading the AGS 3.3.0 project
    •  
    • Lifetime Achievement Award Winner
    •  
    • Crimson Wizard worked on a game that was nominated for an AGS Award!
      Crimson Wizard worked on a game that won an AGS Award!
Re: AGS engine Mac OS X port
« Reply #125 on: 28 Jan 2018, 21:41 »
Ok, I'm trying this out now. But neither the AGS repo nor Janet's has a branch named osx-nick...

https://github.com/JanetGilbert/ags/tree/osx-nick

Radiant

  • AGS Baker
  • Mittens Knight
  • Return once more to the Two Kingdoms!
    • I can help with publishing
    •  
    • I can help with story design
    •  
    • Radiant worked on a game that was nominated for an AGS Award!
      Radiant worked on a game that won an AGS Award!
Re: AGS engine Mac OS X port
« Reply #126 on: 28 Jan 2018, 21:42 »
Thanks. Looks like I missed the 'next page' button on the GitHub site :)

Radiant

  • AGS Baker
  • Mittens Knight
  • Return once more to the Two Kingdoms!
    • I can help with publishing
    •  
    • I can help with story design
    •  
    • Radiant worked on a game that was nominated for an AGS Award!
      Radiant worked on a game that won an AGS Award!
Re: AGS engine Mac OS X port
« Reply #127 on: 28 Jan 2018, 21:48 »
Ok, so far so good. Brew install etc etc reported nothing new was required. Xcode reset gave no response, which I take to mean 'no errors' Linux-style. Now running make install.

(edit) Ok, that generated a bunch of warnings but appears to work. Thanks for the tip. Now let's see about Xcode...

(edit) Success! Ok, I had to google some odd stuff like 'how to switch xcode to release mode' and 'where on earth does Xcode place my executable' but it seems to work fine :)
« Last Edit: 28 Jan 2018, 22:13 by Radiant »

Radiant

  • AGS Baker
  • Mittens Knight
  • Return once more to the Two Kingdoms!
    • I can help with publishing
    •  
    • I can help with story design
    •  
    • Radiant worked on a game that was nominated for an AGS Award!
      Radiant worked on a game that won an AGS Award!
Re: AGS engine Mac OS X port
« Reply #128 on: 28 Jan 2018, 22:32 »
Great, thanks everyone for your help.

I have a few questions though. If a game has a (filename).001 file with extra rooms and such, can I just add this to the ags/Resources folder within Xcode? What about .TRA translation files? The OSX version doesn't appear to have acsetup so how do I set a translation? Finally, does this support the AGSteam plugin and if so, how? Currently running an AGSteam game aborts with an unresolved import.