Author Topic: AGS engine Mac OS X port  (Read 39470 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 »

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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 »

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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...

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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

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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 :)

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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 »

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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.

Re: AGS engine Mac OS X port
« Reply #129 on: 05 May 2018, 03:37 »
Hey Radiant! Did things eventually worked out for you?

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Re: AGS engine Mac OS X port
« Reply #130 on: 05 May 2018, 07:47 »
We've got a Discord group that's working on it. I'll have to test the current build this weekend.

Re: AGS engine Mac OS X port
« Reply #131 on: 05 May 2018, 13:39 »
Did you had to fork and do new stuff to get it working? Are your modifications public? I am.going to start messing with OSX build soon. Can it run plug-ins? I was interested into trying to add joystick support.

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Re: AGS engine Mac OS X port
« Reply #132 on: 07 May 2018, 23:39 »
So far I'm running off a clone, not a fork. I haven't figured out how to use plugins yet. It would be easiest if you PM Edmundito and ask him to add you to the Discord channel, we're discussing it there. HTH!

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Re: AGS engine Mac OS X port
« Reply #133 on: 05 Jun 2018, 16:12 »
Heads up: Apple is deprecating OpenGL for macos: https://developer.apple.com/macos/whats-new/ :~(

Seems as the 2 possible options for supporting mac long term are either metal or vulcan using moltenvk (and of course supporting vulkan should give performance benefits on all platforms whereas metal is apple platforms only).

« Last Edit: 05 Jun 2018, 16:52 by tzachs »

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Re: AGS engine Mac OS X port
« Reply #134 on: 05 Jun 2018, 16:37 »
Seems as the 2 possible options for supporting mac long term are either metal or vulcan using moltenvk (and of course supporting vulcan should give performance benefits on all platforms whereas metal is apple platforms only).

Hopefully we won't have to do that ourselves; when we switch to SDL we just use whatever it supports.

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Re: AGS engine Mac OS X port
« Reply #135 on: 05 Jun 2018, 18:16 »
Ah, right, forgot about the SDL effort, yeah, they seem to have vulkan support for mac: https://discourse.libsdl.org/t/sdl-2-0-8-released/23957

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Re: AGS engine Mac OS X port
« Reply #136 on: 07 Jun 2018, 01:59 »
It's still a bit of a mess, but I got a working build of a game project (not a real game) running on OS X High Sierra with Steam achievements.

I cloned Janet's osx-nick branch and reused the WEG Xcode workspace files (and the Shivah project files). I tried to figure out how to embed a binary version of AGSteam into the app, but I kept getting an error that the library didn't exist in the final executable. So instead I followed the approach that was already partially implemented by WEG (judging by the project files and the lack of an existing port of AGSteam to Mac), and built the AGSteam source directly as part of the project files. Took a bit of knackering about as I've never used Xcode (or even OS X) before, but it definitely is working.

I will try to make a more detailed post of what I did after I try to abstract it out of the WEG files. ;)
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