OSX Build

Everything about ToME 4.x.x. No spoilers, please

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surfino
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Joined: Tue Sep 06, 2011 9:57 am

OSX Build

#1 Post by surfino »

Do someone could put an OSX 10.7 build for latest ToME beta32 ??
I really can't wait :)

surfino
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Joined: Tue Sep 06, 2011 9:57 am

Re: OSX Build

#2 Post by surfino »

noone??? Is there a problem in doing that?? Damn, i work as a pilot and now i have only a MAC with me.. that SUCKS!

bricks
Sher'Tul
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Re: OSX Build

#3 Post by bricks »

I think whomever regularly compiles the OSX version hasn't been available. That, or the larger number of bugs in the OSX versions has led to a delay. I'm right there with you, I'm eagerly awaiting the release.
Sorry about all the parentheses (sometimes I like to clarify things).

Sirrocco
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Re: OSX Build

#4 Post by Sirrocco »

You could try compiling for yourself. Those of us with earlier versions of the Mac OS (I run 10.5) have to do that regardless.

kazak 2
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Re: OSX Build

#5 Post by kazak 2 »

I'm curious why the te4 bundles on the download site are so OS version-dependent, especially considering that, for instance, OSX 10.6 wasn't exactly a massive groundbreaking overhaul of 10.5.

Once the heavy lifting is done to create the OSX version that goes up on te4.org/download, what would actually be required for that to run on 10.5 or some other version?

Or in other words, once the changes are made to get te4 running on OSX 10.6, to make the game playable on 10.5 is it just a matter of changing the "Active SDK" configuration to 10.5 rather than 10.6? Or does it require a lot of further tweaking beyond just hitting that one button?

The incompatibility seems strange to me--most other software I use doesn't care whether I'm using 10.5 vs 10.6, rather it tends to care more about intel or pre-intel macs. And it seems inefficient for someone to go through all the trouble of making and putting up a working compile for download, but not have it work for a potentially sizeable subset of users, who then have to individually figure out how to make a lot of the tweaks that have probably already been done in the precompiled bundle.

Do the precompiled versions work on both 10.6 and 10.7?

(Hope this doesn't at all come across as whiny or complaining--I'm genuinely curious...)

greycat
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Re: OSX Build

#6 Post by greycat »

I'm not a Mac OS X user, but generally speaking, if you want a program to run on Foobar OS version N and also version N+1, you need to build the program on version N.

So, if you want a ToME that runs on Mac OS X 10.5 and up, it should be built on Mac OS X 10.5.

Now, that may not be sufficient: there might be additional steps required that only a Mac OS X developer would know about. But it's almost certainly required as a starting point.

kazak 2
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Re: OSX Build

#7 Post by kazak 2 »

But based on what I'm seeing from a few searches in google, Xcode apparently does allow that. From what I gather, you'd generally want to set your base sdk to whatever system you're compiling on. However, you can change the deployment target setting to specify the earliest version of the OS that the software will run on:

http://developer.apple.com/library/mac/ ... uring.html

http://www.clarkcox.com/blog/2009/06/23 ... t-targets/

I checked the info.plist file in the precompiled bundle from te4.org/download and the minimum OS version is indeed set to 10.6. If I understand correctly (and I'm no developer, granted), setting 10.6 as the base sdk but 10.5 as the deployment target would allow the program to run on 10.5, as well as allowing 10.6 or greater to take advantage of whatever additional features are present in the newer sdk.

Changing the deployment target is just a matter of right-clicking T-Engine under Targets in the Groups & Files pane, selecting Get Info, and toggling the relevant setting in the Build tab.

Again, I'm talking out of my depth and I could be totally off here, and whichever nice person does the mac builds may have explicitly rejected this approach, but if it is simply a matter of toggling one setting and this was just overlooked, changing the setting certainly seems desirable over the current implementation, which requires all this extra effort and occasional frustration.

Edit: By the way Greycat, I appreciate your responding to this and the other OSX thread.

Sirrocco
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Re: OSX Build

#8 Post by Sirrocco »

As another update has come around, it seems like an opportune time to look with begging, puppy-dog eyes in the general direction of whoever is doing the Mac builds, and ask that you *please* try the technique kazak 2 mentioned. I believe tht you can also do it when within Xcode by just changing the selection in the pulldown in the upper left-hand corner of the base Xcode window.

Thank you for your time, regardless.

kazak 2
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Re: OSX Build

#9 Post by kazak 2 »

Sirrocco wrote: I believe tht you can also do it when within Xcode by just changing the selection in the pulldown in the upper left-hand corner of the base Xcode window.
Well, at least in my version of Xcode, that menu only sets the active (or base) SDK--the version you're building on, rather that the version you're building for. From the google search I was doing earlier, it seems this gets confused a lot because the Deployment Target setting is a little more buried.

As far as I can tell, it can only be changed from that "Get Info" window, whereas Active SDK can be set from "Get Info", from the "Project" pull-down menu, from the upper-left hand menu you mentioned. Although, the "Get Info" window can also be accessed from "Edit Project Settings" in the Project pull-down (pic below).


Image

bricks
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Re: OSX Build

#10 Post by bricks »

Since there's no news announcement, bumping this to let people know that b34 OSX version is out.
Sorry about all the parentheses (sometimes I like to clarify things).

Sirrocco
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Re: OSX Build

#11 Post by Sirrocco »

Still no love for 10.5. Ah, well.

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