Build environment and deployment on the Mac
#81
Posted 24 February 2012 - 09:28 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#82
Posted 24 February 2012 - 09:52 PM
wraitii, on 24 February 2012 - 09:28 PM, said:
http://www.apple.com...n/security.html :
Quote
<...>Gatekeeper brings you even more security options<...> Or you can install all apps from anywhere, just as you can today. You can even temporarily override your setting by Control-clicking, and install any app at any time.<...>
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#83
Posted 25 February 2012 - 05:00 AM
------
Some people may have noticed you can't build 0 A.D. anymore even if you install Xcode and MacPorts. The reason is that GCC is no longer included with Xcode and the command line build tools have been removed by default from Xcode 4.3. If you installed an earlier version, as I did, it should work even if you upgraded. This annoyed a lot of people and caused some havoc among developers.
Just recently Apple has released a standalone package called "Command Line Tools for Xcode", which includes LLVM-GCC (it pretends to be GCC) and all the libraries needed. It's a free ~160MB download from the Apple Developer Downloads site. You need a free Apple ID to access it. Or if you have Xcode 4.3+, you can download the same package through Xcode Preferences.
I've tested, and it's possible to build the game and all its dependencies with only that package, in place of Xcode. However, because no SDKs are provided for backward compatibility, it's not possible to build a practical bundle without Xcode. Anyway I'm modifying the build scripts to handle either situation.
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#84
Posted 25 February 2012 - 09:14 PM
Somebody made something similar for 10.6 (I read that "Command Line Tools for Xcode" is only for 10.7): http://kennethreitz....d-homebrew.html & the package itself https://github.com/k...-gcc-installer/
#85
Posted 25 February 2012 - 11:01 PM
Sonarpulse, on 25 February 2012 - 09:14 PM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#87
Posted 27 February 2012 - 05:59 AM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#88
Posted 27 February 2012 - 07:01 AM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#90
Posted 01 March 2012 - 12:49 PM
#91
Posted 02 March 2012 - 12:09 AM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#93
Posted 09 March 2012 - 02:18 AM
error: "10.6" is not a known value of feature <macosx-version> error: legal values:See any mention of /Developer/SDKs or anything else remotely useful?
I also had to update my build scripts, SDKs are now located in... wait for it... /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs.
After that it works fine. Xcode detected that I had installed the "Command Line Tools for Xcode" package and didn't ask me to download them again. I did have to fix one Premake-related build error (11259) that only occurred with the new command line tools.
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#95
Posted 09 March 2012 - 11:01 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#97
Posted 15 March 2012 - 07:53 PM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#98
#99
#100
Posted 16 March 2012 - 12:51 PM
historic_bruno, on 15 March 2012 - 07:53 PM, said:
Game works fine on my MBP 4,1 from 2008 with Snow Leopard 10.6.8 and 4Gb of RAM. 80% of CPU used during game execution.
Game runs fluently, no sound (normal i know developers are changing the sound system to put it right with OpenAL), no apuses and the games menu runs smoothly and right.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users















