![]() ![]() Edit, build, and open the launcher you just symlinked into to test. You could also build the launcher, but there are resources missing in the launcher source for some reason that I don't feel like finding, so just download the compiled Mac launcher/game release from, and symlink ( ln -s ) the assaultcube.app you just built into AssaultCube.app/contents/gamedata. Go into your targets folder, and find assaultcube.app. For me, this was typedef unsigned int GLhandleARB, typedef ptrdiff_t GLintptrARB, and typedef ptrdiff_t GLsizeiptrARB Go glext.h, and comment out anything that gives an error about type redefinition when you try to build.Select "assaultcube" as your build target.source/xcode/assaultcube.xcodeproj # should open Xcode Git checkout 76eb031 # latest release as of I goofed last time by just taking the latest commit, which had bugs Please comment if there are any missing libraries, and I'll update this: # grab the src first To compile open the Code::Blocks project file in source/codeblocks, select your target and hit compile. I don't know if I have some libraries installed that you won't have, but if it fails to build due to missing libraries, you can probably get them from MacPorts. I didn't have to do as much to make it work as last time, and the gamma glitch is fixed now. Update: Here are the exact steps for the latest release. Honestly, why can't it just compile and run? Now all I have to do is fix the runtime errors I'm getting. Second, you have to set the build type to 32-bit. In the Frameworks folder of the Xcode folder in the source, there are things like amework that you have to manually link. First, you have to relink all the libraries.
0 Comments
Leave a Reply. |