How to compile Wesnoth on Mac OS X
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Re: Carbon or Cocoa?
No... cocoa and carbon are not the same. Carbon works on 9 and X, but cocoa is OS X only.cassie21 wrote:If BFW is a cocoa app right now for Mac OS X, can't it be compiled as a Carbon one using Apple's compilers, so both OS X and OS 9 users can play?
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Re: How To Compile On A Mac
Aside from ".pbproj" being misspelled, the most recent versions are ".xcode" instead.Sithrandel wrote: * Copy the Battle For Wesnoth.pbroj file and the MacOSX folder into the wesnoth directory (they need to be at the same level as the src folder).
Play a Silver Mage in the Wesvoid campaign.
Re: How To Compile On A Mac
do i get the .pbproj file from you or what?Sithrandel wrote:
* Get the MacOS X Compile stuff from. This is included in all binaries built by Sithrandel.
* Copy the Battle For Wesnoth.pbroj file and the MacOSX folder into the wesnoth directory (they need to be at the same level as the src folder).
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Re: How To Compile On A Mac
Nowadays it's called BattleForWesnoth.xcode and is included in the MacOSX distribution - you'll still have to get the cvs-files though.karthisus wrote:do i get the .pbproj file from you or what?
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Running the build..
ok so when i ran the build. i get a black screen that doesn't change. anybody know what my problem is?
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The XCode project file and MacOSX Stuff folders are included with any binary distributions I package. I shall be releasing a package for 0.8.4 so I would recommend waiting for that. With that it really is easy... basically open the project and compile.
Choosing New -> SDL App menas you are starting a new project. It is entirely possible... but you might find a lot of tweaks are needed to get it behaving nicely. I have made a large number of changes to the Cocoa source code and also to the NIB files to make the build more Mac friendly.
Also, given the recent changes with gettext and all, I would not advise trying to make a build now if you aren't used to it. I still haven't got a fully functional build and II've had some experience at building Wesnoth.
I would strongly recommend waiting until Penguin and myself have got things sorted and adjusted the build files accordingly. So waiting for the 0.8.4 release will make life far, far easier for your first attempt at a cvs build.
Choosing New -> SDL App menas you are starting a new project. It is entirely possible... but you might find a lot of tweaks are needed to get it behaving nicely. I have made a large number of changes to the Cocoa source code and also to the NIB files to make the build more Mac friendly.
Also, given the recent changes with gettext and all, I would not advise trying to make a build now if you aren't used to it. I still haven't got a fully functional build and II've had some experience at building Wesnoth.
I would strongly recommend waiting until Penguin and myself have got things sorted and adjusted the build files accordingly. So waiting for the 0.8.4 release will make life far, far easier for your first attempt at a cvs build.
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These are the same errors I got! It's the result of adding a dependency on gettext. You have to first install gettext on your system and then make changes to the XCode project file released with 0.8.0 (adding libintl.h to the project and a path to the 'search paths' section). And cross your fingers. These guys are trying to make the whole thing easier to do and compatible with 10.2.8 (without making Jaguar users install gettext).
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Work to do what? What are you talking about?Assasin wrote:Will AppleScript work too, or no
If you mean: Compile Wesnoth on Mac OS X, then you should say so, and I have no idea how, if it's even possible, but I have no problem with XCode.
Play a Silver Mage in the Wesvoid campaign.