126 lines
5.3 KiB
Plaintext
126 lines
5.3 KiB
Plaintext
README for OSX build
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Contents:
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1) General Notes
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1.1) Supported Versions of Mac OS
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1.2) Recommended Development Tools
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2) Initial Setup, Tips & Goodies
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2.1) Getting Debugging to Work
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2.1.1) For Xcode2.1+
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2.1.2) For ProjectBuilder, Xcode1.5, Xcode2.0
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2.2) Script Editing in Xcode
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2.2.1) Installing .cs Language Definitions in Xcode
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2.3) Putting Game Content Inside the App Bundle
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3) Known issues
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1) General Notes
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---------------------------------------------------------------------------
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1.1) Supported Versions of Mac OS
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Recent versions of Torque on Macintosh require MacOS 10.2 or later.
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Attempting to support older versions of the MacOS is not recommended.
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1.2) Recommended Development Tools
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Only the Xcode 2.1 project file is currently being kept up to date.
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Previous projects aren't guaranteed to work properly, and may have issues
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not listed herein. Thus, Xcode is the recommended development environment.
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It is of course possible to use any development environment that can
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produce a Macintosh application, and can use the standard BSD & MacOSX
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headers and frameworks.
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2) Initial Setup, Tips & Goodies
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---------------------------------------------------------------------------
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2.1) Getting Debugging to Work
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2.1.1) For Xcode2.1+
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----------------------------------------
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- locate the file "fix xcode2.1 build folders.command".
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- double-click it to launch it.
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- the Terminal will open, and the script will run.
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- close the Terminal window.
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The script will move aside any existing 'build' directory, and replace it
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with a clean one containing symbolic links ( aliases ) to the
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"../example" directory. If you are using a different directory name than
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"example", you can edit the script in any text editor and replace
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"example" with your directory of choice.
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2.1.2) For ProjectBuilder, Xcode1.5, Xcode2.0
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----------------------------------------
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- launch the PB project.
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- select/click the topmost group (should have same name as the project)
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- from menu choose File->Show Info
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- perform the following three steps in order:
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- first: select "Place intermediate build products for this project in a
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separate location"
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- second: select "Place build products for this project in a separate
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location"
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- third: enter "../example" (without the quotes), in the upper text box.
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- replace "example" with your folder name if you're using another name.
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- close the window.
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- close the project file & reopen it to force a save.
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----------------------------------------
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Your project should now directly build the target executable directly
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into the runtime folder, which also means it is properly located for
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running or debugging from within Xcode / Project Builder.
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2.2) Script Editing in Xcode
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The Xcode project file now contains references to the script files.
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This make searching more complete, and provides a decent script editor.
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2.2.1) Installing .cs Language Definitions in Xcode
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----------------------------------------
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- open the "torque/pb/script editing" folder.
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- locate the Torque.pbfilespec and Torque.pblangspec files therein.
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- locate the directory /Library/Application Support/Xcode/Specifications/
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- create the Specifications directory if it does not exist.
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- install the .pbfilespec and .pblangspec files in Specifications/ .
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- quit and restart Xcode.
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2.3) Putting Game Content Inside the App Bundle
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The engine will assume that game content is beside the main.cs file.
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It will look first in YourGame.app/Contents/Resources, then it will
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look in the folder where YourGame.app resides for a file named 'main.cs'.
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So, when you are ready to distribute your game, you should place the game
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content inside the application bundle like this:
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- in the Finder, control-click(or right-click) on your built application.
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- choose 'Show Package Contents'.
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- a new window will open, with one folder: 'Contents'.
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- Navigate to the Contents/Resources folder.
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- copy all your game files (main.cs, common/, etc) into Contents/Resources.
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- run the game & test all functionality.
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3) Known issues
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---------------------------------------------------------------------------
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- No external console window. in debug in Xcode, printfs go to the debug
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console pane. At some point, we'll likely create a simple console library
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to be used when a tertiary console window is needed. In the mean time, you
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can open the console.logfile using the Console application. Console will
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automatically 'tail' the file, always displaying the most current contents.
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- ADDENDUM: printfs may also output to the system log in the Console, and
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will output to the Terminal if you manually launch the Torque app directly
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from the commandline.
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- OSX handles cmdline args like the PC, if you launch it from the cmdline.
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Note that this means that you can add args in the project file for debug vs release, etc.
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Take a peek at "example/Launch using show mod.command" in a text editor to see how you can use cmdline args from an external script.
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The maccmdline.txt workaround still works, if you prefer.
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- mac performance vs the PC has improved greatly. There is still ground to
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gain performance here, but it may not be a good investment of time. As a
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general rule, only consider optimization when you're done with everything
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else.
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- The mac platform code is a mess. A total rewrite is on my todo list.
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