And that it is a waste of time and resources, since Mac Users that play games are 5%, and so on.
(06-01-2010, 02:23 AM)tankmiche Wrote: The best idea to help and to be helped is register over at the development site and start making your own branch (06-01-2010, 02:23 AM)tankmiche Wrote: I'm no OS X expert, but I can help testing on a MB Santa Rosa as soon as something is ready. (06-01-2010, 02:23 AM)tankmiche Wrote: Welcome to the community, Ender! Furthermore, the facts that caused the creation of Xonotic make me think that Nexuiz management is really bad.) (I do not want to try Nexuiz forums to search for help because, honestly, I already had a bad impression. Essentially it is only required to check correct migration of "vid_agl.c" functions and variables. "vid_nsgl.m" already has a draft implementation of VID_InitMode() function that actually creates the OpenGL pixel format, the context and the game window or the drawable where OpenGL draws. But in the past I have been able to compile DarkPlaces in Xcode, so I am confident it can be done easily. It is a quick operation, since you can select all the missed files and choose the darkplaces source directory in your disk to relink in a single step.Ĭurrently this project gives some linker errors. The attached document does not contain the DarkPlaces sources (to save space), you must relink them inside the Xcode project. Libraries are taken from Nexuiz installation, but I have Xcode projects to compile them from source code, eventually. I am using Xcode 3.2, though it is easy to setup for earlier versions.
The code base is latest Nexuiz stable (2.5.2), though I think it will be easy to merge it in any SVN bleeding edge release. Some agl/nsgl common functions and variables had been moved from "vid_agl.c" to new "vid_mac.h" and "vid_mac.m". If any Mac developer is interested to help, let me know.Ĭurrently I am moving "vid_agl.c" code to a new "vid_nsgl.m" file. Hello, I have started a draft port of the old AGL (Carbon) based code of DarkPlaces to NSGL (Cocoa).