OpenXcom Forum

Contributions => Builds & Ports => Topic started by: raphdamico on March 30, 2016, 03:37:01 am

Title: No viable Mac version for OS X El Capitan - requesting a new .app build
Post by: raphdamico on March 30, 2016, 03:37:01 am
Hi guys!

So excited to play openxcom but seems like there isn't a viable Mac version right now.

- The 1.0 version is still affected by a text rendering bug on OS X El Capitan (#1106 https://openxcom.org/bugs/openxcom/issues/1106) that makes text illegible
- I've followed the instructions for the nightly (https://bitbucket.org/grrussel/openxcomosx) but homebrew now installs newer versions than those required and I can't find a way to get the old versions.

Error I'm getting
################################################################
dyld: Library not loaded: /usr/local/lib/libSDL_gfx.13.dylib
  Referenced from: /Users/raphdamico/Documents/Raph personal stuff/games/open xcom/grrussel-openxcomosx-8caa9cddf6df/openxcom_2016-03-28_09-27-11/bin/./openxcom
  Reason: image not found
Trace/BPT trap: 5
################################################################

The libs homebrew installs for SDL are:
libSDL_mixer-1.2.0.dylib
libSDL_mixer.a
libSDL.dylib
libSDL_mixer.dylib
libSDLmain.a
libSDL-1.2.0.dylib
libSDL_gfx.15.dylib
libSDL.a
libSDL_image-1.2.0.dylib
libSDL_gfx.a
libSDL_gfx.dylib
libSDL_image.a
libSDL_image.dylib

Is there anyone who could build a functioning Mac .app? I imagine there's quite a few people with these problems, and would love to be able to play!

Cheers, and thanks to the community for all the hard work getting to 1.0!
Raph
Title: Re: No viable Mac version for OS X El Capitan - requesting a new .app build
Post by: neuralshock on April 02, 2016, 04:50:43 pm
I've been looking at the Mac build on some of the little spare time I have, and then I saw the post in GOG which led me here (I've contributed recently but only for translation work)

The .app bundle for nightlies is a bit messed - the icon is missing, you have to put the 'common' folder in ~/Library/Application Support/OpenXcom/, it doesn't even work when you put it next to the openxcom binary inside the bundle.

Edit: What I said above applies to attempts done to compile with Cmake, since this does not require the full Xcode package, just the Command Line Tools.
Xcode builds work perfectly with the instructions available in the xcode/ folder.

I've uploaded a Xcode build here: https://dl.dropboxusercontent.com/u/10531/OpenXcom.zip
Title: Re: No viable Mac version for OS X El Capitan - requesting a new .app build
Post by: neuralshock on April 13, 2016, 01:19:27 am
Since it would be nice to have a .app build via CMake (for those who don't want to install the full 7 GB of XCode), I'm trying to improve that build.

Some of the few issues so far:
- App Bundle icon isn't applied correctly
- Bundle name is different from the XCode build (openxcom.app instead of OpenXcom.app) -- FIXED
- "common" and "standard" folders must be next to the app bundle like this:
Code: [Select]
./openxcom.app
./common
./standard

or copied to the ~/Library/Application Support/OpenXcom.
Doesn't happen with the XCode build, which has this structure:
Code: [Select]
./OpenXcom.app
./OpenXcom.app/Contents/Resources/common
./OpenXcom.app/Contents/Resources/standard

For the first problem I've tried changing cmake/modules/apple.cmake's CPACK_BUNDLE_ICON:

Code: [Select]
set ( CPACK_BUNDLE_ICON "${CMAKE_SOURCE_DIR}/res/mac/AppIcon.icns")

However it isn't working, any clues here? Am I using $CMAKE_SOURCE_DIR wrong?

For the last issue, no ideas yet. Could it be something with CMake rules?

Title: Re: No viable Mac version for OS X El Capitan - requesting a new .app build
Post by: neuralshock on April 15, 2016, 01:07:12 pm
Current progress:

- Bundle name is different from the XCode build (openxcom.app instead of OpenXcom.app) -- FIXED
- common, standard, TFTD and UFO folders should be copied to the "Resources" folder of the app bundle -- FIXED
- App Bundle icon isn't applied even though it is specified. -- FIXED
- Even though resources are now copied to the right location, it still doesn't work.

I will push changes into my branch of the code at https://github.com/neuralshock/OpenXcom/tree/mac-build and then propose for inclusion in OXC.

(edit 2016.04.30)
Title: Re: No viable Mac version for OS X El Capitan - requesting a new .app build
Post by: elmo on October 18, 2016, 08:14:14 pm
I somehow managed to workaround similar error:
https://OS X, Yosemite, Nightly version build with instructions from: openxcom.orghttps://

**********************************************************************
dyld: Library not loaded: /usr/local/lib/libSDL_gfx.13.dylib
  Referenced from: /mypath/./openxcom
  Reason: image not found
Trace/BPT trap: 5
**********************************************************************
with code:

cd /usr/local/lib/
cp libSDL_gfx.15.dylib libSDL_gfx.13.dylib

and then opening ./openxcom

I dont know if this is fully functional, but game opens properly.
Title: Re: No viable Mac version for OS X El Capitan - requesting a new .app build
Post by: natastro on May 08, 2017, 11:17:33 pm
So glad to see there is a new(ish) standalone Mac build in the "Builds and Ports" section of the forums, at
https://openxcom.org/forum/index.php/topic,5288.0.html (https://openxcom.org/forum/index.php/topic,5288.0.html)

Many thanks to darklord42 for building that!