qboolean SNDDMA_Init(int fullInit){ SDL_AudioSpec desired, obtained; int desired_bits, freq; if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) { if (SDL_Init(SDL_INIT_AUDIO) < 0) { Com_Printf ("Couldn't init SDL audio: %s\n", LOG_CLIENT, SDL_GetError ()); return 0; } } else if (SDL_WasInit(SDL_INIT_AUDIO) == 0) { if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) { Com_Printf ("Couldn't init SDL audio: %s\n", LOG_CLIENT, SDL_GetError ()); return 0; } }....
vid_ref = ref_r1gl.so------- PWD: /Users/Edmund/Desktop/untitled folder/Quake II Starter -------------- Loading ref_r1gl.so from ./ref_r1gl.so -------LoadLibrary("ref_r1gl.so") failed: No such file or directory
ref_gl version: R1GL 0.1.5.35dlopen(./opengl32, 1): image not foundref_gl::R_Init() - could not load "opengl32"Failed to initialize video!
No, you can still run OpenGL apps just fine on macOS. But it looks like (to me) that build is not correctly setup to support macOS. It's looking for opengl32.so, which it will not find anywhere on Mac. It should be looking for libOpenGL.so.Why not run a Quake2 build that is actually maintained for macOS, like Q2Pro or Yamagi?
set gl_driver "/System/Library/Frameworks/OpenGL.framework/Versions/Current/Libraries/libGL.dylib"