Author Topic: R1Q2 Mac Os X and Linux  (Read 13047 times)

Offline Slayer

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R1Q2 Mac Os X and Linux
« on: December 27, 2014, 01:44:07 PM »
I have attached a version of r1q2 that i finally managed to run on mac os x. It works on my newer machine as well as one running an outdated version of os x.

I'm on a time crunch right now and can't explain much but i'll come back and edit this post later so stay posted if you are interested.

HTTP downloads do not work, and as far as i know can not work with mac unless some changes are made. Linux i am not sure, you will have to look at the source. Im not sure if other versions of the source compile well on linux, but if they do use them. This version is pretty old.

If you can not fire your weapon set "cl_async" to 1. I need to test if it ACTUALLY turns async on or not, but without it set to 1 you can't shoot or jump with mouse.

Instructions : Copy r1gl, ref_gl.so and r1q2ded into your Quake 2 folder.
Copy gameub.so into your baseq2 folder inside Quake 2 folder.

Here is a link to the source

http://sourceforge.net/projects/criticalmass/files/MiscPatches/r1q2-6990-osx/

Offline Jay Dolan

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Re: R1Q2 Mac Os X and Linux
« Reply #1 on: December 31, 2014, 09:21:31 PM »
You're going to have to come up with an app bundle if you want people on Mac to use this. You can borrow my packaging scripts if you like:

https://github.com/jdolan/quake2/tree/master/apple

Offline Slayer

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Re: R1Q2 Mac Os X and Linux
« Reply #2 on: January 01, 2015, 01:03:26 PM »
Is this what you mean? I meant to attach this file to the original message.

I didn't know you were still around man, i may have some questions for you soon. Been spending the last few months messing with every Q2 source port under the sun trying to compile them with various settings on my mac.
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Offline Jay Dolan

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Re: R1Q2 Mac Os X and Linux
« Reply #3 on: January 05, 2015, 05:41:50 AM »
Sort of. What you sent there wasn't quite an app bundle, but it looked like it had most of what you need. How are you packaging up the frameworks etc? It looks like maybe you've created an X-code project out of R1Q2? If so, that's very cool.

 :rockon:

I'm on IRC (#quetoo on Freenode or #tastyspleen on ETG) if you've got Q's.

Offline Th0m@s29

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Re: R1Q2 Mac Os X and Linux
« Reply #4 on: January 11, 2015, 09:10:13 PM »
Idk Man.... I'm Not Sure Broseph.
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Re: R1Q2 Mac Os X and Linux
« Reply #5 on: January 12, 2015, 07:41:31 PM »
Another intelligent, useful, well thought out post. You go, girl! :bravo:
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Offline Th0m@s29

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Re: R1Q2 Mac Os X and Linux
« Reply #6 on: January 16, 2015, 07:52:06 AM »
Another intelligent, useful, well thought out post. You go, girl! :bravo:


I Do My Best Brah! Just Keeping the Forums Alive and Struggling To Get Back To FRAG-PWNING!  :rocketleft:  :rocketright: On TastySpleen Vannilla Server IP, Address. 
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Offline Slayer

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Re: R1Q2 Mac Os X and Linux
« Reply #7 on: January 19, 2015, 08:09:25 PM »
Sort of. What you sent there wasn't quite an app bundle, but it looked like it had most of what you need. How are you packaging up the frameworks etc? It looks like maybe you've created an X-code project out of R1Q2? If so, that's very cool.

The X-code proj is not my own work, it was included in the source. However i'm pretty sure it was created using a much earlier version of X-code and i can't get it to build cleanly. It has been a while since i messed with this but i remember putting the required frameworks in my library/frameworks folder instead of in the bundle itself. Pretty sure the only one i didn't have to begin with was an SDL runtime framework. Pretty sure it is the same one that is inside the r1q2 bundle i attached to one of my posts.

Ill check out the IRC, thanks. I still use this as my daily client, after much switching around i found it to feel the most solid and responsive. Mouse optimization is very important to me  8)

Edit : i'm a noob when it comes to this, pretty sure I'm using prepackaged frameworks. I tried building some in X-code before but to no avail. Gotta touch up on my terminology.
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Offline r1

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Re: R1Q2 Mac Os X and Linux
« Reply #8 on: January 24, 2015, 07:29:38 PM »
Wow awesome project, I can think of a few people on Mac who would love to have some alternatives  :beer:
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Offline julian

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Re: R1Q2 Mac Os X and Linux
« Reply #9 on: February 18, 2015, 09:54:04 AM »
Hi, thanks for this, but when I click on the icon nothing happens at all..?  Any ideas?  I'm on snow leopard. Usually run Q2pro through crossover.

Peace

J
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Offline Slayer

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Re: R1Q2 Mac Os X and Linux
« Reply #10 on: March 01, 2015, 12:22:06 PM »
If you could right click on r1q2, go to show package contents, then open the contents folder and look inside the MacOS folder.
If you open the file in that folder it should give you a message in terminal. Would be cool if you could tell tell me what it says. I could help.

It seemed to run fine on my laptop with Snow Leopard installed. Maybe you are missing some frameworks that i had installed to begin with.

EDIT : you probably did this already but make sure the files are in the right places in your quake folder. r1gl/r1dqded/ref_gl.so in Q2 and gameub.so in baseq2.
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Offline kelliegator

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Re: R1Q2 Mac Os X and Linux
« Reply #11 on: March 16, 2015, 01:37:50 PM »
This is looking pretty good, but do you have any knowledge on where the configs are stored on this? Or do you just use them directly from the Quake 2 folder?
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Offline fishxz

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Re: R1Q2 Mac Os X and Linux
« Reply #12 on: March 18, 2015, 06:00:04 AM »
I compiled the latest q2pro on Ubuntu x64 with SDL2 enabled.

sdl2 fix:
- alt tabbing
- non us keyboard layouts
- copy text to console
- vsync with nvidia driver

it runs like on windows :)


https://drive.google.com/file/d/0B-ui7VSiJnnOYVJsbEpvYmZ5aDg/view?usp=sharing

installing works like on windows. exctract the quake2 from ftp://ftp.idsoftware.com/idstuff/quake2/ copy your pak0 to baseq2 and put the content of my link in the same directorys as you would do on windows.

make sure you set gl_swapinterval to 0 otherwise quake2 runs crap, but this is also known from windows.

have fun ;)
« Last Edit: March 23, 2015, 04:09:40 AM by fishxz »
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Offline QwazyWabbit

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Re: R1Q2 Mac Os X and Linux
« Reply #13 on: March 18, 2015, 07:16:12 PM »
The package Slayer is posting is r1q2ded. This is the dedicated server, not the client code. The r1gl.app might be the client but I can't get it to build on my system. It complains it can't link to the SDL.framework. It looks like the SDL framework is a 32 bit binary. Xcode on my system is defaulting to x86_64, should I be changing the scheme to 32-bit only? Changing to i386 helps but r1gl still won't link giving:

Undefined symbols for architecture i386:
  "_CL_InitCmd", referenced from:
      _CL_SendCmd in cl_input.o
  "_SCR_DrawCrosshair", referenced from:
      _V_RenderView in cl_view.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Leaving me dazed and confused.
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Offline QwazyWabbit

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Re: R1Q2 Mac Os X and Linux
« Reply #14 on: March 18, 2015, 07:29:00 PM »
OK, some small progress, I got the r1gl module to link by deleting the __inline macro call in those function definitions in the relevant sources. I'm not sure ref_gl.so needs to be built on the Mac, since it's a linux shared lib, not an OS X lib. Still somewhat dazed.
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