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|-+  The Ur-Quan Masters Re-Release
| |-+  Technical Issues (Moderator: Death 999)
| | |-+  Problems compiling on Mac OS 10.13.3
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Author Topic: Problems compiling on Mac OS 10.13.3  (Read 1098 times)
CelticMinstrel
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Re: Problems compiling on Mac OS 10.13.3
« Reply #15 on: August 23, 2018, 05:22:00 am »

To add a framework search directory, try:
Code:
-F/Library/Frameworks/

Like -framework, it probably needs to be in both LDFLAGS and CFLAGS.
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Kanhef
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Re: Problems compiling on Mac OS 10.13.3
« Reply #16 on: August 25, 2018, 02:05:22 am »

So I finally managed to get the install to function by bypassing the framework-finding code and just hardcoding the locations of the frameworks into the script. Then had to fix some of the framework directory structures. App opens, but I get an unresponsive black window. Console is filled with
CGBitmapContextInfoCreate: CGColorSpace does't support output
CGContextDrawImage: invalid context 0x0.


At this point, it feels like it would be easier to set up a Linux or Windows VM and do everything there.
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Serosis
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Re: Problems compiling on Mac OS 10.13.3
« Reply #17 on: August 25, 2018, 10:12:22 am »

If you don't mind my asking but what exactly are you going for?

Also, as another test, try out the UQM-MegaMod and see if that compiles and installs for you: https://github.com/Serosis/UQM-MegaMod

I did a lot of work on it to get it to compile in OS X cleanly so you could possibly port the changes into Vanilla UQM.
« Last Edit: August 25, 2018, 10:16:38 am by Serosis » Logged

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Kanhef
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Re: Problems compiling on Mac OS 10.13.3
« Reply #18 on: August 28, 2018, 12:40:12 am »

Getting some of the same problems when trying to compile MegaMod 0.8.0 rev7; not sure if it's my computer in particular or 10.13 in general.

Hadn't really looked at MegaMod before, but it seems to include most of the changes I was trying to make, so I suppose I don't really need to build from source at this point. There's one new feature I'd like to see, but I'll request that in the appropriate thread.
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Death 999
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Re: Problems compiling on Mac OS 10.13.3
« Reply #19 on: March 06, 2019, 11:48:23 pm »

I wonder what it would take to apply your mac-building magic to the balance mod. I'd like to actually be able to try that out some time…

Well, I have windows machines available. But it'd still be nice.
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