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Re: Compile SVN in macOS?

Dominus wrote on 2021-03-16, 12:50: Ah yes, that makes it work fine here without the need for codesigning. One note though, you have to use Finder to move it, not any other file manager. Hence it is good idea to warp the app in a disk image. That should always open in a Finder window. Thanks - I …

Re: Compile SVN in macOS?

I should also add that if I can eventually get a script designed for this (not easy, given the complex structure of the wrapper) then it might be better for my purposes just to let people build their own wrapper, which avoids the transportability issues or the need to eventually pay for a full Apple …

Re: Compile SVN in macOS?

Notarization could be done but would need an extra option pointing to an entitlements.plist file (because the bundle executable (the wrapper) starts another binary (dosbox)) and following other guidelines. I've spent a bit time of getting notarization right for Dosbox and my Exult snapshots (and …

Re: Compile SVN in macOS?

Yes, I have downloads to my Desktop by default, but I unzipped and moved the app to my User folder, back to Desktop again, and it works. If macOS wants to stick quarantine flags on something there appears to be no way around that. So it is either doing this, or stripping the flags immediately with …

Re: Compile SVN in macOS?

I tried code signing the bundle on my Mojave machine, but even with a valid code signature it will fail to open if I zip it up and download it from Github onto my Big Sur machine. As mentioned above, it even fails without being zipped at all and just copied across with Air Drop. There must be an …

Re: Compile SVN in macOS?

Is anyone running Big Sur 11.2.3? I just updated today and I cannot get my wrapper to launch. If I run the dosbox binary inside the wrapper, it does launch, but double-clicking the wrapper icon will briefly show the DOSBox launch window, and then it will just quit back to the desktop - no error …

Re: Compile SVN in macOS?

I have worked out a quick and easy method to update my repository with the latest SVN source and apply all of the patches in less than 10 minutes. I just need to script it now. In the meantime, if anyone wants to test out the latest wrapper, the link is in the Read Me: https://github.com/almeath/ …

Re: Compile SVN in macOS?

The next thing I will start looking at is creating my own custom diff files for all the various patches, so that updating the SVN code base and re-patching will be a quick and easy process from now on. I am grateful that you got me off the old approach of manually patching make files! ;-) Once …

Re: Compile SVN in macOS?

HOWEVER I have not found a way to have the bundle find the glide2x.ovl inside itself. The @loader/executable way does not work for the way this is being used. It works fine however with the glide2x.ovl being in the game folder. Thanks Dominus, I have updated my source on Github to reflect this …

Re: Compile SVN in macOS?

Almost there with qemu-xtra, having installed Mesa with Homebrew*, and separately editing the window.cpp header to provide the right X11 location ( /opt/X11/include/X11 ). *I had to copy in a glu.h file from my X11 install (don't know if that's advisable or not?) It is now only failing due to this …

Re: Compile SVN in macOS?

checking for X... libraries , headers You're good, the configure scripts detected X and no additional defines were required for headers and libs. The GL definition is not part of the X. On Linux, that's from MESA, I believed. Perhaps you could try getting mesa from the homebrew, too. If the …

Re: Compile SVN in macOS?

another fix for the libglide2x.dylib loading: #elif defined(MACOSX) hdll = dlopen("@executable_path/libglide2x.dylib", RTLD_NOW); if (!hdll) hdll = dlopen("libglide2x.dylib", RTLD_NOW); #else with this it will first try to open the dylib next to the dosbox binary and if that is not working it will …

Re: Compile SVN in macOS?

Forgot to mention, the reason to keep them self contained is that you don't have to figure out which patched functionality is the culprit if it were one big patch that fails to apply. We need the recap guy from the Ant-Man movie to recap this thread ;) Ha ha, true. Yeah, I made a mistake with one …

Re: Compile SVN in macOS?

So you got each patch self contained if I understood your last sentence correctly? Make sure you keep it that way and just script applying each patch. There is a SVN command to clean it but you might as well script it to delete your SVN copy and check it out fresh. (There it comes handy to keep one …

Re: Compile SVN in macOS?

The trouble with this is that the script needs to have the same name as the bundle and the same name has to be in the info.plist, and users can't be counted on not to change the name of the bundle. But maybe it's an idea worth playing with? Thanks for that suggestion. That was in fact the same …

Re: Compile SVN in macOS?

I have a quick question .. the list of patches to my SVN fork is growing, and some of these patches required substantial modifications to work on the Mac. It will be time consuming to have to manually re-apply them when I want to update the SVN source. What is currently the easiest way to make diff …

Re: Compile SVN in macOS?

Yes, that's about all the difference there is ;) Btw, another nice side effect of changing the glide.cpp is that if you have libglide2x in the same folder as the dosbox binary, it will just work when you doubleclick dosbox in Finder ;) (If you don't have libglide in /usr/local/lib that is) I think …

Re: Compile SVN in macOS?

That's a cool solution, thanks Dominus. While both approaches achieve the same functionality with probably no difference in real world use, your solution is cleaner in that it does not rely on having two copies of SDL dylib inside the wrapper. There might be a use case where people want to compile …

Re: Compile SVN in macOS?

Hey, openglide/Glextensions.h is the common code. If you can compile it with SDL, then you should be able to do the same with X11. Perhaps SDL_opengl.h is doing something there. When you run $ ./configure --disable-sdl , did it detect support for X? You do have autotools (automake/autoconf) to run …

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