Difference between revisions of "Running Oolite-Mac"

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==Overview==
 
==Overview==
 
Oolite was originally developed for OS X, and as such, OS X is Oolite's home operating system. The OS X version can be considered the reference version for all other ports. It has some specific Mac OS X only support such as speech synthesis, iTunes integration and Growl integration. Joysticks are not directly supported - however, there are programs that convert joystick inputs into mouse and keyboard inputs, and these programs are reported to work well with Oolite.
 
Oolite was originally developed for OS X, and as such, OS X is Oolite's home operating system. The OS X version can be considered the reference version for all other ports. It has some specific Mac OS X only support such as speech synthesis, iTunes integration and Growl integration. Joysticks are not directly supported - however, there are programs that convert joystick inputs into mouse and keyboard inputs, and these programs are reported to work well with Oolite.
  +
<br>
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<br>
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*Dec 2020: The newest ARM CPU's and their associated OS are [https://github.com/OoliteProject/oolite/issues/360 not compatible] with Oolite any more.
   
 
==Getting and installing the game==
 
==Getting and installing the game==
You can get the game from any of three mirrors. There are two versions of the game - a PowerPC version, and a universal binary version. The latter will run on the new Core Duo Macs as well as the PowerPC Macs. To download the PowerPC version, use one of these links:
 
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You can get the most recent release of the game from [http://oolite.org/download Oolite.org].
   
* [http://www.digitalnervouswreck.com/oolite/oolite.dmg Mirror 1 - PowerPC]
 
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Installation is the standard method of dragging the Oolite folder to your Applications or Games folder.
* [http://homepage.mac.com/aegidian/download/oolite.dmg Mirror 2 - PowerPC]
 
* [http://aegidian.spymac.com/oolite.1.62.dmg Mirror 3 - PowerPC]
 
   
The Universal Binary is 200 kilobytes larger, and may be downloaded with these links:
 
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===Installing [[OXP]]s (add ons)===
  +
In the Oolite folder that you dragged from the disk image, you will find an Oolite application and an AddOns folder. Place OXPs in the AddOns folder, and they will be loaded the next time you start the game.
   
* [http://www.digitalnervouswreck.com/oolite/oolite-ub.dmg Mirror 1 - Universal binary]
 
  +
==Building Oolite from source==
* [http://homepage.mac.com/aegidian/download/oolite-ub.dmg Mirror 2 - Universal binary]
 
* [http://aegidian.spymac.com/oolite-ub.dmg Mirror 3 - Universal binary]
 
   
Universal binaries need OS X 10.4 or later on all platforms; PowerPC binaries run on Mac OS X 10.3 as well as 10.4.
 
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=== Development Environment (Xcode) ===
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The supported development environment for Oolite trunk is Xcode&nbsp;4.5 or later under Mac&nbsp;OS&nbsp;X&nbsp;10.7.4 or 10.8. At the time of writing, Xcode 4.2–4.4 are likely to work, while earlier versions such as 3.2.6 running under Mac&nbsp;OS&nbsp;X&nbsp;10.6 or later will only work after some additional changes, and are no longer supported. Xcode&nbsp;4 is available for free from the [http://itunes.apple.com/us/app/xcode/id497799835?mt=12 Mac App Store].
   
Installation is the standard method of dragging the Oolite folder to your Applications or Games folder.
 
  +
Earlier versions of Oolite, including the 1.76-maintenace branch, require Xcode&nbsp;3.2.6, even under Mac&nbsp;OS&nbsp;X&nbsp;10.7 or 10.8. For more information, see [http://wiki.alioth.net/index.php?title=Running_Oolite-Mac&oldid=28534#Building_Oolite_from_source this earlier version of this page].
   
===Notes for Core Duo users===
 
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You will also require the Subversion version control tool; an up-to-date binary is available [http://downloads.open.collab.net/binaries.html here], or in the optional Xcode command line tools package. To download the command line tools package, select Open Developer Tool→More Developer Tools… from the '''Xcode''' menu within Xcode.
Oolite V1.62 runs fine on MacBook Pro Core Duo with no known crashes or issues.
 
   
===Installing OXPs (add ons)===
 
  +
=== Getting the source ===
In the Oolite folder that you dragged from the disk image, you will find an Oolite application and an AddOns folder. Place OXPs in the AddOns folder, and they will be loaded the next time you start the game.
 
   
==Building Oolite from source==
 
  +
The source code and data files are available from [http://developer.berlios.de/projects/oolite-linux/ the oolite-linux BerliOS project]. Don't be confused by the name 'oolite-linux'; at one point there were three separate repositories for Oolite, but the Linux one was where they ended up being merged together. The SVN url for the current development line is:
   
=== Development Environment (Xcode) ===
 
  +
svn://svn.berlios.de/oolite-linux/trunk
To start, you will need the newest version of Xcode from the [http://connect.apple.com/ Apple Developer Connection]. You will need an ADC membership to obtain Xcode by download; however, the free online membership is sufficient. You will also need to ensure you have installed the Mac&nbsp;OS&nbsp;X 10.3 and Mac&nbsp;OS&nbsp;X 10.4 Universal SDKs, which are available through the Xcode Tools installer. Lastly, you will require the Subversion version control tool; an up-to-date binary is available [http://downloads.open.collab.net/binaries.html here].
 
   
=== Getting the Source ===
 
  +
Version 1.76 is:
   
The source code and data files are available from [http://developer.berlios.de/projects/oolite-linux/ the oolite-linux BerliOS project]. Don't be confused by the name 'oolite-linux'; the repo is called that because it’s where the repository moved after [[GUSTO]] was complete. The SVN url for 1.65 is:
 
  +
svn://svn.berlios.de/oolite-linux/tags/1.76
   
svn://svn.berlios.de/oolite-linux/tags/v165-final
 
  +
The 1.76.x maintenance branch is:
   
You can also get the latest work-in-progress from:
 
  +
svn://svn.berlios.de/oolite-linux/branches/1.76-maintenance
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  +
Note that the 1.76 versions require Xcode&nbsp;3.2.6 as mentioned above.
   
svn://svn.berlios.de/oolite-linux/trunk
 
   
 
To download the source with Subversion, the quickest way to do it is to open a Terminal window, and run the following command:
 
To download the source with Subversion, the quickest way to do it is to open a Terminal window, and run the following command:
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svn checkout svn://svn.berlios.de/oolite-linux/trunk
 
svn checkout svn://svn.berlios.de/oolite-linux/trunk
   
It is not possible to connect with svn+ssh unless you have a berlios shell (unix) account and are added to the project.
 
  +
If you have a BerliOS account and are a project member, you can get it with:
   
svn checkout svn+ssh://developername@svn.berlios.de/svnroot/repos/oolite-linux/trunk
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svn checkout svn+ssh://''accountname''@svn.berlios.de/svnroot/repos/oolite-linux/trunk
   
Developers should also checkout the relevant maintenance branch (assuming we are in a suitale fgolder like /sandbox/oolite/:
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Developers should also checkout the relevant maintenance branch:
   
svn checkout svn+ssh://developername@svn.berlios.de/svnroot/repos/oolite-linux/branches/version-maintenance/ ./branches/version-maintenance/
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svn checkout svn+ssh://''accountname''@svn.berlios.de/svnroot/repos/oolite-linux/branches/1.76-maintenance/
   
=== Building oolite ===
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=== Building Oolite ===
Now that you have the source, and an IDE to work in, we are ready to build the code and run.
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For a trunk build, open Oolite.xcodeproj, select the ''Oolite Debug'' or ''Oolite Test Release'' scheme from the Scheme pop-up menu, and hit Build. Dependencies will be downloaded automatically (in the deps folder inside the Oolite repository).
To build the trunk, you will need to install some additional files. First, you will need the source release of [http://libpng.org/pub/png/libpng.html libpng]. This will decompress as a folder called “lpng1223” or similar. Rename it to “libpng” and move it to deps/Cross-platforms-deps in the Oolite repository. Second, in order to build the “Deployment – Test Release” target, you will need the Smart Crash Reports SDK. This is distributed with the Smart Crash Reports installer, available from [http://smartcrashreports.com/ smartcrashreports.com]; after installing, the SDK will appear as a folder called “Smart Crash Reports SDK” on the desktop. Move this folder, without renaming it, into deps/Cocoa-deps in the Oolite repository. If you don’t want Smart Crash Reports installed, you can remove it from ~/Library/Input Managers/. These steps do not need to be repeated after updating the repository using the <code>svn update</code> command.
 
   
Additionally, in order to build and use the [[Debug OXP]] in the Development configuration, the [http://www.brockerhoff.net/src/rbs.html RBSplitView Interface Builder plug-in] must be installed.
 
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When you open the project for the first time, Xcode will generate build schemes for all the subprojects used to build Oolite. It is unlikely that you will ever need this, so it’s a good idea to hide them. Select Manage Schemes from the Product menu and uncheck the checkboxes in the Show column, except for the schemes marked Shared.
   
It should now be possible to build Oolite. The project contains three targets: Build All, Oolite and libpng-custom. The Oolite target will build the Oolite application and Spotlight indexer. The Build All target will build the Oolite target, and also the Debug.oxp subproject, and copy Debug.oxp into the AddOns folder in the build results folder. The libpng-custom target builds libpng and is automatically built by the Oolite target, so it shouldn’t need to be touched directly.
 
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==== Building earlier versions ====
  +
For instructions on building earlier versions of Oolite, see [http://wiki.alioth.net/index.php?title=Running_Oolite-Mac&oldid=28534#Building_Oolite_from_source this earlier version of this page].
   
Building the Build All target will result in the following being created in the build results folder: AddOns, Debug.oxp, libjs.a, libpng.a, Oolite.app (or OoliteDev.app for the Development configuration) and Oolite.mdimporter. AddOns contains a copy of Debug.oxp. Oolite.app contains a copy of Oolite.mdimporter, and libjs.a and libpng.a are linked into the Oolite executable. Debug.oxp, libjs.a, libpng.a and Oolite.mdimporter can thus be considered side effects of the build process. Building the Oolite target produces libjs.a, libpng.a, Oolite.app or Oolitedev.app and Oolite.mdimporter, but not AddOns and Debug.oxp.
 
  +
==== Build products ====
  +
Building any of the shared build schemes in trunk will result in the following being created in the build results folder: ''AddOns'', ''Debug.oxp'', ''include'' (with subfolders ''js'', ''ogg'', ''png'' and ''vorbis''), ''jskwgen'', ''jsoplengen'', ''libjs_for_oolite.a'', ''libnspr4_for_oolite.a'', ''libogg_for_oolite.a'', ''libpng_for_oolite.a'', ''libvorbis_for_oolite.a'', ''Oolite.app'', ''Oolite.docktileplugin'' and ''Oolite.mdimporter''. ''AddOns'' contains a copy of ''Debug.oxp''. Oolite.app contains a copy of ''Oolite.mdimporter'' and ''Oolite.docktileplugin'', and static libraries (.a files) are linked into the Oolite executable. Everything except ''Oolite.app'' and ''AddOns'' can be considered side effects of the build process.
   
[[Category:Oolite]] [[Category:Factual]]
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[[Category:Oolite]] [[Category:Factual]] [[Category:Help pages]]

Latest revision as of 23:57, 12 July 2021

Overview

Oolite was originally developed for OS X, and as such, OS X is Oolite's home operating system. The OS X version can be considered the reference version for all other ports. It has some specific Mac OS X only support such as speech synthesis, iTunes integration and Growl integration. Joysticks are not directly supported - however, there are programs that convert joystick inputs into mouse and keyboard inputs, and these programs are reported to work well with Oolite.

  • Dec 2020: The newest ARM CPU's and their associated OS are not compatible with Oolite any more.

Getting and installing the game

You can get the most recent release of the game from Oolite.org.

Installation is the standard method of dragging the Oolite folder to your Applications or Games folder.

Installing OXPs (add ons)

In the Oolite folder that you dragged from the disk image, you will find an Oolite application and an AddOns folder. Place OXPs in the AddOns folder, and they will be loaded the next time you start the game.

Building Oolite from source

Development Environment (Xcode)

The supported development environment for Oolite trunk is Xcode 4.5 or later under Mac OS X 10.7.4 or 10.8. At the time of writing, Xcode 4.2–4.4 are likely to work, while earlier versions such as 3.2.6 running under Mac OS X 10.6 or later will only work after some additional changes, and are no longer supported. Xcode 4 is available for free from the Mac App Store.

Earlier versions of Oolite, including the 1.76-maintenace branch, require Xcode 3.2.6, even under Mac OS X 10.7 or 10.8. For more information, see this earlier version of this page.

You will also require the Subversion version control tool; an up-to-date binary is available here, or in the optional Xcode command line tools package. To download the command line tools package, select Open Developer Tool→More Developer Tools… from the Xcode menu within Xcode.

Getting the source

The source code and data files are available from the oolite-linux BerliOS project. Don't be confused by the name 'oolite-linux'; at one point there were three separate repositories for Oolite, but the Linux one was where they ended up being merged together. The SVN url for the current development line is:

svn://svn.berlios.de/oolite-linux/trunk

Version 1.76 is:

svn://svn.berlios.de/oolite-linux/tags/1.76

The 1.76.x maintenance branch is:

svn://svn.berlios.de/oolite-linux/branches/1.76-maintenance

Note that the 1.76 versions require Xcode 3.2.6 as mentioned above.


To download the source with Subversion, the quickest way to do it is to open a Terminal window, and run the following command:

svn checkout svn://svn.berlios.de/oolite-linux/trunk

If you have a BerliOS account and are a project member, you can get it with:

svn checkout svn+ssh://accountname@svn.berlios.de/svnroot/repos/oolite-linux/trunk

Developers should also checkout the relevant maintenance branch:

svn checkout svn+ssh://accountname@svn.berlios.de/svnroot/repos/oolite-linux/branches/1.76-maintenance/

Building Oolite

For a trunk build, open Oolite.xcodeproj, select the Oolite – Debug or Oolite – Test Release scheme from the Scheme pop-up menu, and hit Build. Dependencies will be downloaded automatically (in the deps folder inside the Oolite repository).

When you open the project for the first time, Xcode will generate build schemes for all the subprojects used to build Oolite. It is unlikely that you will ever need this, so it’s a good idea to hide them. Select Manage Schemes from the Product menu and uncheck the checkboxes in the Show column, except for the schemes marked Shared.

Building earlier versions

For instructions on building earlier versions of Oolite, see this earlier version of this page.

Build products

Building any of the shared build schemes in trunk will result in the following being created in the build results folder: AddOns, Debug.oxp, include (with subfolders js, ogg, png and vorbis), jskwgen, jsoplengen, libjs_for_oolite.a, libnspr4_for_oolite.a, libogg_for_oolite.a, libpng_for_oolite.a, libvorbis_for_oolite.a, Oolite.app, Oolite.docktileplugin and Oolite.mdimporter. AddOns contains a copy of Debug.oxp. Oolite.app contains a copy of Oolite.mdimporter and Oolite.docktileplugin, and static libraries (.a files) are linked into the Oolite executable. Everything except Oolite.app and AddOns can be considered side effects of the build process.