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Merge branch 'master' of https://github.com/TTimo/GtkRadiant
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commit
b992d051fb
5 changed files with 71 additions and 4 deletions
33
apple/README.md
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33
apple/README.md
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GtkRadiant for Apple OSX
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====
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This directory provides packaging steps for GtkRadiant for OSX. This document describes compiling the application on OSX as well as generating distributable bundles using the framework provided in this directory.
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Dependencies & Compilation
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----
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Compiling GtkRadiant on OSX requires [MacPorts](http://macports.org). Homebrew is not yet supported. Install the following dependencies:
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sudo port install dylibbundler gcc47 gtkglext scons
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You should then be able to compile and run GtkRadiant from the `install` directory.
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scons config=debug
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./install/radiant.bin &
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See the [GtkRadiant developers guide]() for details on build configurations and targets.
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Building GtkRadiant.app
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----
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The `Makefile` in this directory will produce a distributable .app bundle for GtkRadiant using `dylibbundler`:
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make
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make image
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You may encounter an error or two as `dylibbundler` attempts to fix up shared libraries that GtkRadiant depends on. This is because `dylibbundler` attempts to rewrite the load commands in these libraries, but not all libraries have enough space allocated for this purpose. Recompile the relevant ports with additional header space.
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For example:
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export LDFLAGS=-headerpad_max_install_names
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sudo port clean --work --archive pango
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sudo port -n upgrade --force pango
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Repeat this process for any shared libraries which `dylibbundler` complains about. As of July 2nd 2013, Pango is the only port requiring this treatment.
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@ -28,7 +28,7 @@ class Config:
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# platforms for which to assemble a setup
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self.setup_platforms = [ 'local', 'x86', 'x64', 'win32' ]
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# paks to assemble in the setup
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self.setup_packs = [ 'Q3Pack', 'UrTPack', 'ETPack', 'QLPack', 'Q2Pack', 'Q2WPack' ]
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self.setup_packs = [ 'Q3Pack', 'UrTPack', 'ETPack', 'QLPack', 'Q2Pack', 'Q2WPack', 'JAPack', 'STVEFPack' ]
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def __repr__( self ):
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return 'config: target=%s config=%s' % ( self.target_selected, self.config_selected )
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@ -388,6 +388,7 @@ class Config:
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'%s/bin/libpng14-14.dll' % GTK64_PREFIX,
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'%s/bin/libglib-2.0-0.dll' % GTK64_PREFIX,
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'%s/bin/libintl-8.dll' % GTK64_PREFIX,
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'%s/bin/zlib1.dll' % GTK64_PREFIX,
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]:
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shutil.copy( os.path.join( srcdir, x64_dll ), 'install/x64' )
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@ -382,7 +382,8 @@ void Eclass_Init(){
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if ( !strcmp( ValueForKey( g_qeglobals.d_project_entity, "gamemode" ), "sp" ) ) {
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// SP mapping, ignore mp_*.def
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char *name = (char *)pFile->data;
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if ( name[0] == 'm' && name[1] == 'p' && name[2] == '_' ) {
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if ( name[0] == 'm' && name[1] == 'p' && name[2] == '_'
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|| name[0] == 'h' && name[1] == 'm' && name[2] == '_' ) {
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Sys_Printf( "Single Player mapping mode. Ignoring '%s'\n", name );
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pFile = pFile->next;
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continue;
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@ -392,7 +393,7 @@ void Eclass_Init(){
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{
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// HM mapping, ignore sp_*.def
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char *name = (char *)pFile->data;
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if ( name[0] == 'h' && name[1] == 'm' && name[2] == '_' ) {
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if ( name[0] == 's' && name[1] == 'p' && name[2] == '_' ) {
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Sys_Printf( "HoloMatch mapping mode. Ignoring '%s'\n", name );
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pFile = pFile->next;
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continue;
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@ -3376,6 +3376,9 @@ void CGameInstall::BuildDialog() {
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case GAME_QL:
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gtk_combo_box_append_text( GTK_COMBO_BOX( combo ), _( "Quake Live" ) );
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break;
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case GAME_STVEF:
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gtk_combo_box_append_text( GTK_COMBO_BOX( combo ), _( "Star Trek - Voyager: Elite Force" ) );
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break;
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}
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iGame++;
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}
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@ -3490,6 +3493,9 @@ void CGameInstall::Run() {
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case GAME_QL:
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gameFilePath += "ql.game";
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break;
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case GAME_STVEF:
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gameFilePath += "stvef.game";
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break;
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}
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Sys_Printf( "game file: %s\n", gameFilePath.GetBuffer() );
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@ -3685,6 +3691,27 @@ void CGameInstall::Run() {
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fprintf( fg, " basegame=\"baseq3\"\n" );
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break;
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}
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case GAME_STVEF: {
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fprintf( fg, " "TOOLS_ATTRIBUTE "=\"%sinstalls/"STVEF_PACK "/game\"\n", g_strAppPath.GetBuffer() );
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fprintf( fg, " prefix=\".stvef\"\n" );
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Str source = g_strAppPath.GetBuffer();
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source += "installs/";
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source += STVEF_PACK;
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source += "/install/";
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Str dest = m_strEngine.GetBuffer();
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radCopyTree( source.GetBuffer(), dest.GetBuffer() );
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// Hardcoded fix for "missing" shaderlist in gamepack
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dest += "/base/scripts/shaderlist.txt";
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if(CheckFile(dest.GetBuffer()) != PATH_FILE) {
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source += "base/scripts/default_shaderlist.txt";
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radCopyFile(source.GetBuffer(),dest.GetBuffer());
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}
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fprintf( fg, " basegame=\"baseEF\"\n" );
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fprintf( fg, " shaderpath=\"scripts\"\n" );
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fprintf( fg, " default_scale=\"0.25\"\n" );
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fprintf( fg, " caulk_shader=\"textures/common/caulk\"\n" );
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break;
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}
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}
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fprintf( fg, "/>\n" );
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fclose( fg );
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@ -3740,6 +3767,9 @@ void CGameInstall::ScanGames() {
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if ( stricmp( dirname, QL_PACK ) == 0 ) {
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m_availGames[ iGame++ ] = GAME_QL;
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}
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if ( stricmp( dirname, STVEF_PACK ) == 0 ) {
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m_availGames[ iGame++ ] = GAME_STVEF;
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}
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}
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Sys_Printf( "No installable games found in: %s\n",
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pakPaths.GetBuffer() );
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@ -213,6 +213,7 @@ void Dump();
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#define REACTION_PACK "ReactionPack"
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#define ET_PACK "ETPack"
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#define QL_PACK "QLPack"
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#define STVEF_PACK "STVEFPack"
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class CGameInstall : public Dialog {
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public:
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@ -238,6 +239,7 @@ enum gameType_e {
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GAME_REACTION,
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GAME_ET,
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GAME_QL,
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GAME_STVEF,
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GAME_COUNT
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};
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