Merge pull request #65 from Jarvik7/OSX

OSX
This commit is contained in:
Yamagi 2015-03-29 19:14:56 +02:00
commit 06834d1fb5
5 changed files with 145 additions and 444 deletions

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@ -73,7 +73,7 @@ WITH_SYSTEMDIR:=""
# You have to make sure your libs/frameworks supports
# these architectures! To build an universal ppc-compatible
# one would add -arch ppc for example.
OSX_ARCH:=-arch x86_64
OSX_ARCH:=-arch $(shell uname -m | sed -e s/i.86/i386/)
# This will set the build options to create an MacOS .app-bundle.
# The app-bundle itself will not be created, but the runtime paths

179
README
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@ -11,9 +11,10 @@ II. The main focus is single player, the gameplay and the graphics are
unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi
Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64)
processors and operating systems. This code should run on Windows XP or later,
and on most unix-like operating systems (only FreeBSD, Linux and OpenBSD are
officially supported and tested, for other systems you'd at least have to edit
the Makefile), just type "make" or "gmake" to compile.
Mac OS X 10.6 or higher and on most unix-like operating systems
(only FreeBSD, Linux and OpenBSD are officially supported and tested, for other
systems you'd at least have to edit the Makefile), just type "make" or "gmake"
to compile.
This code is based upon Icculus Quake II, which itself is built upon id
Software's original code drop. Additional code and patches by many contributers
@ -41,22 +42,31 @@ Content of this file:
2.6 Compiling
2.7 Default Configuration
3. OGG/Vorbis playback
3.1 Setup for the original soundtrack
3.2 Setup for other music and playlists
3.3 Manual control
3.4 Console variables
3. Installation on OS X
3.1 Supported Systems
3.2 Retail Version
3.3 Demo Version
3.4 Addons
3.5 Binary Installation
3.6 Compiling
3.7 Default Configuration
4. Configuration
4.1 Video
4.2 Input
4.3 Sound
4.3.1 The classic sound system
4.3.2 The OpenAL sound system
4. OGG/Vorbis playback
4.1 Setup for the original soundtrack
4.2 Setup for other music and playlists
4.3 Manual control
4.4 Console variables
5. Bugreports
5. Configuration
5.1 Video
5.2 Input
5.3 Sound
5.3.1 The classic sound system
5.3.2 The OpenAL sound system
6. FAQ
6. Bugreports
7. FAQ
===============================================================================
@ -266,7 +276,106 @@ Now you are ready to start your brand new Quake II. Have fun.
===============================================================================
3. OGG/Vorbis playback
3. Installation on OS X
=======================
Yamagi Quake II has full support for Apple OS X. All features are
supported, including the IPv6 network code and the OpenAL sound backend.
Installation can be done by using the binary release or by compiling the source.
3.1 Supported Systems
---------------------
Yamagi Quake II should run on every Mac with Intel CPU and OS X 10.6
or higher.
3.2 Retail Version
------------------
If you own Quake II, first get the official point release to Quake II 3.20:
ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe
Use this and only this file! Unofficial pointreleases or something like
that will not work and may crash your game!
Extract the file into a new directory (we recommend quake2\) and remove
the following files and directories:
- 3.20_Changes.txt
- quake2.exe
- ref_gl.dll
- ref_soft.dll
- baseq2\gamex86.dll
- baseq2\maps.lst
- ctf\ctf2.ico
- ctf\gamex86.dll
- ctf\readme.txt
- ctf\server.cfg
- xatrix\gamex86.dll
- rogue\gamex86.dll
Now put the Quake II CD-ROM into your cd drive and copy "pak0.pak" and
the directory "video\" to the "baseq2\" directory of your installation.
3.3 Demo Version
----------------
If you haven't got Quake II, try the demo version. Get it here:
ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
Extract this file into a new directory and delete everything but
"baseq2\pak0.pak" and the "baseq2\players\" directory. No patching
is needed for the demo, in fact it would break it.
3.4 Addons
----------
Due to license issues - Yamagi Quake II is covered by the GPL and the
addons are under the id Software SDK license - the addons are
distributed separately. You can get them at http://www.yamagi.org/quake2,
both contain installation instructions. But nevertheless you'll need an
installation of the full Quake II game with our client for playing them.
The same applies to the "ctf" capture the flag addon.
3.5 Binary Installation
-----------------------
Extract the zip archive and right click on the app. Select "Show Contents",
a new finder window will open. Navigate to Contents/Resources/baseq2 and
copy the contents of the baseq2/ folder (created while preparing the game
data, see above) into it. Close the finder windows. Yamagi Quake II is
now ready.
3.6 Compiling
-------------
Compiling Yamagi Quake II from source is unnecessary as long as you will not
use the github version or want to develop on OS X. If you really want to
compile Yamagi Quake II by yourself follow these steps:
1. Make sure that you've installed XCode with the "Unix Develoment Tools".
Depending on your OS X version the name of these can be different.
2. Install dependencies using Homebrew (http://brew.sh). Once you have Homebrew
installed, run the following commands from the terminal to install dependencies:
brew install sdl2 --universal
brew install openal-soft --universal
brew install libogg --universal
brew install libvorbis --universal
brew install libjpeg --universal
3. Open a terminal and navigate to the Yamagi Quake II source code. Type
"make" to compile it. After that the binaries can be found in the release/
directory.
The binaries can be put into an app-bundle (see 3.5 Binary Installation) or
used in the classic classic unix way. An empty .App template is included in /stuff/osx.
In the latter case the game be started at the command line. Be aware that the app-bundle
support has to be deactivated in the Makefile, otherwise the game is unable to find it's
libraries!
3.7 Default Configuration
-------------------------
Quake II ships with an old and for today standards "insane" default
configuration. This is no problem since you can alter everything. To make your
life easier Yamagi Quake II contains an updated default configuration.
If you want to use it just copy "stuff\yq2.cfg" to your "baseq2\" folder.
Now you are ready to start your brand new Quake II. Have fun.
===============================================================================
4. OGG/Vorbis playback
======================
Since most modern CD-ROM and DVD drives don't have an analog audio output and
most sound codecs don't have the appropriate input header, it's not possible to
@ -274,7 +383,7 @@ use CD audio as background music on such systems. With SDL 2.0 CD audio is
unsupported Therefore OGG/Vorbis music support has been added to Yamagi Quake
II.
3.1 Setup for the original soundtrack:
4.1 Setup for the original soundtrack:
--------------------------------------
Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
rip the audiotracks into OGG/Vorbis files. These files must be named after their
@ -287,7 +396,7 @@ Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
and set "OGG music" to enabled. "CD music" will be automaticly disabled.
Quake II will now play the OGG/Vorbis files instead of the Audio-CD.
3.2 Setup for other music and playlists:
4.2 Setup for other music and playlists:
----------------------------------------
You can put any OGG/Vorbis files into "baseq2/music/" or "your_mod/music/".
If shuffle is enabled, Quake II will shuffle through all files, otherwise it
@ -295,7 +404,7 @@ will loop through the track associated with the map.
A playlist is also supported. Just put the filenames into music/playlist
(a plain text file) and start the game.
3.3 Manual control:
4.3 Manual control:
-------------------
For manual control of ogg playback the following console commands are available:
@ -328,7 +437,7 @@ For manual control of ogg playback the following console commands are available:
- ogg_status
Display status ("playing a file", "paused", "stopped", etc).
3.4 Console variables:
4.4 Console variables:
----------------------
- ogg_enable {0 | 1}
Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
@ -352,13 +461,13 @@ For manual control of ogg playback the following console commands are available:
===============================================================================
4. Configuration
5. Configuration
================
While configuring Quake II is straight forward some rough edges can arise.
Before reporting bugs or mailing us please read this section all the hints
covered in it!
4.1 Video
5.1 Video
---------
For most people the options in the "Video" menu are sufficent. But there
are some things that can and in some cases must be tuned via cvars. Here
@ -442,7 +551,7 @@ the most common questions are answered.
calculates a more or less optimal scaling factor, matching the artwork size
at a resolution of 640x480.
4.2 Input
5.2 Input
---------
Quake II had a rather simple input system, even back in 1997. It just mapped
Windows 95 mouse directly on movements. That was a very acurate way to do it,
@ -472,7 +581,7 @@ There are some cvar to adjust:
impossible to add modern acceleration to Quake II since most of the needed data
isn't available to the input backend.
4.3 Sound
5.3 Sound
---------
Quake II featured one of the best sound systems of it's time (for example it had
support for realtime calculated stereo effects) but sadly it was totaly broken.
@ -485,7 +594,7 @@ scratch. This should solve most if not all problems. Yamagi Quake II 4.20
featured an optional OpenAL sound system, enabling better stereo calculations
and even surround support.
4.3.1 The classic sound system
5.3.1 The classic sound system
------------------------------
This is the original sound implementation, as used in the first release of Quake
II in 1997. It featured stereo calculations for most samples. It's disabled by
@ -515,13 +624,13 @@ default and can be reenabled by setting "s_openal" to "0", followed by
card 0
}
4.3.2 The OpenAL sound system
5.3.2 The OpenAL sound system
-----------------------------
This is a sound system based upon the popular OpenAL audio library. It features
sand urround playback which gives a huge improvement in sound quality and
gameplay experience. It's enabled by default, but can be disabled by setting
"s_openal" to "0", followed by a "snd_restart". To work correctly it's in the
need of a correctly configured OpenAL implementation! On Windows the default
surround playback which gives a huge improvement in sound quality and gameplay
experience. It's enabled by default, but can be disabled by setting "s_openal"
to "0", followed by a "snd_restart". To work correctly it's in the need of a
correctly configured OpenAL implementation! On OS X and Windows the default
configuration is okay. On FreeBSD, Linux and OpenBSD OpenAL is configured in the
file ~/.alsoftrc (for the openal-soft implementation, other implementations may
vary). The most important options (tested with OpenAL Soft 1.14) are:
@ -550,7 +659,7 @@ is a limited dynamic range!
===============================================================================
5. Bugreports
6. Bugreports
=============
Something is not working as expected? An elevator is broken? An enemy doesn't
move? Or the whole game is just crashing? Just open a new github issue at
@ -589,7 +698,7 @@ Valgrind reports many, many memory leaks!
===============================================================================
6. FAQ
7. FAQ
======
How do I open the console?
@ -669,14 +778,14 @@ Can I connect to an IPv6 server?
./q2ded +set ip "[2001:db8::1]"
Where can I find the configuartion file?
- It's located at ~/.yq2/game/config.cfg (FreeBSD, Linux and OpenBSD) or
- It's located at ~/.yq2/game/config.cfg (FreeBSD, Linux, OpenBSD and OS X) or
...\Documents\YamagiQ2\game\config.cfg (Windows). Replace "game" by the mod
name, e.g. "baseq2/" for the main game.
My mod crashes at startup.
- This is known problem of some mods. A workaround is to create the working
directory by hand:
mkdir -p ~/.yq2/$moddir (FreeBSD, Linux, OpenBSD)
mkdir -p ~/.yq2/$moddir (FreeBSD, Linux, OpenBSD and OS X)
...\Documents\YamagiQ2\$moddir (Windows)
Only parts of the maps are rendered!

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@ -1,11 +0,0 @@
/* SDLMain.m - main entry point for our Cocoa-ized SDL app
Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
Non-NIB-Code & other changes: Max Horn <max@quendi.de>
Feel free to customize this file to suit your needs
*/
#import <Cocoa/Cocoa.h>
@interface SDLMain : NSObject
@end

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@ -1,397 +0,0 @@
/* SDLMain.m - main entry point for our Cocoa-ized SDL app
Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
Non-NIB-Code & other changes: Max Horn <max@quendi.de>
Feel free to customize this file to suit your needs
*/
#import <SDL/SDL.h>
#import "SDLMain.h"
#import <sys/param.h> /* for MAXPATHLEN */
#import <unistd.h>
//#import <iostream>
/* For some reaon, Apple removed setAppleMenu from the headers in 10.4,
but the method still is there and works. To avoid warnings, we declare
it ourselves here. */
@interface NSApplication(SDL_Missing_Methods)
- (void)setAppleMenu:(NSMenu *)menu;
@end
/* Use this flag to determine whether we use SDLMain.nib or not */
#define SDL_USE_NIB_FILE 0
/* Use this flag to determine whether we use CPS (docking) or not */
#define SDL_USE_CPS 1
#ifdef SDL_USE_CPS
/* Portions of CPS.h */
typedef struct CPSProcessSerNum
{
UInt32 lo;
UInt32 hi;
} CPSProcessSerNum;
extern OSErr CPSGetCurrentProcess( CPSProcessSerNum *psn);
extern OSErr CPSEnableForegroundOperation( CPSProcessSerNum *psn, UInt32 _arg2, UInt32 _arg3, UInt32 _arg4, UInt32 _arg5);
extern OSErr CPSSetFrontProcess( CPSProcessSerNum *psn);
#endif /* SDL_USE_CPS */
static int gArgc;
static char **gArgv;
static BOOL gFinderLaunch;
static BOOL gCalledAppMainline = FALSE;
static NSString *getApplicationName(void)
{
NSDictionary *dict;
NSString *appName = 0;
/* Determine the application name */
dict = (NSDictionary *)CFBundleGetInfoDictionary(CFBundleGetMainBundle());
if (dict)
appName = [dict objectForKey: @"CFBundleName"];
if (![appName length])
appName = [[NSProcessInfo processInfo] processName];
return appName;
}
#if SDL_USE_NIB_FILE
/* A helper category for NSString */
@interface NSString (ReplaceSubString)
- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString;
@end
#endif
@interface SDLApplication : NSApplication
@end
@implementation SDLApplication
/* Invoked from the Quit menu item */
- (void)terminate:(id)sender
{
/* Post a SDL_QUIT event */
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
@end
/* The main class of the application, the application's delegate */
@implementation SDLMain
/* Set the working directory to the .app's parent directory */
- (void) setupWorkingDirectory:(BOOL)shouldChdir
{
printf("setting up working dir\n");
if (shouldChdir)
{
printf("chdir...\n");
#if defined(USE_APP_RESOURCES)
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
char path[MAXPATHLEN];
if (CFURLGetFileSystemRepresentation(resourcesURL, true, (UInt8 *)path, MAXPATHLEN)) {
assert ( chdir (path) == 0 ); /* chdir to the Resources directory of app */
}
printf("Path: %s\n", path);
CFRelease(resourcesURL);
#else
char parentdir[MAXPATHLEN];
CFURLRef url = CFBundleCopyBundleURL(CFBundleGetMainBundle());
CFURLRef url2 = CFURLCreateCopyDeletingLastPathComponent(0, url);
if (CFURLGetFileSystemRepresentation(url2, true, (UInt8 *)parentdir, MAXPATHLEN)) {
assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */
}
CFRelease(url);
CFRelease(url2);
#endif
}
}
#if SDL_USE_NIB_FILE
/* Fix menu to contain the real app name instead of "SDL App" */
- (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName
{
NSRange aRange;
NSEnumerator *enumerator;
NSMenuItem *menuItem;
aRange = [[aMenu title] rangeOfString:@"SDL App"];
if (aRange.length != 0)
[aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]];
enumerator = [[aMenu itemArray] objectEnumerator];
while ((menuItem = [enumerator nextObject]))
{
aRange = [[menuItem title] rangeOfString:@"SDL App"];
if (aRange.length != 0)
[menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]];
if ([menuItem hasSubmenu])
[self fixMenu:[menuItem submenu] withAppName:appName];
}
[ aMenu sizeToFit ];
}
#else
static void setApplicationMenu(void)
{
/* warning: this code is very odd */
NSMenu *appleMenu;
NSMenuItem *menuItem;
NSString *title;
NSString *appName;
appName = getApplicationName();
appleMenu = [[NSMenu alloc] initWithTitle:@""];
/* Add menu items */
title = [@"About " stringByAppendingString:appName];
[appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""];
[appleMenu addItem:[NSMenuItem separatorItem]];
title = [@"Hide " stringByAppendingString:appName];
[appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"];
menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"];
[menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask|NSCommandKeyMask)];
[appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""];
[appleMenu addItem:[NSMenuItem separatorItem]];
title = [@"Quit " stringByAppendingString:appName];
[appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"];
/* Put menu into the menubar */
menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""];
[menuItem setSubmenu:appleMenu];
[[NSApp mainMenu] addItem:menuItem];
/* Tell the application object that this is now the application menu */
[NSApp setAppleMenu:appleMenu];
/* Finally give up our references to the objects */
[appleMenu release];
[menuItem release];
}
/* Create a window menu */
static void setupWindowMenu(void)
{
NSMenu *windowMenu;
NSMenuItem *windowMenuItem;
NSMenuItem *menuItem;
windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
/* "Minimize" item */
menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"];
[windowMenu addItem:menuItem];
[menuItem release];
/* Put menu into the menubar */
windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""];
[windowMenuItem setSubmenu:windowMenu];
[[NSApp mainMenu] addItem:windowMenuItem];
/* Tell the application object that this is now the window menu */
[NSApp setWindowsMenu:windowMenu];
/* Finally give up our references to the objects */
[windowMenu release];
[windowMenuItem release];
}
/* Replacement for NSApplicationMain */
static void CustomApplicationMain (int argc, char **argv)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
SDLMain *sdlMain;
/* Ensure the application object is initialised */
[SDLApplication sharedApplication];
#ifdef SDL_USE_CPS
{
CPSProcessSerNum PSN;
/* Tell the dock about us */
if (!CPSGetCurrentProcess(&PSN))
if (!CPSEnableForegroundOperation(&PSN,0x03,0x3C,0x2C,0x1103))
if (!CPSSetFrontProcess(&PSN))
[SDLApplication sharedApplication];
}
#endif /* SDL_USE_CPS */
/* Set up the menubar */
[NSApp setMainMenu:[[NSMenu alloc] init]];
setApplicationMenu();
setupWindowMenu();
/* Create SDLMain and make it the app delegate */
sdlMain = [[SDLMain alloc] init];
[NSApp setDelegate:sdlMain];
/* Start the main event loop */
[NSApp run];
[sdlMain release];
[pool release];
}
#endif
/*
* Catch document open requests...this lets us notice files when the app
* was launched by double-clicking a document, or when a document was
* dragged/dropped on the app's icon. You need to have a
* CFBundleDocumentsType section in your Info.plist to get this message,
* apparently.
*
* Files are added to gArgv, so to the app, they'll look like command line
* arguments. Previously, apps launched from the finder had nothing but
* an argv[0].
*
* This message may be received multiple times to open several docs on launch.
*
* This message is ignored once the app's mainline has been called.
*/
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
const char *temparg;
size_t arglen;
char *arg;
char **newargv;
if (!gFinderLaunch) /* MacOS is passing command line args. */
return FALSE;
if (gCalledAppMainline) /* app has started, ignore this document. */
return FALSE;
temparg = [filename UTF8String];
arglen = SDL_strlen(temparg) + 1;
arg = (char *) SDL_malloc(arglen);
if (arg == NULL)
return FALSE;
newargv = (char **) realloc(gArgv, sizeof (char *) * (gArgc + 2));
if (newargv == NULL)
{
SDL_free(arg);
return FALSE;
}
gArgv = newargv;
SDL_strlcpy(arg, temparg, arglen);
gArgv[gArgc++] = arg;
gArgv[gArgc] = NULL;
return TRUE;
}
/* Called when the internal event loop has just started running */
- (void) applicationDidFinishLaunching: (NSNotification *) note
{
int status;
/* Set the working directory to the .app's parent directory */
[self setupWorkingDirectory:gFinderLaunch];
#if SDL_USE_NIB_FILE
/* Set the main menu to contain the real app name instead of "SDL App" */
[self fixMenu:[NSApp mainMenu] withAppName:getApplicationName()];
#endif
/* Hand off to main application code */
gCalledAppMainline = TRUE;
status = SDL_main (gArgc, gArgv);
/* We're done, thank you for playing */
exit(status);
}
@end
@implementation NSString (ReplaceSubString)
- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString
{
unsigned int bufferSize;
unsigned int selfLen = [self length];
unsigned int aStringLen = [aString length];
unichar *buffer;
NSRange localRange;
NSString *result;
bufferSize = selfLen + aStringLen - aRange.length;
buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar));
/* Get first part into buffer */
localRange.location = 0;
localRange.length = aRange.location;
[self getCharacters:buffer range:localRange];
/* Get middle part into buffer */
localRange.location = 0;
localRange.length = aStringLen;
[aString getCharacters:(buffer+aRange.location) range:localRange];
/* Get last part into buffer */
localRange.location = aRange.location + aRange.length;
localRange.length = selfLen - localRange.location;
[self getCharacters:(buffer+aRange.location+aStringLen) range:localRange];
/* Build output string */
result = [NSString stringWithCharacters:buffer length:bufferSize];
NSDeallocateMemoryPages(buffer, bufferSize);
return result;
}
@end
#ifdef main
# undef main
#endif
/* Main entry point to executable - should *not* be SDL_main! */
int main (int argc, char **argv)
{
/* Copy the arguments into a global variable */
/* This is passed if we are launched by double-clicking */
if ( argc >= 2 && strncmp (argv[1], "-psn", 4) == 0 ) {
gArgv = (char **) SDL_malloc(sizeof (char *) * 2);
gArgv[0] = argv[0];
gArgv[1] = NULL;
gArgc = 1;
gFinderLaunch = YES;
} else {
int i;
gArgc = argc;
gArgv = (char **) SDL_malloc(sizeof (char *) * (argc+1));
for (i = 0; i <= argc; i++)
gArgv[i] = argv[i];
gFinderLaunch = NO;
}
#if SDL_USE_NIB_FILE
[SDLApplication poseAsClass:[NSApplication class]];
NSApplicationMain (argc, argv);
#else
CustomApplicationMain (argc, argv);
#endif
return 0;
}

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