Difference between revisions of "Running Oolite-Mac"

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(Building Oolite: Clarification on IB plug-in installation.)
(Installing OXPs (add ons))
 
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[[File:AppleMac "Load Commander" options.png|thumb|right|500px|AppleMac "Load Commander" options]]
 
==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 was Oolite's home operating system. The OS X version used to be 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 and Gamepads|Joysticks & throttles]] can be problematic as many now come with additional programming which confuses the simple HID protocol, rendering them unintelligible - and the drivers needed to decipher these more complex signals have not been translated for the Mac.
 +
<br>
 +
<br>
 +
*Dec 2020: The newest ARM CPU's and their associated OS are [https://github.com/OoliteProject/oolite/issues/360 not fully 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.space/download Oolite.space].
  
* [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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=== Interference from the AppleMac's "Mission Control" ===
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The precision-flying ''control'' key does not work well on the modern macs -
  
* [http://www.digitalnervouswreck.com/oolite/oolite-ub.dmg Mirror 1 - Universal binary]
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Your Oolite window whizzes off to the side, is replaced by another window and you suddenly find that you are looking at something quite different (your cobra may indeed be flying much more precisely - but it's a tad difficult to ascertain this when the appropriate window has jumped into witchspace without you!)
* [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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This is because recent MacOSs combine the control key with the arrow keys to activate ‘Mission Control’ (which manages the opened windows on the computer screen).
  
Installation is the standard method of dragging the Oolite folder to your Applications or Games folder.
+
Solution:
 +
:1) You need to find the ‘Keyboard’ panel in System Preferences (3rd row down on my machine)
 +
:2) Then select the ‘shortcuts’ button on the top line of the window.
 +
:3) Choose ‘Mission Control’ in the left hand box.
 +
:4) Finally, ‘uncheck’ the relevant shortcuts (Mission Control, Application windows, move left a space, move right a space).
  
===Notes for Core Duo users===
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Things should now work as they should!
Oolite V1.62 runs fine on MacBook Pro Core Duo with no known crashes or issues.
 
  
===Installing OXPs (add ons)===
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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.
 
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.
 +
 +
Note: Unlike the Windows version of Oolite, if you have more than one Apple version (say v.1.91, v.1.90 & v.1.77) - they all share the same AddOns and ManagedAddOns folders.
 +
 +
To install add ons via the builtin Expansion Manager see also the documentation for [[AppleMac#Installing_expansions_on_Oolite_1.90_.28and_previous.29 | AppleMac]]
  
 
==Building Oolite from source==
 
==Building Oolite from source==
  
=== Development Environment (Xcode) ===  
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=== Development Environment (Xcode) ===
To start, you will need Mac&nbsp;OS&nbsp;X 10.5 or later and Xcode tools 3.1 or later 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 10.4 Universal SDK, which is 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].
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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 (2012), 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].
  
=== Getting the Source ===
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Earlier versions of Oolite, including the 1.76-maintenance 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].
  
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:
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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.
  
svn://svn.berlios.de/oolite-linux/tags/v165-final
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=== Getting the source ===
  
You can also get the latest work-in-progress from:
+
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:
  
 
  svn://svn.berlios.de/oolite-linux/trunk
 
  svn://svn.berlios.de/oolite-linux/trunk
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 +
Version 1.76 is:
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svn://svn.berlios.de/oolite-linux/tags/1.76
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 +
The 1.76.x maintenance branch is:
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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.
 +
  
 
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:
Line 44: Line 63:
 
  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.
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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 suitable folder 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 ===
 
=== Building Oolite ===
Now that you have the source, and an IDE to work in, we are ready to build the code and run.
+
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 “libpng-1.4.0” or similar. Rename it to “libpng” and move it to deps/Cross-platforms-deps in the Oolite repository. 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. (To install it, simply put it somewhere tidy and open it; Interface Builder should load and register the plug-in.) '''Important:''' due to an unfortunate change between versions, you must use the 1.1.4 version of the RBSplitView IB plug-in, ''or'' use 1.2 but change its bundle identifier from <code>net.brockerhoff.RBSplitView.IBPlugin</code> to  <code>net.brockerhoff.RB'''s'''plitView.IBPlugin</code>.
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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.
  
These steps do not need to be repeated after updating the repository using the <code>svn update</code> command.
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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].
  
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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==== 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.
  
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.
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== Links ==
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*[[AppleMac]] - page for people who are not programmers!
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*[[Terminal Utility]] - on using the AppleMac's Terminal utility
  
[[Category:Oolite]] [[Category:Factual]]
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[[Category:Oolite]] [[Category:Factual]] [[Category:Help pages]]

Latest revision as of 21:53, 5 February 2024

AppleMac "Load Commander" options

Overview

Oolite was originally developed for OS X, and as such, OS X was Oolite's home operating system. The OS X version used to be 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 & throttles can be problematic as many now come with additional programming which confuses the simple HID protocol, rendering them unintelligible - and the drivers needed to decipher these more complex signals have not been translated for the Mac.

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

Getting and installing the game

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

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

Interference from the AppleMac's "Mission Control"

The precision-flying control key does not work well on the modern macs -

Your Oolite window whizzes off to the side, is replaced by another window and you suddenly find that you are looking at something quite different (your cobra may indeed be flying much more precisely - but it's a tad difficult to ascertain this when the appropriate window has jumped into witchspace without you!)

This is because recent MacOSs combine the control key with the arrow keys to activate ‘Mission Control’ (which manages the opened windows on the computer screen).

Solution:

1) You need to find the ‘Keyboard’ panel in System Preferences (3rd row down on my machine)
2) Then select the ‘shortcuts’ button on the top line of the window.
3) Choose ‘Mission Control’ in the left hand box.
4) Finally, ‘uncheck’ the relevant shortcuts (Mission Control, Application windows, move left a space, move right a space).

Things should now work as they should!

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.

Note: Unlike the Windows version of Oolite, if you have more than one Apple version (say v.1.91, v.1.90 & v.1.77) - they all share the same AddOns and ManagedAddOns folders.

To install add ons via the builtin Expansion Manager see also the documentation for AppleMac

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 (2012), 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-maintenance 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.

Links