Going back to the academy
I had someone ask me the other day about a Jedi Academy SDK for the Mac. We didn't include one on the CD because we were on a real tight schedule, but I took a few hours this evening to whip one up. You can grab the Mac SDK here.
It builds .bundle DLLs and requires XCode. Some rudimentary instructions are in the archive. The one gotcha is that Jedi Academy MP looks for the .bundle file last of all, so you have to make sure any existing DLLs (e.g. ui.dll) are renamed or removed. The release DLLs can be found in the "base" folder and/or the Resources directory of the Jedi Academy MP application package itself, depending on which Mac version you are using.
The response to previous Mac Quake 3 SDKs has been underwhelming to put it lightly, but maybe the one or two people who are interested will care. :-)
Comments
Powerful Jedi are you! : )
Posted by: John Hood | June 3, 2004 02:39 AM
uh.. what Quake 3 SDK? The only one I've ever been able to find is the Win32 release. I would have loved to do my Q3 modding on MacOS X.
Posted by: RiscIt | June 3, 2004 07:26 AM
There's a JK2 SDK on the JK2 CD, the Jedi Academy one is linked above, the Elite Force SDK is on Aspyr's FTP and the Wolfenstein SDK is around somewhere too. You can extrapolate all the others from those without much effort.
Posted by: Brad Oliver | June 3, 2004 10:12 AM
Awesome! Thanks for the Mac SDK, I've been having people ask about Mac ports for some time.
Please let jediknight.net know about the news so they can post it on their website.
Posted by: Razor Ace | June 3, 2004 12:00 PM
how i open this file?
can i compile this code on windows or linux OS and build code for MAC?
what programm is required to compile the code for mac?
Posted by: slider | June 3, 2004 01:44 PM
"what programm is required to compile the code for mac?"
Xcode
Posted by: Brad Oliver | June 3, 2004 02:58 PM
yes i saw it reading your files
but my problem is that Xcod is only for MAC user
i don't have MAC, but i would like to compile my JA+ MOd for MAC using compiler running on windows or linux
is it possible?
Posted by: slider | June 4, 2004 03:07 AM
yes but is is possible to compile this MAC sdk using a compuiler that run on windows or linux
because i don't have MAC...
Posted by: slider | June 4, 2004 03:12 AM
yes but is is possible to compile this MAC sdk using a compuiler that run on windows or linux
because i don't have MAC...
Posted by: slide r | June 4, 2004 03:13 AM
"yes but is is possible to compile this MAC sdk using a compuiler that run on windows or linux"
No, the Mac SDK is Mac-only as far as I know. You'd need a PPC cross-compiler for x86 at the very minimum.
Posted by: Brad Oliver | June 4, 2004 03:56 AM
is it possible to compile this SDK for MAC OS with a compiler that run on windows or linux?
because i don't have mac
Posted by: slider | June 4, 2004 04:14 AM
oops sorry i couldn't see my posts
so i reposted several times
and now i see all
sorry
Posted by: slider | June 4, 2004 04:15 AM
what is a PPC cross compiler?
Posted by: slider | June 4, 2004 04:17 AM
A cross compiler is a compiler that runs on one machine, but generates code that runs on a completely different type of machine. For example, I believe Codewarrior used to let you compile a C++ program for Windows on a Mac, and vice versa. But: just being able to compile for the other platform isn't necessarily enough; all the libraries the code uses must be available for compiling with.
I think a simpler approach might be to find a Mac developer to help you. I'm guessing that the Mac Jedi Academy SDK is similar programming-wise to Windows Jedi Academy SDK. If so, it would be easier to have a Mac developer port your PC-developed mod. I'm just guessing though.
Posted by: Matt Diamond | June 4, 2004 10:22 AM
is it possible to emulate a MAX OS X on a virtual environement from my PC and install XCODE on this virtual computer mAC and then compile this SDK for mac?
Posted by: slider | June 4, 2004 03:14 PM
Not really. I believe there was a product recently announced to do just this, but it's by no means done and it runs incredibly slowly, basically unusable. And you'd still have to buy a copy of OS X 10.3... You'd be far better off buying a used or refurbished Mac to compile on.
Again, if all you want is the SDK and you have a PC, use the PC SDK. Either get a Mac developer to help port the mod, or buy a cheap Mac. Just my opinion.
Posted by: Matt Diamond | June 4, 2004 03:49 PM
What Matt said. If you want your mod on the Mac, I'd be happy to port it over for you. If Lucas and Raven can trust me with the source code to the entire game, then I can't imagine there would be any issues with 3rd party mods. :-)
Posted by: Brad Oliver | June 4, 2004 08:12 PM
What do you do with the .bundle file that is created when you build the mod in xcode? How do you make it so you can distribute it like a pk3 or something like that so you can use it without moving all of your dlls.
Posted by: Terry | June 28, 2004 10:57 AM
Finally, something for Mac that all the PC users are lusting after. No one would help out Mac with JKII, it's nice to see this for JK3.
Macs are a dominant computer anyway.
Thanks for the contribution!
Posted by: The Laughing Man | July 7, 2004 07:31 PM
Brad, that would be awesome if you could port Slider's JA+ Mod. There are quite a few issues, particularly with the client-side plugin, that don't allow mac users to access half mod's features.
I would try to port it myself, but I've never really used Xcode and you could probably do it with one hand tied behind your back. Anyway, if you'll do it, thanks so very much. But if you're too busy, I'll just have to try to learn how to use Xcode.
Posted by: BRI | July 8, 2004 05:25 AM
I don't know if this is a bug or not, or just an issue with the code not working on a mac, but when I compile the cgame bundle and try to test it it freezes. Building the ui or jampgame bundles do not do this, they work fine. Don't know if this can be fixed.
Posted by: Terry | July 10, 2004 06:45 AM
Wahoo! Wahoo! well done! Yay! Mac SDK! Hooray! Yay! Mac rules! You da man! Yay! Go Mr. Brad Oliver, sir!
Posted by: Farhan Mannan | July 16, 2004 01:24 PM
I see now, the Forcemod 3 team was trying to us ethis sdk on a PC, and thus thought it had bugs :/
It's one of the best mods out there, if you could help them too, that'd be great, I'll give them the link to this site.
Posted by: Adam | August 6, 2004 10:58 AM
Hey Brad, I'm the author of a mod called ForceMod III - I was wondering what is involved in porting code to the Mac. Can it simply be done by compiling existing code with XCode on a Mac? I heard there was a problem with the 3rd person view crashing the Mac SDK, which is why I haven't attempted a port yet.
I've had many requests for a Mac version, and if there's any way a stable release candidate can be built, please contact me at ibidetalitis (at) yahoo.
Thanks for your consideration.
Posted by: Azymn | August 6, 2004 03:57 PM
hi,
i saw that there were patch for mac academy version that solve some stability issue
i think this mac sdk does not take in consideration the new patch right?
Posted by: slider | August 10, 2004 09:14 AM
"i saw that there were patch for mac academy version that solve some stability issue
i think this mac sdk does not take in consideration the new patch right?"
The SDK was released long after that patch. What's more, the SDK is just an open-source means of building the shared libraries, which weren't affected by the patch.
Posted by: Brad Oliver | August 10, 2004 11:32 AM
If you could help Azymn that'd be great, his Forcemod III drastically improves the multi-player experience, and us mac users would like it too.
Posted by: Adam | August 17, 2004 03:40 PM
OK, thanks to =X=Master HeX, maker of Xmod, there's a solution:
1) Open cg_view.c
2)find "static void CG_UpdateThirdPersonTargetDamp(void)"
3)and add above it
#if MAC_PORT
float Q_powf ( float x, int y );
#else
float powf ( float x, int y );
#endif
so that you have:
#if MAC_PORT
float Q_powf ( float x, int y );
#else
float powf ( float x, int y );
#endif
// This is called every frame.
static void CG_UpdateThirdPersonTargetDamp(void)
{
Posted by: redsaurus | August 23, 2004 06:22 AM
The fix works!! Yeah!! Thanks redsaurus (and =X=Master HeX)
Posted by: Terry | August 23, 2004 06:27 AM
You can now get the fixed cg_view.c at pcgamemods.com - http://www.pcgamemods.com/6923/
Posted by: redsaurus | August 24, 2004 02:11 AM
http://www.pcgamemods.com/6946
correct link
Posted by: redsaurus | August 24, 2004 11:18 AM
Wow, good catch. I just finished up with KOTOR, so I'll take a look at this now. At first glance, it seems like you need to do a more global approach for the DLLs (e.g. something like #define powf Q_powf) but I'll investigate a little closer.
Are you by chance running 10.2 instead of 10.3?
Posted by: Brad Oliver | August 24, 2004 12:14 PM
I'm running 10.3
Posted by: redsaurus | August 24, 2004 12:39 PM
I'm on my Mac right now - I only have 10.2, XCode is for 10.3 only, right?
Posted by: Wudan | August 27, 2004 06:49 PM
It should work with ProjectBuilder fine - I used it with that for a while.
Posted by: redsaurus | August 28, 2004 01:18 AM
Hey Brad, I saw your post on the freepository forums. Did you ever figure out how to access the CVS Repository? I've been trying and wanted to know if you found out how.
Posted by: Terry | September 2, 2004 01:16 PM
Never mind I figured it out.( I used eclipse )
Posted by: Terry | September 2, 2004 04:55 PM
For those of us who do not code, is there anyone planning on creating a site for converted JA mods for mac?
Also, is there anyone converting the JA+ clientplugin for the mac?
Posted by: Halley Hupp | September 3, 2004 04:56 PM
Anybody looking for JA+ for Mac, follow this link and vote...
http://japlus.fragism.com/gl-bin/forum/viewtopic.php?t=926
...You have to register before you can vote.
Posted by: BRI | September 3, 2004 06:41 PM
"For those of us who do not code, is there anyone planning on creating a site for converted JA mods for mac?"
Yes - should be up reasonably soon
Posted by: redsaurus | September 4, 2004 06:10 AM
Yippee! SDK for Mac finally!
Posted by: The One and Only | February 9, 2005 08:15 AM