The accursed Jedi Academy SDK
It seems my fix for the JKJA SDK before was no good. That'll teach me not to test these things before uploading them. Anyway, I've fixed the SDK and it's available at the same link as before.
The reason I can say that it definitely works now is because I've just built the "Open Jedi Project" mod with it and tested that it works. :-) I've got a new system in place for loading Mac .bundle DLLs created with this SDK that'll require a new version of the MP app, but it'll make using MODs on the Mac with Jedi Academy a lot smoother than it is now. Within the next week or so, I'll try to finalize a comprehensive Jedi Academy patch that includes that and a few other fixes. I'm in contact with the OJP guys about rolling in the necessary Mac changes to their archive (they're all minor) for future builds as well.
Comments
Hey, i just successfully built the OJP mod too!
Posted by: Terry | September 4, 2004 09:00 AM
Just in time for the release of the Star Wars Trilogy DVDs! ;-)
Posted by: John Hood | September 4, 2004 02:20 PM
Hey Brad, you're famous! Tuncer posted your post on img mag and pointed people back here! Better increase the post rate for your new adulate readership..
Posted by: Arthur Langereis | September 8, 2004 09:13 AM
hi all
some of the MAC users i know told me that the compilation under XCODe on MAC10.3.4 panther give with this release2 of the mac SDK a lot of warnings but succeed in compiling the code..
are all those warnings tend to make an unstable code?
Posted by: slider | September 8, 2004 03:19 PM
"some of the MAC users i know told me that the compilation under XCODe on MAC10.3.4 panther give with this release2 of the mac SDK a lot of warnings but succeed in compiling the code..
are all those warnings tend to make an unstable code?"
The warnings are all safe to ignore.
Posted by: Brad Oliver | September 9, 2004 08:20 AM
Even the one that says "Do not eat yellow snow"?
Posted by: a2daj | September 9, 2004 09:30 AM
"Even the one that says "Do not eat yellow snow"?"
Especially that one!
Posted by: Brad Oliver | September 9, 2004 04:52 PM
hi all i jsut port all the JA+ code and compile it for MAC
you can find it there
http://japlus.fragism.com/gl-bin/forum/viewtopic.php?t=954
thanks a lot Brad for your mac SDK
it was the first time i have been using a mac
this is very fine
i love it now ^^
Posted by: slider | September 10, 2004 05:32 AM
"hi all i jsut port all the JA+ code and compile it for MAC"
Excellent news, thanks Slider. I dunno if you were aware, but the MacAddict Jedi Knight clan uses JA+ running on a PC server right now. With this ported (including, I presume the server-side stuff), they now have the ability to switch to a OSX-based server and retain use of JA+. Fantastic. :-)
Posted by: Brad Oliver | September 10, 2004 12:54 PM
yes there is the server part also as weel as the plugin
i just have a question that a lot of people may have
what is a .bundle file?
is it a folder that contains data to deploy automatically dyanamic library?
the code in cgame or ui files does not seem to be totally compiled
is it a byte code?
is it also possible to build a real cgame.dll and ui.dll instead of a .bundle?
Posted by: slider | September 10, 2004 01:47 PM
"what is a .bundle file?
is it a folder that contains data to deploy automatically dyanamic library?"
It encapsulates the library along with some Mac-specific resources.
"the code in cgame or ui files does not seem to be totally compiled"
What do you mean? I see Mac code in the bundles you provided, although I haven't actually tried them out yet because I don't yet know what pk3 files are needed for the mod.
"is it also possible to build a real cgame.dll and ui.dll instead of a .bundle"
The bundle is a real DLL. it's just in Mach-O executable format instead of CFM executable format. (XCode doesn't build CFM stuff.)
Posted by: Brad Oliver | September 10, 2004 10:03 PM
i have to use codewarior to build a CFM stuff?
or another prgoramm?
to test JA+ you have to install first all package for the server part2.2Preview and for the client pluginpart1.2Preview
avaible here
http://japlus.fragism.com/
then you use this MAC patch to add the mac code library
Posted by: slider | September 11, 2004 01:30 AM
Hi there-
I am a Mac user (powerbook G4). Now it may just be my messed up computer, but when starting a JA+ server, i cannot find the jampgame.dll in the resources, when i right clicked and said show package contents. I really want to start a server for my clan, but i can't because the instructions are too hard to understand. Can someon go through it step-by-step in beginner language? I've been trying for months, and it would be great if someone could please help. thanks a lot guys
Posted by: Venetian | October 2, 2004 01:48 PM
THIS IS WHAT I SAID TO SLIDER AFTER TRYING HIS 2.2 mod for JA+ AND READING THE MAC README:
When you say: "Also, right-click on the Jedi Academy MP application and look inside the package.
In the "Resources" folder, rename (or move) jampgame.dll file that is there", I had trouble finding that file, this is what i did:
I right clicked on the jedi academy MP aplication, said enable folder actions, then I clicked show package contents (in the right click menu of that application). The problem was that when I went into the "resources" folder, I could not find the jampgame.dll file that is supposed to be there. SHOULD I JUST COPY THE "jampgame.dll" FILE FROM MY BASE (i renamed it don't worry) into the resources folder?
ALSO: I know you said "3 - if you want to start a dedicated MAC server, just add to the command line of you game app
+set dedicated 2 +set fs_game japlus +exec server.cfg", how do I get the command line of my game app?
IF SOMEONE COULD PLEASE HELP ME WITH STEP BY STEP INSTRUCTIONS THAT WOULD BE... WELL AMAZINGLY AWESOME, I WILL HELP YOU OUT IN ANYWAY I CAN IF YOU HELP ME!!! THANKS. slyphishfly
Posted by: PHISHFLY-MAC USER NEEDING HELP FOR JA+ | October 2, 2004 01:50 PM