[quake3] Re: Mac OS X
Zachary J. Slater
zakk at timedoctor.org
Wed Mar 22 18:46:45 EST 2006
Mike Davis wrote:
>
> Yes, they released a number of .app wrappers for OSX built using GCC. It
> was an update that required an original CD (Mac or Windows). The pk3
> files are not in the app wrapper but in a directory. Graeme Devine did
> the ID work.
>
> Mac developers (i.e. Aspyr) built CFM apps that ran on OS9 and OSX
> (Carbon). Jedi Knight 2, RtCW and Elite Force are examples. They chose
> to use CodeWarrior though they're using GCC (XCode) nowadays (Doom3 for
> example).
>
> ID built OSX (mach) Cocoa applications. ID have/had some NeXTSTEP
> experience with Doom 1 which I recall well. If you look at the ID Q3
> wrapper, there's a nib file in it and if you otool the binary you can
> see AppKit classes and an application delegate in use.
>
> BTW, OmniGroup did a mach version of the Q3 engine for SoF2. I'm under
> the impression they were involved with Quake 2 and Quake 3 ports in the
> past.
>
> Are we interested in supporting major mods, like JK2 and so on? I know
> the network protocols are different and I've not seen enough of the
> sources to see if there's a real difference.
>
>>
>> James
Jedi Knight 2 isn't a "mod" since it has engine changes, it won't work
unless someone reverse engineers those changes to produce a similar
thing. Even then it probably couldn't be compatible with the JK2 servers
/clients.
--
- Zachary J. Slater
zakk at timedoctor.org
zacharyslater at gmail.com
More information about the quake3
mailing list