[quake3] Mac OS X

Joe jholt at mac.com
Sun May 21 09:06:41 EDT 2006


If you're interested in a non-SDL code base that's quite a bit  
cleaner than the id-released code, you can anon svn my version:

svn co http://svn.bennington.edu/svn/quake3

It builds and runs on Windows XP (Visual Studio) and Mac OS X (Xcode  
2.2) PPC and Intel. It was used in a CS class I taught this Spring  
where we intentionally wanted to start with the pure id sources and  
clean and hack from there (e.g., we wanted to see how the Mac and  
Windows-specific code worked). The coolest fix is that we got it  
working on Intel Macs. We're not likely to do any more work on it,  
but I'm leaving the repository up for reference.

As Thilo says, the icculus development is all about SDL, so don't go  
messing with that.

Joe

On May 21, 2006, at 1:53 AM, Dietrich Epp wrote:

> I'd like to try to clean up the Mac OS X code.  These are the first  
> issues that came to mind, in order.
>
> - Quake 3 no longer searches its own directory for data.
> - Error messages only go to the console.
> - Widescreen displays' native resolutions are not supported.
> - The graphics are simply broken.
>
> Are there other Mac OS X coders?  Might I step on someone's toes if  
> I start submitting patches? Here's how I would clean up Mac OS X  
> support:
>
> - I would create a code/macosx directory with an Xcode project.
> - I would ditch SDL.  Honestly, it breaks user interface  
> expectations on Mac OS X.
> - I would make the code much like Quake and Quake II from http:// 
> fruitz-of-dojo.de/.  Those ports really behave the way you'd expect  
> a Mac OS X game to behave.
>
> Unfortunately, I don't know how much time I'll be able to spend on  
> this, and I'm kind of flaky.
>
> --Dietrich




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