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Experimental TDM 2.01 for mac available


FezMonkey
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I'm releasing my all-in-one experimental TDM 2.01 for the mac today. You'll need a ready-to-go "darkmod" folder and my app and then you should be good to go. Please read the notes below.

 

TheDarkMod.zip

 

Right click the downloaded app and select "Show package contents". Drag your darkmod folder into Contents/Resources, like the attached picture.

 

TDMSetup.png

 

After that, just close that window and double click.

 

Notes, notes, and more notes:

 

It doesn't do full screen. If you set full screen and restart it won't work anymore. You can manually reset it but I don't remember at the moment how to do that.

 

It will modify the app bundle itself as you download missions and save games. I've since decided this was a bad idea and my next version won't do that.

 

Source code is here:

 

https://bitbucket.org/chairface/thedarkmod

 

I made more changes to the portable code than was necessary so I don't think folding my changes back into the build is a good idea.

 

I needed to rebuild the boost libraries so I pulled down boost and did so. Unfortunately, I pulled down 1.55; TDM is based on 1.51. 1.55 doesn't build right with clang so I had to hand patch it. Long story short, my next attempt is based on 1.51 and is less crazy. Also, you probably won't be able to build my code as you'll need the patched boost.

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I get this when I open this forum page I'm posting on now, with your link on it... so open at your own risk.

 

www.manic.org has been tagged as a malicious domain.

 

mhluNqW.jpg

Edited by Lux
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Redface can you run it from the command line and see what it spits out? It's targeted for 10.7 or later, x86 only, 32 bit but I don't think 10.8 even runs on PPCs so that's probably not the problem.

 

cd into the TheDarkMod.app/Contents/MacOS and just run ./TheDarkMod.

 

If you are worried about viruses (always wise), the md5 for the zip file is:

 

MD5 (TheDarkMod.zip) = d2b2aaec0be6bd8eed9548ad7e0877d5

 

I checked my local zip and the one on the server and they match.

 

I did just run it through VirusBarrier Express and it didn't find any problems so I don't think I'm infected with anything.

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Same result. Seems to be a problem with OpenGL. Never had this problem before with version 2.00 for OSX.

 

I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1214 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
WARNING:Couldn't load image: guis/assets/splash/launch
Couldn't open journal files
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
Unknown command 'use'
Unknown command 'console'
Unknown command 'next'
Unknown command 'prev'
Unknown command 'previous'
Unknown command 'next'
Unknown command 'crouch'
Unknown command 'Lean'
Unknown command 'lean'
Unknown command 'Readables'
Unknown command 'spyglass'
Unknown command 'compass'
Unknown command 'lantern'
Unknown command 'maps'
Unknown command 'objectives'
Unknown command 'keys'
Unknown command 'lockpicks'
Unknown command 'lean'
Unknown command 'Inventory'
Unknown command 'Mantle'
Unknown command 'creep'
Unknown command 'frob'
Unknown command 'inventory'
execing Darkmod.cfg
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1214 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Initializing OpenGL subsystem
 fullscreen: yes
2560 1440 Fullscreen
Releasing displays
CGLSetFullScreen -> 10012 (invalid fullscreen drawable)
GLimp_SetMode: window could not be created!
WARNING:Could not initialize OpenGL
Initializing OpenGL subsystem
 fullscreen: yes
640 480 Fullscreen
Releasing displays
CGLSetFullScreen -> 10012 (invalid fullscreen drawable)
GLimp_SetMode: window could not be created!
WARNING:Could not initialize OpenGL
idRenderSystem::Shutdown()
----- Shutting down GL -----
FIXME: Sys_FadeScreen
FIXME: Sys_UnfadeScreens
----- Done shutting down GL -----
I18NLocal: Shutdown.
Sys_Error: Unable to initialize OpenGL
About to exit with code 1

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Thanks for the build, FezMonkey.

 

But is it easier for beginners, to link the app to the darkmod folder in the standard library folder

(like ~/Library/Application Support/darkmod)?

So its easier for the developers to distribute the mod. (smaller in size)

 

And in the future, easier for a beginner to install the game? (like installing the game with a graphical installer, run the updater and then your binary from the applications folder)

Edited by freyk

Info: My portfolio and darkmod graphical installer
Amnesty for Bikerdude!

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  • 2 weeks later...

Hi Freyk.

 

I don't like having the app data in ~/Library/Application Support as it violates the notion that you can just throw the app away and get all the space back. Obviously, having it in the app bundle is subpar since the darkmod folder is modified as you save games and load new mods. Like I said, it's an experimental build. If I ever get around to finishing the next build, it'll ask you at startup where your darkmod folder is so you can place it anywhere you like.

 

In the mean time, you could probably create a soft link from app bundle to your ~/Library darkmod folder and that should work fine. An alias won't work but a soft link should.

 

FezMonkey.

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