As you can read in the first post of this very topic Mac OS is no longer supported. Again, reasons can be found in the first post.ariel_matrix wrote:Hi,
i have a question....
where is openTTD 1.0.0-beta3 for Mac OS.?
haw can i play at this version.?
End of the official Mac OS X port
Moderator: OpenTTD Developers
Re: Future of the Mac OS X port
Re: Future of the Mac OS X port
Or you can request a kind soul to compile a binary for you.
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Re: Future of the Mac OS X port
Hi!
I only scanned through the posts but I like to bring up the question again. Is there someone who will take care about the Mac version? I thought I read that there are two programmers who would do that...
I really do hope that the support for Mac will continue! The game is really grate, especially with all the extensions.
I only scanned through the posts but I like to bring up the question again. Is there someone who will take care about the Mac version? I thought I read that there are two programmers who would do that...
I really do hope that the support for Mac will continue! The game is really grate, especially with all the extensions.
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Re: Future of the Mac OS X port
Hello All,
I finally had a chance this week to take a closer look at the Mac Open TTD code. I have submitted a patch for a few Mac 2D scrolling related bugs [http://bugs.openttd.org/task/1140] (and found a few more precision 2D scrolling related enhancements I would like to make). This bug has been bugging me forever as every single mac I have has the 2d scroll pad/mouse and the 2d map scrolling is such a nice feature.. (I wish several other games were open source so I could add something like this x.x)
I have a question or two as well. What is the best place for people poking at the mac port to talk with each other and compare notes? Has anyone had any experience with the not quite as well documented features of the NSScrollWheel event (deviceDeltaX, deviceDeltaY, scrollPhase methods in particular)?
I finally had a chance this week to take a closer look at the Mac Open TTD code. I have submitted a patch for a few Mac 2D scrolling related bugs [http://bugs.openttd.org/task/1140] (and found a few more precision 2D scrolling related enhancements I would like to make). This bug has been bugging me forever as every single mac I have has the 2d scroll pad/mouse and the 2d map scrolling is such a nice feature.. (I wish several other games were open source so I could add something like this x.x)
I have a question or two as well. What is the best place for people poking at the mac port to talk with each other and compare notes? Has anyone had any experience with the not quite as well documented features of the NSScrollWheel event (deviceDeltaX, deviceDeltaY, scrollPhase methods in particular)?
Re: Future of the Mac OS X port
You could create a Mac port thread in the Development forum if you want to have a place separate from this thread. If you need help with something about the OpenTTD code that is not pure mac oriented the IRC channel ( #openttd at irc.oftc.net ) is a good place to get in touch with people. However IRC, is not good for documenting things, so for that you might want to either use a development thread or a wiki page.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: Future of the Mac OS X port
Sorry if this has been covered elsewhere, cant see it in this thread specifically anyway, and Ive been out of touch for a while (work has been keeping me busy and Ive not been home in a long time)...
I upgraded (finally) to Snow Leopard today, and also did an update to 10.6.2.
I just downloaded OTTD 0.7.5 and seems to be running quite well. Perhaps I need to play a bit longer, but the first 10-15 minutes were very good - stable, no glitches that Ive noticed so far.
Through reading the last several pages of this thread since I last posted I notice that some patches have been developed by a couple of people here, so hopefully things are back on track, and a MASSIVE thanks to those who are giving up their time and donating their effort to keep the Mac port alive and healthy.
I upgraded (finally) to Snow Leopard today, and also did an update to 10.6.2.
I just downloaded OTTD 0.7.5 and seems to be running quite well. Perhaps I need to play a bit longer, but the first 10-15 minutes were very good - stable, no glitches that Ive noticed so far.
Through reading the last several pages of this thread since I last posted I notice that some patches have been developed by a couple of people here, so hopefully things are back on track, and a MASSIVE thanks to those who are giving up their time and donating their effort to keep the Mac port alive and healthy.
Re: Future of the Mac OS X port
Did we figure out where devs should post things about the OS X port?
While compiling 1.0.0-beta4 from the source download, under 10.6 today (from the command line, not Xcode), I found a minor bug. src/video/cocoa/fullscreen.mm:31 reads as `include "macos.h"', which doesn't work. I changed it to read as `#include "../../os//macosx/macos.h"', and everything compiled fine.
Not sure where I'm officially supposed to note this problem so that it is corrected in the official repository.
While compiling 1.0.0-beta4 from the source download, under 10.6 today (from the command line, not Xcode), I found a minor bug. src/video/cocoa/fullscreen.mm:31 reads as `include "macos.h"', which doesn't work. I changed it to read as `#include "../../os//macosx/macos.h"', and everything compiled fine.
Not sure where I'm officially supposed to note this problem so that it is corrected in the official repository.

Re: Future of the Mac OS X port
Yexo fixed that in r19012, almost immediately after 1.0.0-beta4 was released. Try compiling latest trunk, and you will be finePaploo wrote:While compiling 1.0.0-beta4 from the source download, under 10.6 today (from the command line, not Xcode), I found a minor bug. src/video/cocoa/fullscreen.mm:31 reads as `include "macos.h"', which doesn't work. I changed it to read as `#include "../../os//macosx/macos.h"', and everything compiled fine.

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Re: Future of the Mac OS X port
One route would be to submit a patch to Flyspray: http://bugs.openttd.org/Paploo wrote:Not sure where I'm officially supposed to note this problem so that it is corrected in the official repository.
cheers,
Andy
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Future of the Mac OS X port
I only recently discovered this project, TTD is the best game ever!
I download 0.7.5 3 days ago, and I'm impressed!
I'm running OSX 10.6.2 Snow Leopard on a Macbook Pro.
I just downloaded 1.0.0 beta 4 and tried to compile it.
First problem was:
WARNING: liblzo2 was not detected or disabled
WARNING: OpenTTD doesn't require liblzo2, but it does mean that
WARNING: loading old savegames/scenarios will be disabled.
configure: error: no liblzo2 detected
If you want to compile without liblzo2 use --without-liblzo2 as parameter
So I just compiled without liblzo2
Second problem was
/Users/htran/Downloads/openttd-1.0.0-beta4-source/src/video/cocoa/fullscreen.mm:31:19: error: macos.h: No such file or directory
I discovered that in fullscreen.mm
#include "macos.h"
should be
#include "../../os/macosx/macos.h"
ran make again then make bundle, and it compiled without problem. Installed the opengfx and opensfx files and everything works great.
I'm not a Mac dev, but I've written a number of iPhone apps so I have some idea of how the mac environment works, I hope that the project can maintain some sort of Mac compatibility, after all MacOSX is just Unix, so if you can support Linux on Intel, should be able to support Mac.
I might take a look at some of the outstanding bugs and see if I can make any sense of it.
I download 0.7.5 3 days ago, and I'm impressed!
I'm running OSX 10.6.2 Snow Leopard on a Macbook Pro.
I just downloaded 1.0.0 beta 4 and tried to compile it.
First problem was:
WARNING: liblzo2 was not detected or disabled
WARNING: OpenTTD doesn't require liblzo2, but it does mean that
WARNING: loading old savegames/scenarios will be disabled.
configure: error: no liblzo2 detected
If you want to compile without liblzo2 use --without-liblzo2 as parameter
So I just compiled without liblzo2
Second problem was
/Users/htran/Downloads/openttd-1.0.0-beta4-source/src/video/cocoa/fullscreen.mm:31:19: error: macos.h: No such file or directory
I discovered that in fullscreen.mm
#include "macos.h"
should be
#include "../../os/macosx/macos.h"
ran make again then make bundle, and it compiled without problem. Installed the opengfx and opensfx files and everything works great.
I'm not a Mac dev, but I've written a number of iPhone apps so I have some idea of how the mac environment works, I hope that the project can maintain some sort of Mac compatibility, after all MacOSX is just Unix, so if you can support Linux on Intel, should be able to support Mac.
I might take a look at some of the outstanding bugs and see if I can make any sense of it.
Re: Future of the Mac OS X port
If you compile trunk and not the beta you'll find that error already fixed.Hai wrote:Second problem was /Users/htran/Downloads/openttd-1.0.0-beta4-source/src/video/cocoa/fullscreen.mm:31:19: error: macos.h: No such file or directory
-- Michael Lutz
Re: Future of the Mac OS X port
Exactly, SDL doesn't work on OS X (see FS#3447), it does on Linux. OS X doesn't install out-of-the-box on my i686 Pentium III, Linux does. OS X can't be installed in VirtualBox out-of-the-box, Linux does. OS X requires hardware you bought from Apple, Linux does not. Do I have to continue in how many ways OS X does not behave like Linux, and thus in how many ways OS X support is obstructed by Apple's policies, choices and implementations?Hai wrote:...after all MacOSX is just Unix, so if you can support Linux on Intel, should be able to support Mac.
If OS X was not so uninstallable (both technically and legally) in VirtualBox I myself would probably have fixed most of the issues years ago and this thread would likely have not existed, but that is obviously not the case. Also the more "you" (plural) keep saying that it is easy to support and that we should just do X as that will magically fix all problems, i.e. how stupid we are by not supporting Mac OS X without maintainer, the less faith I have in the Mac OS X community to actually see what is going on and how stuff actually works.
Re: Future of the Mac OS X port
I never said Mac OSX was just like Linux, Mac OSX is certified as Unix distro, not a linux distro . The cool thing about owning a mac, is that I can run Unix, Windows and Linux natively or at the same time.Rubidium wrote:Exactly, SDL doesn't work on OS X (see FS#3447), it does on Linux. OS X doesn't install out-of-the-box on my i686 Pentium III, Linux does. OS X can't be installed in VirtualBox out-of-the-box, Linux does. OS X requires hardware you bought from Apple, Linux does not. Do I have to continue in how many ways OS X does not behave like Linux, and thus in how many ways OS X support is obstructed by Apple's policies, choices and implementations?Hai wrote:...after all MacOSX is just Unix, so if you can support Linux on Intel, should be able to support Mac.
If OS X was not so uninstallable (both technically and legally) in VirtualBox I myself would probably have fixed most of the issues years ago and this thread would likely have not existed, but that is obviously not the case. Also the more "you" (plural) keep saying that it is easy to support and that we should just do X as that will magically fix all problems, i.e. how stupid we are by not supporting Mac OS X without maintainer, the less faith I have in the Mac OS X community to actually see what is going on and how stuff actually works.
I never said that you were stupid for not supporting mac, its more like its a shame that you're dropping support for an OS that is gaining market share. At the end of the day, it will just mean I'd have to dual boot or VM an instance of windows to play.
Re: Future of the Mac OS X port
can you upload it plz? i recall more than a few ppl requesting it.Hai wrote:ran make again then make bundle, and it compiled without problem. Installed the opengfx and opensfx files and everything works great.
Re: Future of the Mac OS X port
While that works, compiling without liblzo2, you won't able to open some savegames. Look at this topic about getting liblzo2 for Mac. http://www.tt-forums.net/viewtopic.php?f=31&t=46908Hai wrote:First problem was:
WARNING: liblzo2 was not detected or disabled
WARNING: OpenTTD doesn't require liblzo2, but it does mean that
WARNING: loading old savegames/scenarios will be disabled.
configure: error: no liblzo2 detected
If you want to compile without liblzo2 use --without-liblzo2 as parameter
So I just compiled without liblzo2
Re: Future of the Mac OS X port
But then, what does certified Unix mean? It implements the specifications, what does the specification say: "The following areas are outside the scope ... Graphics interfaces ...". What is the area where we have the problems with? Exactly, what the specification calls "graphics interface". Conclusion: that Mac OS X is Unix and therefor if another Unix-y implementation exists it is trivial to provide Mac OS X support is a completely moot argument.Hai wrote:Mac OSX is certified as Unix distro, not a linux distro
By the way, you said that if we can support Linux we can support Mac, which implies that there is some sort of similarity between them. I agree with that; Linux tries to implement the Unix specification (although not certified), but that specification is only a very very small part of the whole thing. As said before, graphics interfaces are no part of it, nor is the compiler or even the format of binaries. Undoubtedly we could try to support a dedicated server version for the Mac, which doesn't do anything graphical, i.e. using primarily the functions from the Unix specifications instead of depending on the graphics. But then, how many Mac OS X users need a dedicated server, i.e. how many run Mac OS X on their server where they are allowed to run an OpenTTD server?
Nevertheless, we know that OpenTTD works on at least one certified Unix: Solaris. Again, that we can test ourselves and have tested ourselves. That we don't list it as officially supported is because we have no official maintainer for it, but whenever we get reports from Solaris users that it doesn't work we can investigate it ourselves or the Solaris user has sent a patch (one that doesn't break OpenTTD compilation, e.g. 1.0.0-beta4's Mac OS X compilation failure was caused by a broken user supplied Mac OS X fix).
Finally, it's not the functions in the Unix specification that we have trouble with, it's with the graphical interface APIs. Just search the web and see how many API flux there is with Mac OS X. Something that worked in 10.4 doesn't necesarily work in 10.6, so you need to implement the thing in two ways and make a decision on which one to choice at run time. This can also be seen by the fact that we already dropped support for almost 2 whole 10.x releases, 10.3.9 being the exception (the logs seem to imply that an universal binary requires at least 10.3.9). Now compare that with the Windows builds, yes they don't support universal binaries... but the version compiled for Windows 95 still works in Windows 7 (that's 15 years!) whereas a Mac OS X 10.3.9 does not work on 10.6 and a 10.4 OpenTTD binary only works on 10.6 because we added code that differentiates between 10.4 and 10.5+. Yes, we have a different binary for Win2000+ which could be considered similar to making a 10.5 binary for 10.5+, but still the 10.4 binary without tricks doesn't work on 10.6. This is exactly what makes Mac OS X such a cumbersome platform to develop for; the API flux, i.e. removing perfectly fine APIs just because you've found something new and fancy to play with.
Just because Unix, Windows nor Linux impose that it's run on their 'own' hardware like Mac OS X does.Hai wrote:The cool thing about owning a mac, is that I can run Unix, Windows and Linux natively or at the same time.
I agree that dropping support is a shame, but I can't support something I can't even properly compile test, leave alone test functionally. I've tried about two years of doing it this way and with every other apparant fix I broke trivial stuff just because I couldn't test it properly and because noone seemed to be interested in testing.Hai wrote:its more like its a shame that you're dropping support for an OS that is gaining market share
Also our active Mac OS X developer count dropped from 2 to 0 since around the time Apple went with Intel, might that be to them losing interest in doing all the support work for the OS?
But then, this whole argument/discussion is completely pointless. No maintainer means no support, no support means no binaries on the website. Having people that do one fix is all nice, but it doesn't help us with future bugs... or should we 'threaten' dropping Mac OS X support for each release so some people gather the courage to fix a single bug and then with enough single bugs fixed it gets released 'supported' (but without any actual support).
Re: Future of the Mac OS X port
Mac OSX works nice on my quad core hackintosh PCRubidium wrote:Just because Unix, Windows nor Linux impose that it's run on their 'own' hardware like Mac OS X does.

I'd take Mac hardware (even running Windows) over Dell hardware any day, so did the 5 Windows server engineers that I work with. Just can't beat a nice aluminium case with illuminated keyboard and 8 hours of battery life.
You guys did a great job with OpenTTD, in fact its taken me less time to compile it and get it running with 32bpp and extra zoom on my Mac than it did trying to get the original TTD working with XP and Windows 2000. I used to love playing this game back in the days of Windows 98.
Re: Future of the Mac OS X port
Oh well, better that, than not being to play at allpetert wrote:While that works, compiling without liblzo2, you won't able to open some savegames. Look at this topic about getting liblzo2 for Mac. http://www.tt-forums.net/viewtopic.php?f=31&t=46908Hai wrote:First problem was:
WARNING: liblzo2 was not detected or disabled
WARNING: OpenTTD doesn't require liblzo2, but it does mean that
WARNING: loading old savegames/scenarios will be disabled.
configure: error: no liblzo2 detected
If you want to compile without liblzo2 use --without-liblzo2 as parameter
So I just compiled without liblzo2

Re: Future of the Mac OS X port
It doesn't seem to be working on any other Mac than my ownneob wrote:can you upload it plz? i recall more than a few ppl requesting it.Hai wrote:ran make again then make bundle, and it compiled without problem. Installed the opengfx and opensfx files and everything works great.

On my mac
Re: Future of the Mac OS X port
Or you could download the lzo-2 source, spend the 2 minutes to compile and install them, and recompile OpenTTD.Hai wrote:Oh well, better that, than not being to play at allpetert wrote:While that works, compiling without liblzo2, you won't able to open some savegames. Look at this topic about getting liblzo2 for Mac. http://www.tt-forums.net/viewtopic.php?f=31&t=46908Hai wrote:First problem was:
WARNING: liblzo2 was not detected or disabled
WARNING: OpenTTD doesn't require liblzo2, but it does mean that
WARNING: loading old savegames/scenarios will be disabled.
configure: error: no liblzo2 detected
If you want to compile without liblzo2 use --without-liblzo2 as parameter
So I just compiled without liblzo2

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