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Update building/running instructions for macOS #1609
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<li><p>Get the appropriate <tt>server.ini</tt> file for the server you will be connecting to.</p></li> | ||
<li><p>Run <code>./plClient.app/Contents/MacOS/plClient --LocalData</code> to start the client.</p></li> |
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@colincornaby Is this the best option, or does something like open plClient.app --LocalData
work?
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On my mini, I've been using open -n ./plClient.app --args -LocalData
.
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I've been using NoSelfPatch
so that I download all the game data without looking for a client patch.
(Curious if that's the intended behavior or if maybe there is a difference between Mac/Windows.)
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--LocalData
will skip all patching and use local game data and python files.
--NoSelfPatch
will (on macOS) skip client patching, but depends on the server having the data files for all the game content (which is not guaranteed in the case of things like local Dockersand shards)
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<p>Linux and macOS are <strong>not officially supported targets</strong>, and the game client does not compile. However, several of the tools can be built and run.</p> | ||
<p>Compiling on macOS requires macOS version 10.14 or newer, and the Xcode build system. Xcode is available as a free download from the <a href="https://apps.apple.com/us/app/xcode/id497799835?mt=12/">App Store</a>.</p> |
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<p>Compiling on macOS requires macOS version 10.14 or newer, and the Xcode build system. Xcode is available as a free download from the <a href="https://apps.apple.com/us/app/xcode/id497799835?mt=12/">App Store</a>.</p> | |
<p>Compiling on macOS requires macOS version 10.14 or newer and the Xcode build system. Xcode is available as a free download from the <a href="https://apps.apple.com/us/app/xcode/id497799835?mt=12/">App Store</a>.</p> |
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<p>You will need to ensure all the required dependencies are available. On macOS, a Homebrew bundle file is included in the repository, which can be installed by running <code>brew bundle</code>. You can also use vcpkg on these platforms for automatically managing dependencies.</p> | ||
<p>We strongly encourage using vcpkg to automatically build dependencies, however this requires some tools be manually installed in advance. The required tools are CMake, nasm, and pkg-config, and can be installed using common package managers such as Homebrew or MacPorts.</p> |
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<p>We strongly encourage using vcpkg to automatically build dependencies, however this requires some tools be manually installed in advance. The required tools are CMake, nasm, and pkg-config, and can be installed using common package managers such as Homebrew or MacPorts.</p> | |
<p>We strongly encourage using vcpkg to automatically build dependencies; however, this requires some tools be manually installed in advance. The required tools are CMake, nasm, and pkg-config, and can be installed using common package managers such as Homebrew or MacPorts.</p> |
<li> | ||
<p>In the folder where you cloned the repository, run CMake to create a build folder:<br> | ||
<code>cmake -G Xcode -DUSE_VCPKG=ON -B build -S .</code></p> | ||
<p>This assumes you wish to use vcpkg to build dependencies. Leave off the <tt>USE_VCPKG</tt> flag to manage dependencies yourself.</p> |
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<p>This assumes you wish to use vcpkg to build dependencies. Leave off the <tt>USE_VCPKG</tt> flag to manage dependencies yourself.</p> | |
<p>This assumes you wish to use vcpkg to build dependencies. Remove <tt>-DUSEVCPKG=ON</tt> to manage dependencies yourself.</p> |
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<p>Linux and macOS are <strong>not officially supported targets</strong>, and the game client does not compile. However, several of the tools can be built and run.</p> | ||
<p>Compiling on macOS requires macOS version 10.14 or newer, and the Xcode build system. Xcode is available as a free download from the <a href="https://apps.apple.com/us/app/xcode/id497799835?mt=12/">App Store</a>.</p> |
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Compiling requires Xcode 12.2. In turn - Xcode 12.2 requires macOS 10.15.4.
The resulting output will run on 10.14 - but it would be inaccurate to say you can compile from 10.14.
If we made MSL 2.3 an optional part of the build - we could get this lower. But for now Xcode 12.2 and the macOS 11 SDK are required.
<p>You will need to ensure all the required dependencies are available. On macOS, a Homebrew bundle file is included in the repository, which can be installed by running <code>brew bundle</code>. You can also use vcpkg on these platforms for automatically managing dependencies.</p> | ||
<p>We strongly encourage using vcpkg to automatically build dependencies, however this requires some tools be manually installed in advance. The required tools are CMake, nasm, and pkg-config, and can be installed using common package managers such as Homebrew or MacPorts.</p> | ||
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<p>For Homebrew users who wish to manage all dependencies, a Homebrew bundle file is included in the repository, which can be installed by running <code>brew bundle</code> after cloning the project.</p> |
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I think the strongly recommend above covers things - but I'm not sure one could build a real release on Homebrew. I'm not sure whats included are universal binaries - and bundling Python as anything other than the static lib we get from vcpkg is not at all working. So the resulting output is really only going to be usable from the Mac it was built on.
Where are we here? |
I think minimally I'd like the language on the macOS requirement clarified (we require a specific SDK, not a specific macOS version.) |
Hopefully fixes #1608