macOS -- old 32-bit build (which also won't run at all in upcoming 10.14)

Issue #235 wontfix
Jeff Baxendale created an issue

Hey guys, guessing the Mac build isn't much of a priority given its ~2 years older than the Windows/Linux builds. Naturally, it gets the warning that it won't work in the next version of macOS at all running on a modern Mac setup https://support.apple.com/en-us/HT208436

This is actually my first dip into Daikatana, and running into some crashing bugs on the build so far (particularly changing display modes… and not sure if it is just something that can't be helped but playing at high-res = impossible to read text, perhaps addressed in newer builds that Mac doesn't have?)

Not sure if you guys need someone to try to help get newer ones running or not (I'm more of a web developer, but would be willing to try/assist in some way if I could or test) Anyway, I don't expect Mac is likely a priority given its hard enough to keep a labor of love like this going, just figured I would at least make the issue to track :)

Comments (10)

  1. Frank Sapone

    Well, the biggest issue is we need new compiiles and none of us have a mac. In the options menu there is a status bar size slider. This will adjust the HUD and scale in-game text.

  2. Frank Sapone

    Also there are 64-bit builds we have in private testing. Win64, Linux and FreeBSD all work properly so for Mac that transition should be relatively painless. It even compiles properly in 64-bit LLVM/Clang.

  3. Frank Sapone

    So with all that said, if someone out there donates a mac for us to do development work on that would probably help out a lot. Trying to cross-compile it is a little tricky and I just don't care enough to get it working otherwise.

  4. Jeff Baxendale reporter

    I can't afford to donate a physical Mac, not sure if remoting into one would help (that I could set up -- but I'm guessing your limitation is inability to pass the source around so probably a non starter)

    There are services like https://www.macincloud.com and https://www.macstadium.com/ that let you rent remote Macs if that is possible (and I'd be happy to chip in to help do so) but not sure if that is also beyond the limits of what you're allowed to do with the source? If you can make a build though, I'd be happy to help run builds

  5. Frank Sapone

    The problem is, quite frankly, none of us are motivated enough to make it run natively on this platform. I'm not interested in paying for a service and doing this remotely or even learning the idiosyncrasies of the system. If someone wants to volunteer to fix and maintain the OS X port then they can email us or post a ticket on the issue tracker. Have you tried running Win32 builds in WINE? I think that should at least be possible without too much performance degradation. The game is almost 20 years old so it should be able to handle the overhead.

  6. Daniel Gibson

    If someone wants to volunteer to fix and maintain the OS X port then they can email us or post a ticket on the issue tracker.

    To make this more clear: If someone with experience on developing C/C++ applications on Mac turns up, and they are willing to maintain the Mac port in the foreseeable future (make sure it builds, fix potential Mac-only bugs and last but not least build binaries for releases), we'd be more than happy to give them access to the source code

  7. Frank Sapone

    OpenGL is now apparently deprecated in OS X as well. Unless a competent developer steps up to maintain a port, we won't be doing it.

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