Comments (13)
Try to use older version. 2.0.8 is confirmed to have 32-bit support.
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Now I can enter mainui with vgui.dylib copied to release/vgui.dylib
However, creating new game results a segment fault 11.
Maybe client and engine loads two or more different SDL2 shared library and their implements are mixed?
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In addition, the mouse (trackpad) is not working. Entering configuration->touch->touch options leads to a segment fault too.
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We have no OSX maintainer for now. :(
Maybe client and engine loads two or more different SDL2 shared library and their implements are mixed?
This shouldn't happen, but possible. I dunno if OSX have ldd
utility, but if it does, you can check which libraries are required and how system found it in path.
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I have no idea why mouse isn't working.
Touch options will crash until touch support will be restored.
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maybe 64bit release by default?
It seems that Apple has dropped 32bit support on Catalina
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And how steam works?
Github version of HLSDK has SDL library for OS X anyway.
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And how steam works?
Github version of HLSDK has SDL library for OS X anyway.
Steam itself and goldsrc is actually 32bit. Maybe the steam client.dylib links to an older SDL2 while xash3d links to a newer one, and then it crashes...
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Even if Apple drops 32-bit, maybe it's reasonable to switch over to 64-bit.
I always want to keep engine compatible with Steam releases of the game, but... do we have really much of them? Almost everything is reverse-engineered for now. I don't know real state of OSX support in Steam and GoldSrc and how Valve plans to keep it supported.
If you want, you can sign up as an OSX port maintainer and remove it from list of platforms that needs to be forced to build for i686 rather than amd64.
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Maybe waiting for the official x86_64 build? And then make engine compatible again with the newer game libraries.
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I doubt that they will port GoldSrc to x86_64. Probably dropping support a lot easier.
Yes, GoldSrc had x86_64 port back then, more than 10 years ago, but it built before ASLR became common and even doesn't work at all.
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We won't support OSX/iOS anymore because of destructive decisions Apple make.
Yesterday they removed 32-bit and ok, it's was kinda understandable.
Today they will remove OpenGL for no reason.
Tomorrow they will remove possibility of running native code.
Originally, OSX/iOS support was added because it was easy to maintain, but when it rеquires more action from us, I don't think we can support it without a dedicated maintainer for this platforms.
Platform code will not be removed, so someone can take it and continue support but I will remove OSX/iOS ports from autobuilds, will not provide them in releases, close all rеlated isssues as WONTFIX and finally remove it from list of supported ports.
So, Apple, f*ck you.
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Related Issues (20)
- Distribute SDL2 in macOS tarballs
- Microphone access dialog causes engine to "freeze" in fullscreen
- Add toggle for custom pk3 packages HOT 1
- Cursor issue in the main menu HOT 15
- Game freezes when autosaving HOT 2
- Зависает на моменте подключения к серверу когда нет ни единого устройства записывающего звук HOT 3
- Failed to build windows in continuous release HOT 1
- Перестал работать предиктинг оружий HOT 4
- [MOD: Counter-Strike Beta 6.5] Не запускается сервер HOT 3
- Не работает замедление при нажатии клавиши с командой +use в мультиплеере
- Realistic lightmap (16x16 to 1x1 lightmap) HOT 5
- Редкое подвисание на 5 секунд при запуске после "Joystick: SDL GameController API" HOT 9
- [Question]How to make custom font using .fnt format HOT 21
- Работа R_GenerateVBO при наличии кастомного рендера HOT 2
- Some character have movable mouths when talking trough voice chat HOT 1
- Can you make amxmodx works HOT 8
- Redmi Note 12 4G NFC Android 14. Xash3d 0.21 dont work HOT 6
- Ambient_generic не учитывает положение игрока в пространстве HOT 6
- QUESTIONS ? HOT 1
- При создании сервера из меню игры sv_zmax не обновляется HOT 10
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