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Compiling Quake on a Mac

 
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Aug 06, 2008 4:16 pm    Post subject: Compiling Quake on a Mac Reply with quote

I'm considering getting a Mac so I'll have the availability of engine modding on all 3 major OS platforms.

If I have a Mac, what would I need to compile say the Fruitz of Dojo port or DarkPlaces for the Mac.

What do people use on a Mac to compile? (Windows = Visual Studio; Linux = gcc makefile; Mac = ?????)

Update: detailed instructions on how to compile Quake on Mac is at this new thread


Last edited by Baker on Wed Oct 29, 2008 6:34 pm; edited 1 time in total
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Wed Aug 06, 2008 5:56 pm    Post subject: Reply with quote

xcode or something similar, I'd say, would be the IDE of choice, although given OS X's roots gcc or a mac-specific variant (I imagine there is one) should work fine too.
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