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This page supplements Compiling the viewer (Mac OS X).

You can download, build, and install third party libraries with the following steps. It is assumed that you are on MacOS X 10.4 and using XCode 2.4.1.

  • 2Boost
  • 11Vorbis & Ogg
  • 14Mozilla

What are your thoughts on life expectancy of a mac vs. Working for a company that is trying to decide if the higher price of Mac laptops is worth the upfront cost of buy them. The alternate is looking at Dell business laptops. Life expectency is subjective. Which will add the files contained in archive2.tar onto the end of archive1.tar (note that this can't be done by typing: cat archive2.tar archive1.tar. Because of the end-of-file block at the end of a gnutar archive). To archive all files from the directory srcdir, which were modified after Feb. 9th 1997, 13:00 h, use.

We recommend creating a separate third party library directory named 'lindenlib' on the same level as the 'linden' tree in your directory structure. Download, unpack, and build from there and copy the files specified to their final location.

A sample directory structure:

Most of the libs built here are architecture specific, so these instructions will refer to $PLATFORM to denote that. You can set an environment variable to make it so copy & paste from these instructions will work:

Building the Universal target requires that you have built both the i386 and ppc libraries. (Please see [1] for more background information.)

Using gcc 4.0 on a ppc box when building many of these libraries will insert an undefined reference to _fprintf$LBDLStub which then fails to link later. Until we have a better solution to this issue, you will need to use an earlier version of gcc. Some of the instructions below will include a call to gcc_select which is only necessary if you are building on a ppc box.

Download & extract Boost source.The viewer does not link to the boost libraries, so much of this is not necessary. You can simply copy the header files if you have problems getting the boost package to build.

Copy the Headers

Build Boost.Jam

Build Boost

Copy the Libraries

  • Download & extract apr and apr-util.
  • Build and install the headers and lib files using a terminal.

1.x viewers:

2.x viewers:

  • Download and extract zlib.
  • Build and install it.
  • Note that the library has a different name in the libraries directory.
  • Download an extract the 1.95.8 version of expat.
  • Build and install the library

1.x viewers:

2.0 viewers:

  • Download and extract GNU Portable Threads.
  • Build and install the library
  • Download a source package for xmlrpc-epi.
  • $ cd lindenlib/xmlrpc-epi-0.51 (save patches here and run here)
  • Apply patch 1 and 2 from the instructions in patch xmlrpc-epi.
  • Configure the project:
  • Apply patch 3 from the instructions in patch xmlrpc-epi.
  • Finish the removal of expat, build, and install
  • Download & extract jpeglib. You will minimally need jpegsrc.v6b.tar.gz.
  • Build and install the library:
  • Note that the library has a different name in the libraries directory.
  • If you plan to use the header file from windows, you will need to patch jpeglib using any terminal.
  • Download and extract version 1.1.1 openjpeg source.
  • Copy the linden openjpeg makefiles into the openjpeg source top level directory. We do this to maintain 10.3.9 compatibility.
  • Build and install the library
  • 02-26-2007, another set of patches is required to Second Life to make it usable, that is fix a crash, make it look good, and speed it up. See https://jira.secondlife.com:443/browse/VWR-123
  • Download and extract FreeType.
  • Build and install the FreeType library:

Download files

  • Download & extract libvorbis.
  • Download & extract libogg.

Build and copy ogg

  • Build libogg first.

Build and copy vorbis

  • Make a sub-directory in lindenlib called curl; cd into it
  • Download libcurl; untar; rename the expanded tree src-curl
  • Download c-ares; untar; rename the expanded tree src-c-ares
  • Run the following commands (you may find it convenient to put this in a shell script file):
  • This builds a tar file called libs-curl-$PLATFORM.tgz
  • Expand this tar file into linden/libraries/$PLATFORM-darwin/lib_release and linden/libraries/$PLATFORM-darwin/lib_debug
  • Download tut into lindenlib
  • Move it into a sub-directory, extract, and copy the headers
  • Patch TUT to add test skipping.

Download the llmozlib source tarball and extract it (it doesn't need to be in any particular place relative to the linden tree)

Note
The llmozlib tarball is not currently linked from the main source download page. There's a link to it on the Source archive page.

Build libxul from the mozilla source

If you have a multiprocessor machine, you may wish to enable parallel make for the mozilla build by adding the following line to llmozlib/build_mozilla/mac-universal-libxul-bits/mozconfig:

I use -j4 on a 4-core machine. Adjust to taste.

Run the shell script that checks out the mozilla source, applies a few patches, configures and builds:

You'll have to answer a CVS password prompt immediately after starting the script (use password 'anonymous'), but the rest should complete without any intevention.

This will take some time. I usually go for a cup of coffee or a nice dinner.

If the build completes without errors, you've got the hard part done.

Copy headers and libraries needed to build llmozlib

This copies certain of the headers and libraries created by the mozilla build into llmozlib/libraries. It also pulls the files needed by libxul at runtime into a .tgz file in the llmozlib directory.

After you've done this, you can safely delete the intermediate results created by step 1. These are:

Build llmozlib

Open llmozlib/llmozlib.xcodeproj and build the 'Release' configuration of the 'llmozlib' target.

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There's a problem which sometimes causes XCode to not be able to find some of the mozilla headers the first time you build after a clean checkout or download of llmozlib. Close the project, re-open it, and build again and it should work.

Alternately, if you'd rather stay on the command line, you can do:

Copy build results into the linden tree

This will copy the necessary libraries and runtime files to the linden source tree.

The argument to the script should be either a relative or absolute path to the root of the tree (i.e. the directory that contains 'indra').

Retrieved from 'https://wiki.secondlife.com/w/index.php?title=Compiling_the_viewer_libraries_(Mac_OS_X)&oldid=740052'
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Author:Valve
Publisher:Sierra
Engine:GoldSrc
[www].se [ftp].se [mirror].us [mirror].de
Half-Life_Xash3D.7z (248.27 MB)
MD5: 6513a359479f41d57fad03744d1d3a4e
For Mac OS X
[www].se [ftp].se [mirror].us [mirror].de
Deathmatch_Classic_Xash3D.7z (28.96 MB)
MD5: 13d06b51629b6834d949f44f7ae125db
For Mac OS X
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Team_Fortress_Classic_Xash3D.7z (47.08 MB)
MD5: 5c15a10d52809ac40c71ab40fc69332f
For Mac OS X
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Opposing_Force_Xash3D.7z (133.63 MB)
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Blue_Shift_Xash3D.7z (182.77 MB)
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Big_Lolly_Xash3D.7z (15.48 MB)
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Induction_Xash3D.7z (18.70 MB)
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For Mac OS X
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Times_of_Troubles_Xash3D.7z (15.87 MB)
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For Mac OS X
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Case_Closed_Xash3D.7z (14.46 MB)
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Swiss_Cheese_Halloween_Xash3D.7z (25.70 MB)
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Black_Ops_Xash3D.7z (39.54 MB)
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Poke_646_Xash3D.7z (61.68 MB)
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For Mac OS X
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They_Hunger_Xash3D.7z (49.86 MB)
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For Mac OS X
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Escape_from_the_Darkness_Xash3D.7z (58.93 MB)
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The_Gate_Xash3D.7z (108.25 MB)
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For Mac OS X
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Zombie-X_Xash3D.7z (105.66 MB)
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For Mac OS X
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Echoes_Xash3D.7z (227.36 MB)
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For Mac OS X
Tar
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Xen_Warrior_Xash3D.7z (11.15 MB)
MD5: 93dec61b45d4b4223c3baa85093c6b1f
For Mac OS X
Emulation
Guides on emulating older games

Half-Life is a first-person shooter video game developed by Valve and published by Sierra Studios for Microsoft Windows in 1998. It was Valve's debut product and the first game in the Half-Life series. Players assume the role of Gordon Freeman, a scientist who must escape the Black Mesa Research Facility after it is invaded by aliens. The core gameplay consists of fighting alien and human enemies with a variety of weapons and solving puzzles.

Unlike many other games at the time, the player has almost uninterrupted control of Freeman, and the story is told mostly through scripted sequences seen through his eyes. Valve co-founder Gabe Newell said the team aimed to create an immersive world rather than a 'shooting gallery'. They built Half-Life using GoldSrc, a heavily modified version of the Quake engine, licensed from id Software.

Half-Life received acclaim for its graphics, realistic gameplay, and seamless narrative. It won over fifty PC 'Game of the Year' awards and is considered one of the most influential FPS games as well as one of the best video games ever made. By 2008, it had sold over 9 million copies. It was followed by the expansion packs Opposing Force (1999) and Blue Shift (2001), developed by Gearbox Software. It was ported to the PlayStation 2 in 2001, along with another expansion Half-Life: Decay, and to MacOS and Linux in 2013. Valve ported Half-Life to its Source engine in 2004, while a third-party remake, Black Mesa, was released in 2020.

Notes:

The links contain downloads to native ports of the original Half-Life as well as various popular mods, such as Blue Shift, Opposing Force or Team Fortress Classic.
All games make use of the cross-platform sourceport Xash3D.

I'm currently working on porting more mods to Mac OS X - I'll update the page once more games have been uploaded.

To play a mod you have to download the Half-Life port first and then place the mod application into the same folder as the original game.

Compatibility

Life Of Tar Mac Os 11


Architecture: x86 (Intel:Mac)

Intel Mac OS X 10.5.8 Leopard and later