i came across the 0ad alpha 7 announcement today, was encouraged by the fat "Instructions for Mac OS" button, but as you all know it only leads only to an compilation instructions site instead of precompiled downloads.
i've therefore spent some time creating:
• a distributable binary version of 0ad alpha 7 for Mac OS X
• an xcode project and assorted support infrastructure for 0ad that makes creating distributable binary mac versions easy
1.) here is a very small patch for 0ad that fixes some compile errors (pyrogenesis.h is needed for the psLogDir declaration) and fixes up the runtime paths so that 0ad reads the data files from inside its application bundle (because we have a proper double clickable moveable app now) and also uses better paths for storing preferences. you could also change the ifdefs from __APPLE__ to something we define in _ad_Prefix.pch if you don't want these path changes to apply to mac versions built from the command line
2.) here is an zipped folder containing an xcode project for building 0ad and misc support files including pre-built libraries etc etc. this should be added to the build/ folder
3.) here is a pre-built deployable version of 0AD beta 7 - i've personally tested it on an NVIDIA equipped MacPro with 10.6.6 and an ATI equipped iMac with 10.7.1
for building deployable binaries yourself you just need to open the build/xcode/0ad.xcodeproj in Xcode 3.2 (4.x may also work, but is untested), select the "Release" configuration and hit "Build" from the "Build" menu. this will create the "0 A.D." application. now just right click it, select "show package contents" and add the *complete* "data" folder into the application bundle, because without data the binary won't run ;-) now zip the result or make a DMG with Disk Utility.
EDIT: boost_1_47_0 must also be downloaded and decompressed into the xcode folder
the generated binary runs on Mac OS X 10.6 or later and only on 64-bit Macs. i don't consider the requirements problematic, 10.5 is unsupported by apple themselves by now, and apple only shipped very few 32-bit intel macs, most of which additionally only have sucky integrated GPUs like the GMA 950 and are barely able to run a game anyway. it would be easy to create a version that runs on 32 bit and 10.5 too, would just require a few hours creating updated version of the library dependencies, and a few changes to the xcode project
Edited by cc_julian, 26 September 2011 - 11:54 AM.