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OpenJK
| Source Port | OpenJK/OpenJO |
| Game(s) | Jedi Knight II: Jedi Outcast, Jedi Knight: Jedi Academy |
| Homepage | https://github.com/JACoders/OpenJK |
| Source Code | https://github.com/JACoders/OpenJK |
| Build Type: | Mac Source Ports Build |
| Port Type | Original Source Code |
| Project Build Strategy | Project doesn't do Universal 2 App Bundles |
| Source Code Strategy | Source available |
| Projct Release Strategy | Releases based off latest code |
| Mac Support Status | Official Mac support and builds |
| Project Status | Active |
| Build System | CMake |
| Programming Language(s) | C/C++ |
| Data Situation | OpenJK Data goes in /Users/tomkidd/Library/Application Support/OpenJK OpenJO Data goes in /Users/tomkidd/Library/Application Support/OpenJO
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| Homebrew Requirements | None. Like most ioquake3-derived ports it just needs its own SDL |
The macsourceports_universal2.sh script makes three apps from two projects from one repo.
OpenJK is the name of the repo.
OpenJK is also the name of the project that handles the game Jedi Knight: Jedi Academy (aka Jedi Knight III). It makes two different executables, OpenJK-SP.app for single player and OpenJK-MP.app for multiplayer. This is how the original game shipped for both security and development purposes.
OpennJO is the name of the project that handles the game Jedi Knight II: Jedi Outcast, but only the single player aspect, which is in OpenJO-SP.app. For multiplayer see the jk2mv project.
So,
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OpenJO-SP.app: plays Jedi Knight II: Jedi Outcast single player -
OpenJK-SP.app: plays Jedi Knight: Jedi Academy single player -
OpenJK-MP.app: plays Jedi Knight: Jedi Academy multiplayer
This build used to use a fork but now the native code just handles arm64 natively.
The CMake script for this one makes filenames based off of the build system's arch which is a problem with cross compiling (i.e., x86_64 filenames say arm64) and the fix that should work breaks something else in the build for some reason so I'm moving/renaming things the hard way.