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MacOS publishing specs

srfstudio
Registered User
Quote
2019-01-20 13:06:13

I don't have a Mac but my friend does and I was just wondering what are the export specs before I invade him with bunch of files :) ...I can't ask him about any Mac technical details, he knows less about it than I do :)

Is the game published with Direct3D or OpenGL?
Why is there no Window Mode option available?
Are there any differences in lights or effects?
Is the game slower or faster than Windows or WebGL export?
Is it better to publish a WebGL export and wrap it into MacOS app with external programs or to use CC MacOS export?

Any info would be appreciated :)


mutan_gaming
Registered User
Quote
2019-01-20 16:48:39

1. Based on information from this picture
🔎︎
(Made by Me Lolz :D),
I think the game will be published to OpenGL.
2. Game screen will be "UnResizable" if you publish it to MacOS. There will be only one choice, Fullscreen or Windowed. If you want your game windowed, just uncheck Fullscreen option.
3. As i know, graphic quality is based on a graphic renderer. So i think the quality will be the same as Windows OpenGL.
4. Faster or Slower is based on your specification. Better will be Faster..
5. For me, would be better if you publish it directly to your OS. Because i've tried it on my laptop. On Windows i got 30-42 FPS, but when i try WebGL then wrap it to windows i only got 20-28 FPS. Hope this helpful..


j9907
Registered User
Quote
2019-01-21 05:15:13

For sure... DirectX is exclusive to Windows (and technically ReactOS, but that's a different story altogether).


As for speed / performance: It depends. I know with 10.13-10.14 it has issues running... Who knows. the Mac port is sorely lacking, sadly...


srfstudio
Registered User
Quote
2019-01-21 13:17:55

Great, so there shouldn't be much difference between Windows & Mac exports. My new project is meant to be published as OpenGL build so everything is o.k. :)

On similar note, I'm going to use QeffectsGL for Bloom, DOF & few other things, will this also function with MacOS?

QeffectsGL has only two files that should be placed next to exe on Windows (ini & dll), are those at all compatible with MacOS and, if they are, where should I place them? :/

CC creates two files in the root (Info & PkgInfo) and two folders (MacOS & Resources) with what seems to be the main file in MacOS folder. Should I try to place my ini & dll there in MacOS folder next to the game file?


mutan_gaming
Registered User
Quote
2019-01-21 14:08:42

CC creates two files in the root (Info & PkgInfo) and two folders (MacOS & Resources) with what seems to be the main file in MacOS folder. Should I try to place my ini & dll there in MacOS folder next to the game file?

I don't know about that pretty well but you can do what i do if i'm not sure where i must put some files.
1. Copy your file to one of the folders.
2. If it doesn't work, Delete the files from the 1st folder and Copy the same files to the 2nd folder.
3. If it still doesn't work, that means your Game/OS Can't support it.

Hope this helpful. If you want ask more you can contact me to my Instagram @ccbdeveloper. So we can help eachother.. Like what i & @just_in_case did..


srfstudio
Registered User
Quote
2019-01-21 23:15:30

Thanx, I guess that's the only way at this time but I don't wanna click around like MadLad on my friends Mac, last time I couldn't even manage to start the application, didn't get how :D

I'm just gonna copy 5 or 6 exports with different ini & dll placements and try them :)


j9907
Registered User
Quote
2019-01-22 06:51:31

I'm almost 100% positive that won't work :( AFAIK Mac OS cannot actually use DLL's (obviously the same with EXE files) since, well, the thing is this: the Mac operating system is based on some form of BSD and obviously 2000 and higher are based on the NT (New Technology) kernel made by MS so they're fundamentally different. So, in other words, I highly doubt it'll work, but who knows: maybe the .app file will actually see and use the injector...


srfstudio
Registered User
Quote
2019-01-22 13:11:11

@j9907 Yes, it also looks like that to me unfortunately :( I'll give it a shot but it will probably be a miss.


mutan_gaming
Registered User
Quote
2019-01-22 15:34:18

it also looks like that to me unfortunately :( I'll give it a shot but it will probably be a miss.

If you fail, at least you've tried ... Not only hear other people's words (Oh, sorry, maybe it's more correct if the sentence is "Not just reading other people's posts, Lolz ...) And good luck ...


xanimalkingx
Registered User
Quote
2019-01-22 19:14:39

wrote:
For sure... DirectX is exclusive to Windows (and technically ReactOS, but that's a different story altogether).


As for speed / performance: It depends. I know with 10.13-10.14 it has issues running... Who knows. the Mac port is sorely lacking, sadly...

OMG you know ReactOS?!?!?!?


j9907
Registered User
Quote
2019-01-22 20:25:18

wrote:
wrote:
For sure... DirectX is exclusive to Windows (and technically ReactOS, but that's a different story altogether).


As for speed / performance: It depends. I know with 10.13-10.14 it has issues running... Who knows. the Mac port is sorely lacking, sadly...

OMG you know ReactOS?!?!?!?



Yep :) I try and keep up to date (I check their GitHub pull request section several times a day). It's quite usable now in VM's though not on real hardware yet... CC can run on it if you use the software rendering engine (removed in V6 along with XP support)


mraagney
Registered User
Quote
2021-03-22 06:58:21

so this question might be dumb but when i publish for mac it exports a folder,should i publish the folder as the mac version?


count2rfeit
Registered User
Quote
2021-03-22 16:20:42

@mraagney

yes, the whole folder is needed for the mac - but when it shows on a mac, it will only show up as the application....


niko
Moderator
Quote
2021-03-22 17:52:27

Use Coppercube 6.4, it creates a zip file instead of the folder. With all the correct file attributes set already. You can send that file directly to macos users.


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