
(I do not want to try Nexuiz forums to search for help because, honestly, I already had a bad impression. Essentially it is only required to check correct migration of "vid_agl.c" functions and variables. "vid_nsgl.m" already has a draft implementation of VID_InitMode() function that actually creates the OpenGL pixel format, the context and the game window or the drawable where OpenGL draws. But in the past I have been able to compile DarkPlaces in Xcode, so I am confident it can be done easily. It is a quick operation, since you can select all the missed files and choose the darkplaces source directory in your disk to relink in a single step.Ĭurrently this project gives some linker errors.

The attached document does not contain the DarkPlaces sources (to save space), you must relink them inside the Xcode project. Libraries are taken from Nexuiz installation, but I have Xcode projects to compile them from source code, eventually. I am using Xcode 3.2, though it is easy to setup for earlier versions. The code base is latest Nexuiz stable (2.5.2), though I think it will be easy to merge it in any SVN bleeding edge release. Some agl/nsgl common functions and variables had been moved from "vid_agl.c" to new "vid_mac.h" and "vid_mac.m". If any Mac developer is interested to help, let me know.Ĭurrently I am moving "vid_agl.c" code to a new "vid_nsgl.m" file. New releases are being developed as you're downloading version 2.4.2 on your Mac.Ĭheck out these fresh gameplay screens below and click here to check Nexuiz in action.Hello, I have started a draft port of the old AGL (Carbon) based code of DarkPlaces to NSGL (Cocoa). It was a first for a project of its kind and, since then, it has been downloaded over 1.5 million times, according to the developers who are constantly updating the game. The first version of the game was released May 31, 2005. Nexuiz requirements are pretty small, but it has been confirmed that high-end video cards would be able to take advantage of some features such as bumpmapping and realtime lighting.
#Nexuiz mac os x mac osx
Other highlights for Nexuiz 2.4.2 include fixed problems with lagging gameplay/crashes/wrong display of effects, new server tools for rcon and an irc gateway, updated server documentation, fixed the rotating textures/hud bug on Mac OSX with r_glsl 1 and more. The additional map (ons-reborn) has been specifically crafted for this game mode. It features two gameplay modes: Instant Action and, of course, online Multiplayer, with their respective gametypes, DeathMatch, Team DeathMatch, Arena, Rune, Domination, Key Hunt, Capture the Flag and the latest added Onslaught. The purpose of the game, according to Alientrap (the guys responsible for most of the work on the game) is "to bring deathmatch back to the basics, with perfect weapon balancing and fast paced action," trying to draw the line between itself and the "realistic" trends in the video games industry today.

#Nexuiz mac os x update
As I'm sure Nexuiz players don't need an update on what the game is all about, this link will take them straight to the new version of the game.įor those who are only now picking up on this fast paced first-person-shooter for Mac, Nexuiz is a 3D deathmatch game played entirely over the internet.
#Nexuiz mac os x for mac os
What is probably the best looking and playing free game of its kind, Nexuiz for Mac OS X, has recently been updated to version 2.4.2, adding the much awaited Onslaught game mode, new sound effects and announcer voice, and a fresh new map to frag out on.
