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This page describes compiling Arx Libertatis from source under macOS and assumes some familiarity with the command-line. If you just want to play the game, it might be easier to grab a binary release or snapshot if available.
This page documents how to compile Arx Libertatis from https://github.com/arx/ArxLibertatis under macOS (formerly OS X).
There are also instructions available for Windows and Linux / FreeBSD
Specific instructions are given for a cleanly installed Lion 10.7.3 system, but the procedure should be similar for other versions.
- 2Setting Up the Build Environment
- 2.1Example
- 3Getting the source code
- 4Compiling
- 5Running the executable
Using Homebrew
Currently Unnamed Arx Fatalis Source Project This is an attempt to port Arx Fatalis to other platforms (i.e. Linux, Mac OS X). The current set of goals are as follows: - Use Premake to generate build files for easier cross-platform development. Implement an OpenGL renderer (preferably keeping the Direct3D 7 renderer intact). Run Arx Fatalis Patch 1.21 on Mac, Linux & Chrome OS. This is the official Arx Fatalis v1.21 update patch for the original CD release of the game Compatibility. Download the best games on Windows & Mac. A vast selection of titles, DRM-free, with free goodies, and lots of pure customer love. Arx Fatalis crashes everytime I.
Homebrew greatly simplifies building Arx Libertatis under macOS. After setting up Homebrew, you can use this command to install the latest release version of the arx-libertatis package:
To install the development version, use:
Setting Up the Build Environment
To download and compile Arx Libertatis you will need the following tools:
Xcode
(App Store or https://developer.apple.com/xcode/)CMake
2.8.3 or newer
Optionally you can use either one of these to install the dependencies:
Your system must have the following dependencies installed:
SDL
2 (recommended), orSDL
1.2.10 or newerlibepoxy
1.2 or newer (recommended), orGLEW
1.5.2 or newerBoost
1.48 or newer (headers only)GLM
0.9.5.0 or newerFreeType
2.3.0 or newer
OpenGL
, OpenAL
and zlib
are already bundled with macOS.You can also install git
if you want to compile the development version.
Example
- Download and install the latest version of Xcode from the App Store or from https://developer.apple.com/xcode/, depending on your OS version
- Install command line tools from Xcode, in Preferences -> Download
- Set the path to the Xcode folder:
After installing Xcode you can either use homebrew or MacPorts to install the dependencies.Using homebrew is recommended because most of the dependencies are already bottled, that is, they will not have to be compiled.
- NOTE: do not install both as they tend to generate issues when installed on the same system
homebrew
- Install
homebrew
:
- Install the dependencies with homebrew:
MacPorts
- Download and install CMake from https://cmake.org/
- Download and install MacPorts from https://www.macports.org/
- Install the dependencies with MacPorts:
- NOTE: These packages take a long time to build. Do not be discouraged if it seems like nothing is happening.
Getting the source code
If you want to compile the development version, first install git with homebrew (brew install git
) or from https://git-scm.com/.
- WARNING: last time I tried the development version failed to compile, you should download the latest release instead.
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There are several methods to get the Arx Libertatis source code - choose the one that suits you best:
Downloading a released version
The easiest way to get the AL source code is to download a versioned release. This will get you a reasonably up to date copy of the source code that has been tested to work.
- Arx Libertatis Source Code(mirror)arx-libertatis-1.1.2.tar.xz948 KiB
MD5:543dfdaaaaf7c337227c1b6a3087589a
signature
Cloning the repository
If you want the absolute latest version of the Arx Libertatis development code and stay up to date, you can clone the AL source code repository. Beware that this will give you the current master development branch that we are actively working on. While the code in that branch should always work, it hasn't undergone any significant testing. If you just want to play the game, consider using a released version instead.
To clone the repository, type:
This creates a directory called ArxLibertatis and downloads the current source code from github.
Later if you want to update your local copy of the source code, run
The git repository does not contain raster images for the icon and logo. These will be generated from scalable versions when building Arx Libertatis, but doing so requires additional dependencies (Inkscape, ImageMagick and OptiPNG). To avoid this, you can instead get the generated images from the ArxLibertatisData repo:
Downloading a snapshot
Alternatively you can download the current snapshot of the source code repository as a .zip or .tar.gz file and extract that:
- Arx Libertatis Development Snapshot (tar.gz)latest snapshot of branch 'master'
- Arx Libertatis Development Snapshot (zip)latest snapshot of branch 'master'
This will give you the same code as cloning the repository, but won't let you update it without downloading everything again.
Compiling
Preparing the build directory
First, cd
to where you downloaded / extracted the AL source code (the directory containing the `CMakeLists.txt` file):
Then create a build directory that will contain compiled files.
Using the data repository (git checkouts only)
Next, tell the build system where to find the ArxLibertatisData repo (you can skip this if you want to generate the data files yourself or if you are building from a release source archive):
Replace ../../ArxLibertatisData
with the path to the ArxLibertatisData checkout. Alternatively you can pass the -DDATA_FILES=../../ArxLibertatisData
option to the cmake command(s) below.
Configuring
Now you should be ready to configure and compile. Run cmake:
Replace ../../ArxLibertatisData
with the path to your ArxLibertatis
If you plan on adding code, it might be a good idea to use the developer mode instead:
This disables the unity build to allow for faster incremental builds and also enables runtime checks and debug output in the compiled binary.
Building
And now you should be able to compile with:
If you run out of RAM during the build, disable the unity build by running cmake like this and try make again:
Finally, you can install the executable system-wide with:
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Enter your account password at the prompt.
Running the executable
You can run the Arx Libertatis executable from the terminal:
You will need to obtain a copy of the data files from a commercial copy of Arx Fatalis, or use the demo data files. Refer to Installing the game data under Linux regarding where and how to install the game data. innoextract
can also be installed with homebrew (brew install innoextract
).
The game will automatically change all used files to lower-case on the first start. If you want to run the game with read-only data you need to do this manually.
For running arx in a debugger, see Debugging
Alternatively you can download the current snapshot of the source code repository as a .zip or .tar.gz file and extract that:
- Arx Libertatis Development Snapshot (tar.gz)latest snapshot of branch 'master'
- Arx Libertatis Development Snapshot (zip)latest snapshot of branch 'master'
This will give you the same code as cloning the repository, but won't let you update it without downloading everything again.
Compiling
Preparing the build directory
First, cd
to where you downloaded / extracted the AL source code (the directory containing the `CMakeLists.txt` file):
Then create a build directory that will contain compiled files.
Using the data repository (git checkouts only)
Next, tell the build system where to find the ArxLibertatisData repo (you can skip this if you want to generate the data files yourself or if you are building from a release source archive):
Replace ../../ArxLibertatisData
with the path to the ArxLibertatisData checkout. Alternatively you can pass the -DDATA_FILES=../../ArxLibertatisData
option to the cmake command(s) below.
Configuring
Now you should be ready to configure and compile. Run cmake:
Replace ../../ArxLibertatisData
with the path to your ArxLibertatis
If you plan on adding code, it might be a good idea to use the developer mode instead:
This disables the unity build to allow for faster incremental builds and also enables runtime checks and debug output in the compiled binary.
Building
And now you should be able to compile with:
If you run out of RAM during the build, disable the unity build by running cmake like this and try make again:
Finally, you can install the executable system-wide with:
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Enter your account password at the prompt.
Running the executable
You can run the Arx Libertatis executable from the terminal:
You will need to obtain a copy of the data files from a commercial copy of Arx Fatalis, or use the demo data files. Refer to Installing the game data under Linux regarding where and how to install the game data. innoextract
can also be installed with homebrew (brew install innoextract
).
The game will automatically change all used files to lower-case on the first start. If you want to run the game with read-only data you need to do this manually.
For running arx in a debugger, see Debugging
Creating an .app wrapper
If you want to have an icon you can pin on your dock or in your launchpad you can create a simple AppleScript to wrap the executable in an .app bundle.
- First, determine where the
arx
executable is.- If you didn't
make install
figure out the path to the folder you built it to. - If you ran
make install
, use this to find out the position of the executable, then copy the output:
- If you didn't
- Open AppleScript Editor (it should be in
Applications/Utilities/
) - Assuming the path to
arx
is/usr/local/bin/arx
, copy the following lines into the window:
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Replace /usr/local/bin/arx
with the position of your executable if needed.
- Save the script as an application.
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I, too, purchased the GOG version of Arx Fatalis. I installed the program yesterday without any difficulty.
The game does play, but as Clocknova posted, any time there is text on the screen (like during character creation) the game drops down to about 5% of its normal speed. The performance is so poor that the mouse cursor jumps all over the place while attempting to carefully maneuver it around the screen.
I checked the logs and there are a large number of errors related to the DIB engine. An example being:
fixme:bitblt:X11DRV_ClientSideDIBCopy potential optimization: client-side compressed DIB copy
The log is spammed with hundreds, if not thousands, of these messages.
The game does, however, work. Just very, very slowly when having to deal with the way the game handles fonts (and possibly other screen overlays).
The only other problem that I've encountered is that the game crashes whenever I attempt to set resolution above 1024x768. In theory (and in practice according to posters on the GOG forum and elsewhere on the internet) the game fully supports a variety of resolutions, including widescreen ones. In fact, the game offers several higher and widescreen resolutions in its graphical configuration dropdown list of options. Selecting higher modes, such as 1152x720 or 1280x800 lead to the following error (and immediate crash):
1. The screen starts flickering quickly between the normal screen and a vertically inverted one of the same image.
2. This error message is then posted to the log, around 30 times:
fixme:d3d_texture:basetexture_apply_state_changes Unrecognized or unsupported MAGFILTER* value 4
Other than those two issues, the game does run so long as you keep it in 800x600 or 1024x768 resolution, and can suffer through the painful slowdowns associated with having text on screen.
Following is a copy of the full log, in case there's anything of value in it for troubleshooting:
Thank you very much to anyone who might have ideas on how to improve how the program functions, or address any of the err: or fixme: issues in the log.