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Well, I guess you can count me in.

Several groups have/had access to the source code before. Problem is, they were "groups", and I'm pretty sure they all had to sign NDAs or some sort of contract.

So I'm not entirely sure if you're going to be able to just round up random people off the net for this little project of yours. Epic will probably want to know who and how the code is being used.

-SC
 
Well, I guess you can count me in.

Several groups have/had access to the source code before. Problem is, they were "groups", and I'm pretty sure they all had to sign NDAs or some sort of contract.

So I'm not entirely sure if you're going to be able to just round up random people off the net for this little project of yours. Epic will probably want to know who and how the code is being used.

-SC
I'm hoping that Mr. Gordon will reach somebody at Epic that likes UT and Macs, it's not like the game is even on sale any more for us, save those who want to torrent a pirate copy of the Windows cider version, but damn, I remember when it was a $100 Christmas present to me... anyways, with the Quake engine being open sourced, I'm just hoping out of hope that we can resurrect UT in the same way, OS X x-86-64 and all.

At the moment things are cautiously positive, but in this game you never know what's really going on until there's actually something shipping.
 
Do you know anything about the UT99 v432 source base containing support for OS X?

I'm seeing a scatter of __APPLE__ preprocessor defines everywhere. It also looks like the Apple version may have been built around SDL, and there's support for OpenAL and OpenGL in the source tree.

I'm not promising anything and I'm certainly not familiar with the build system they're using, but I'll take a closer look at this tomorrow and see if it might be possible to get it compiling through Xcode (highly unlikely, but stranger things have happened).

-SC
 
Do you know anything about the UT99 v432 source base containing support for OS X?

I'm seeing a scatter of __APPLE__ preprocessor defines everywhere. It also looks like the Apple version may have been built around SDL, and there's support for OpenAL and OpenGL in the source tree.

I'm not promising anything and I'm certainly not familiar with the build system they're using, but I'll take a closer look at this tomorrow and see if it might be possible to get it compiling through Xcode (highly unlikely, but stranger things have happened).

-SC
I had a quick look but couldn't see an easy way, unfortunately, the easy easy way is the only way I know when it comes to this..
 
Nevermind.

The partial source code release for v432 is just that, partial. There are massive chasms and gaps in the source code. I'm not even sure why they bothered releasing that stuff actually. Maybe it's useful to modders, who knows.

-SC
 
Nevermind.

The partial source code release for v432 is just that, partial. There are massive chasms and gaps in the source code. I'm not even sure why they bothered releasing that stuff actually. Maybe it's useful to modders, who knows.

-SC
Yeah, and it seems to be Windows-ish type stuff, none of the code that went into the Mac Preview 3 [that's OS X specific]
 
Why The Unrealism Zone Did NOT Use Wineskin For UT99

I know this thread is a bit old, but I feel this is important to post;

Originally, almost a year ago, Arkon switched from CSXWineskin to experiment with several different Wineskin versions---especially some of the latest ones at the time. After testing UT99 with them, he immediately discovered and used a newer cider wrapper, switching back to the cider method, and here are the reasons why:

  1. Wineskin had significant input issues
  2. ACE, and some other common anti-cheat tools cause an entire system crash--even a kernel panic in most cases.
  3. More texture glitches with Direct3D9 renderers (but this was simply fixed with OpenGL)

Despite ACE not working correctly with the current cider version provided by The Unrealism Zone, as well, it doesn't crash the entire system like it did with Wineskin. Arkon is still working on that, but he's relocating, which means another hiatus.

:(
 
Keep this thread alive please! One of the reasons I refuse to update from 10.6 is because of this game.

I had been using the Update 6 (Cider 4861) version, but for some reason now it doesn't want to launch.

Remember the Unreal Tournament Preservation Group? (http://www.utpg.org/)

The last post from there in November of '04 was 'The most important piece for all you Mac users out there is a preview release of the brand new Mac OSX client.'. I'd like to know what happened to that preview release. I mean as long as it works on OSX Intel, I'd take a stab at it.
 
UT99 works flawlessly in Wineskin and CrossOver on a 2010 and 2013 MacBook Air running 10.9.

Yes, there were some serious issues with mouse input that made the game nigh-unplayable, but those were cleared up for me during the RC builds of CrossOver 13 and the latest 1.7.x builds of WINE. It worked pretty well back in CrossOver 12 and WINE 1.5.x, but I think something broke in later builds.

Admittedly I haven't extensively tested multiplayer, but everything seems to work really well. Before, you had to run the game using OpenGL, but with the Direct3D booster patches introduced in WINE 1.7.1 (and rolled into CX13) the game runs incredibly well.


http://www.cwdohnal.com/utglr/
 
Half a year later, I was going through old emails and replied to Ryan.

me said:
Hi Ryan,

Just wondering if you ever did get some spare time to poke around for the original Mac UT source.

Got reminded of this email since I finally moved to Mavericks and no matter what, I’m struggling to run UT on it at the moment.

Ryan C. Gordon said:
I have the source code, but that wasn't the problem; I don't have Epic's permission to port it to Mac OS X or release a port. Sorry. Maybe some day.

--ryan.

I guess that answers things for the time being.

In other news, when I was searching for this thread to post the reply, I came across this from earlier this month:

https://www.unrealengine.com/blog/the-future-of-unreal-tournament-begins-today

unrealengine.com said:
The Future of Unreal Tournament Begins Today

Steve Polge on May 08, 2014 | Community News Work on the future of Unreal Tournament begins today, and we’re happy to announce that we’re going to do this together, with you. We know that fans of the game are as passionate about Unreal Tournament as we are. We know that you have great ideas and strong opinions about where the game should go and what it should be. So let’s do something radical and make this game together, in the open, and for all of us.
 
I have it working in a VMWare Fusion 4 Windows XP SP3 virtual machine. Compatibility mode for I think Windows 98 (if not, then 95) turned on, and run with admin privileges. Running 10.9.5.
 
Dang, I really miss Unreal! I used to play for hours and had all the best mods...no game has captured my attention as much since then. Headshot...Oh, did I blow your head apart? Miss that game!
 
I don't know anything about Cider and Wine.

Can I double click these and run them on my Mac?

Absolutely, all the wineskin and cider stuff is hidden and is responsible for converting the game to mac. All you really need to know in the end is they did it for you like magic, so the application appears 100% normal to you. :)
 
Absolutely, all the wineskin and cider stuff is hidden and is responsible for converting the game to mac. All you really need to know in the end is they did it for you like magic, so the application appears 100% normal to you. :)

That's good to know!! :)
 
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