Results 1 to 6 of 6
  1. #1
    Join Date
    Dec 2011
    Posts
    3

    Experience building for Mac?

    I have a project which I'm working on in Windows 7 x64. In windows, Unreal Frontend does allow me to create a mac build of the game but when I transfer it to a Mac it will crash shortly after the splash screen. I suspect this might be related to the Mac ini files which I have not modified much yet except for a couple tests to try to produce a mac build. I've read over the Mac documentation in UDN and the Unreal Frontend docs as well as searching the forums for related topic but haven't found anything helpful yet.

    Do I need to run Unreal Frontend on Mac for it to produce a functional build?
    Do I need to modify anything specifically in the Mac ini files to make a functional build?
    Does anyone have any experience building for mac, they can share that may help with this issue?

    Any insight will be greatly appreciated. Thank you in advance.

  2. #2
    Join Date
    Aug 2007
    Location
    Montreal, Canada
    Posts
    618
    Do you need to pay the $99 to Apple to become a registered developer?

  3. #3
    Join Date
    Feb 2005
    Location
    Bellevue, WA
    Posts
    3,251
    No, paying the $99 is for being able to publish to the App Store.

    "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." ~Rich Cook

  4. #4
    Join Date
    Dec 2011
    Posts
    3
    That's correct as owensd said it. Unreal Frontend will generate a mac application file and as I said it runs so long as the splash screen but will fail after. I suspect something may be incorrectly configured but the mac ini files are pretty bare as is and the UDN docs don't mention the proper way to set them up.

  5. #5
    Join Date
    Sep 2006
    Posts
    12
    Some time ago, when they announced the mac support, I successfully build the demo level of the UDK for the mac, since then I didn't try it anymore, but I didn't change any parameters. It worked fine - well the graphics were not as good as on the PC, but that's because of the Macbooks Geforce 9400M


  6. #6
    Join Date
    Dec 2011
    Posts
    3
    I got a hold of someone with a Mac to help me test some builds out. Turns out to be DLLBind. I created a copy of our scripts that doesn't use it and it works well.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •