Hey, awesome project. But I did not seem to find a way to start the build on my Mac. After I followed the steps from the Basic Installation and run (instead of .bat file)
./hl2_osx -steam -game tf -insecure -novid -nojoy -nosteamcontroller -particle_fallback 2
I get the following:

I guess it is somehow related to the fact that the executable hl2_osx was not originated from the build but was copied from the local copy of TF2. Is there any way to start the build using MacOS and if there is not, are there any plans about it?
Is there any way to start the build using MacOS and if there is not, are there any plans about it?
Use wine or build it yourself. https://github.com/mastercomfig/team-comtress-2/wiki/Mac-Build-Instructions
The documentation for building on Mac is empty or am I missing something? 🙂
That's by design!
The documentation for building on Mac is empty or am I missing something? slightly_smiling_face
Currently no one has put in work to create a build process. If you feel like it should be there, you could start trying yourself. #486 could be good reference.
Got it, I will try my best though I'm not experienced in compiling C++ projects) If I manage to build it on Mac I will contribute
@Kefir100 unfortunately there's a bug with Xcode where only libraries are present the project target schemas.
its also currently broken and crashing unfortunately.
vgui_surfacelib needs 10.5 sdk, also some minor tweaking to the xcconfig file.
on default settings xcode may not proceed further into compiling if a project fails, not too sure on that, mileage may vary
you also will need to manually compile protobuf according to alliedmodders wiki instructions.
@Juesto Thanks for the advice, I have tried several approaches but unfortunately none of them worked. Currently I'm trying to compile without use of Xcode at all.
xcode will be required, if you could post the problems you're having here or in the discord we could try to help you out.
@Juesto Thanks for the advice, I have tried several approaches but unfortunately none of them worked. Currently I'm trying to compile without use of Xcode at all.
unfortunately that's currently not possible due to how vpc was designed around.
it may be possible but it's not entirely practical to put effort solely in that.
thanks for understanding, feel free to have a chat with us, as melvyn2 had pointed out,
Finally got back to the discussion and I have got several questions about the build process 🙂
vpc stand for?vpc scripts (external/vpc/devtools/bin/vpc and devtools/bin/vpc) ?tiers in the project?tier0, tier1, etc. are c++ libraries that contain common code used by other code.addendum to what melvyn2 said:
Finally got back to the discussion and I have got several questions about the build process
- What does vpc stand for?
Valve Project Creator, initially it did just create projects hence the name but it has evolved into a solution generator
- Why are there multiple
vpcscripts (external/vpc/devtools/bin/vpcanddevtools/bin/vpc) ?
what you should be using is devtools/bin/vpc which is a script file for posix that automatically builds vpc from that source location for the respective platform for you the first time you run it or when you make changes, don't worry about it, just how they decided to structure it
- As far as I can see the build process contains:
- Building the external dependencies from source (why not just download them?)
you realize we're dealing with something that is gray area, right?
the more source code at hand, the better, this is common practice.
the only reason where you may only have precompiled stuff is when licensing doesn't permit modification or is unpractical to deal with the dependency burden they require.
- Compiling the source code
Am I missing any steps?
you run vpc to get the respective projects and solutions before attempting to compile source code at all with the designated applications
- What are
tiersin the project?
Valve's replacement of MSVC++ bits, they handle memory, mathlib, sdk common tasks, etc
- Have you considered building inside Docker containers?
It's not easy to integrate Valve methods used here into standard CI/CD. but we are slowly getting there soon™
@Juesto @melvyn2 Thanks mates for such detailed answers) I guess the first step in creating a build for Mac is getting VPC to work?
@Juesto @melvyn2 Thanks mates for such detailed answers) I guess the first step in creating a build for Mac is getting VPC to work?
it already works, coms changes has broken POSIX unfortunately.
there's a bug with Xcode and vpc where only libraries would have a target/schema, executables and other types are MIA.
i already explained you many of it's known gotchas earlier @Kefir100