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Switch instructions to do an out-of-tree build, as is generally
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recommended these days.
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uqs authored and SupSuper committed Nov 25, 2020
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Expand Up @@ -23,26 +23,26 @@ This project has two ways to build: one with make and the other with Xcode. The
### Make
1. In the root of the repository, generate the Makefile with cmake (Release is also a valid build type):
```
cmake . -DCMAKE_BUILD_TYPE="Debug"
cmake -DCMAKE_BUILD_TYPE=Debug -B build .
```
1. Copy the vanilla game assets (UFO/TFTD) into the repository's `bin/` directory.
1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory.
1. Build the project (2 being the number of threads to run):
```
make -j2
cmake --build build -j2
```
1. Make sure that you set up your [Data directory](https://github.com/OpenXcom/OpenXcom#directory-locations) properly.
1. Your artifact will be named `openxcom.app` in the root of the repository.
1. Your artifact will be named `openxcom.app` in the build target directory.


### Xcode
1. In the root of the repository, generate the Makefile with cmake (Release is also a valid build type):
1. In the root of the repository, generate the XCode project file with cmake (Release is also a valid build type):
```
cmake . -DCMAKE_BUILD_TYPE="Debug" -G Xcode
cmake -DCMAKE_BUILD_TYPE=Debug -G Xcode -B build .
```
1. Open the `OpenXcom.xcodeproj` in Xcode.
1. Copy the vanilla game assets (UFO/TFTD) into the repository's `bin/` directory.
1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory.
1. Build with cmd-B
1. Your artifact will be named `openxcom.app` in the build target directory (Debug or Release) from the root of the repository.
1. Your artifact will be named `openxcom.app` in the build target directory (Debug or Release).

## Additional Help
Should you require any further assistance regarding the OSX build - feel free to ask around on the official forums - https://openxcom.org/forum/ or contact us directly on GitHub - [@rcreasey](http://github.com/rcreasey)

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