michail-nikolaev / task-force-arma-3-radio

TeamSpeak integration for Arma 3
http://radio.task-force.ru/en/
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TFAR for MacOS (M1/M2) Version (NOT LINUX) #1564

Open Shipyde opened 8 months ago

Shipyde commented 8 months ago

Arma 3 Version: 2.14 (MacOS on M1/M2)

Mods:

- @CBA_A3
- @task_force_radio

Description: Hello everyone, as some of you already know, ARMA3 has stopped development of the Linux version. However, apparently this was done in favor of the development of a MacOS (M1/M2) version on which, similar to Windows, normal mods can be installed by placing the mod files in the installation path.

According to the developers of ARMA3, the MacOS version will not run on Linux. More information here: https://dev.arma3.com/ports

I have already made the modpack from Panthor.de work in the MacOS version. Also the included TFAR in version 1.-1.0.318 could be loaded from the ARMA3 client. However, I could not test if a connection to the TS3 server would have been possible, due to the TS3 plugin limitation of x64 and x32.

Other included mods like ACE3 are also executed without problems and recognized in the game, so they can be used in the game.

Cheers,

shipy_de

Dahlgren commented 5 months ago

According to Bohemia and the porting team VP the macOS version wont support extensions (dll/so/dylib), https://discord.com/channels/105462288051380224/105467328782692352/1121811516384092221

Windows versions of all DLLs, both game’s and third party, are used in both Rosetta builds and native build. In Rosetta build they are converted to ARM code by Rosetta, in native build they are converted to ARM code by our custom solution, which will persist after Rosetta is retired. The dylibs are not supported, one, because such mixing of DLLs and dylibs is hard to support, and, more importantly, because running executables from outside the game bundle is expressly disallowed by Apple security requirements for Steam, so there is no point in supporting them. Executable code for third party libraries used in DLCs has been preconverted and the preconversion results are stored within the game bundle, usable only in conjunction with data from actual DLLs, present if the DLC is installed on macOS. The game bundle is hardened executables, which means everything in it is cryptographically signed, the entire bundle is notarised with Apple and won’t run if anyone tries to change even a bit inside it, code or data.