Topic: Mac OS DMG packages do not work

SirVer

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Joined: 2009-02-19, 15:18 UTC+1.0
Posts: 1447
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Location: Germany - Munich
Posted at: 2025-12-22, 12:30 UTC+1.0

Hey Folks,

first: congratulations on the great release! I played yesterday with my family and we had a blast - and encountered no bugs.

However, the DMG images from the download section did not work for me. On both of my Macs (M1, 2020 and M2 2023) the corresponding DMG packages did not work. Unpacking them, the binary was marked with an "does not work" item and double clicking I got You can’t use this version of the application “Widelands.app” with this version of macOS.. Running it from the commandline (i.e. cd ~/Desktop/Widelands.app && Contents/MacOS/widelands) did work. I did some vibe analysis with gemini and figured out that the App does itself report to require Mac OS 15.7, while I am on Mac OS 15.6.1)

$ vtool -show-build Contents/MacOS/widelands
Contents/MacOS/widelands:
Load command 11
      cmd LC_BUILD_VERSION
  cmdsize 32
 platform MACOS
    minos 15.7
      sdk 15.5
   ntools 1
     tool LD
  version 1167.5

I was able to fix the problem by overwriting the settings in the binary:

$ vtool -set-build-version macos 11.0 15.5 -replace -output Contents/MacOS/widelands.new Contents/MacOS/widelands
$ mv Contents/MacOS/widelands.new Contents/MacOS/widelands

Now doubleclicking the .app worked fine.

I think the more principled fix would be to change the DCMAKE_OSX_DEPLOYMENT_TARGET in the Mac OS builds - however, I do not understand anymore how I could fix this. With the move to codeberg, I lost track on how to contribute and how we are building our nightlies/releases.


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Nordfriese
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Joined: 2017-01-17, 18:07 UTC+1.0
Posts: 2241
OS: Debian Testing
Version: Latest master
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One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2025-12-22, 14:46 UTC+1.0

SirVer wrote

Hey Folks,

first: congratulations on the great release! I played yesterday with my family and we had a blast - and encountered no bugs.

Thanks, I'm happy to hear that :)

[…]

I think the more principled fix would be to change the DCMAKE_OSX_DEPLOYMENT_TARGET in the Mac OS builds - however, I do not understand anymore how I could fix this. With the move to codeberg, I lost track on how to contribute and how we are building our nightlies/releases.

The Mac builds are very little tested since most of the currently active developers are on Linux and Windows. So a patch would be much appreciated.

You can still use GitHub to contribute: two repos, GitHub and Codeberg, are mirrored both ways, including all issues and PRs, so each contributor can use the platform they like better. Daily builds as well as the CI checks for PRs are done by GitHub Actions:
https://github.com/widelands/widelands/actions
And the action for MacOS is defined here: https://github.com/widelands/widelands/blob/master/.github/workflows/build_macos.yaml
(invoked via https://github.com/widelands/widelands/blob/master/.github/workflows/build.yaml)
And the actual MacOS build script is at https://github.com/widelands/widelands/blob/master/utils/macos/build_app.sh
So you can make a PR there and it will build with the same workflow and in the same environment also used for the release builds.


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hessenfarmer
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Joined: 2014-12-11, 23:16 UTC+1.0
Posts: 2918
OS: Windows
Version: always the latest
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Location: Bavaria
Posted at: 2025-12-22, 20:51 UTC+1.0

from the build script we try to find the sdk of an (very outdated osx version) and we are not able to do so (obviously not) we set the min versio n to the os version of the build system. But we should set it to the SDK we use instead imho


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SirVer

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Joined: 2009-02-19, 15:18 UTC+1.0
Posts: 1447
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Location: Germany - Munich
Posted at: 2025-12-28, 12:24 UTC+1.0

I attempted a fix here: https://github.com/widelands/widelands/pull/6950


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