You can't link enough to have MFC on the Mac though right? And it relies on 
windows stuff I would think. Who doesn't have at least windows xp these days. :p

~Ryan

On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <r2d2r...@gmail.com> 
wrote:

> Actually, it's still useful when your target is a machine that doesn't have
> .NET Framework installed. And you can statically link the MFC libraries to
> your executable.
> 
> 2010/7/11 Ryan Sheffer <darksk...@gmail.com>
> 
>> Hammer is very old and back in those days MFC was actually... decent? I
>> cant
>> imagine using it these days. :p
>> 
>> On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <silverpowe...@gmail.com
>>> wrote:
>> 
>>> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
>>>> Has valve released the code update so a mod can be compiled on mac?
>>>> The mod I work for is nearing release and we're looking into releasing
>>>> for windows and mac, prehaps at the same time.
>>>> 
>>>> Do I have to port the mod to source 2009 though or can I just keep the
>>>> source 2007 code base?
>>> 
>>> No. From what I understand, it's on Valve time at the moment, so it's
>>> effectively in limbo.
>>> 
>>> And yes, you will have to port your mod to SE2009. The only Source
>>> engine they ported and plan to port to Mac (and eventually Linux?) is
>>> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
>>> branch ported too, but that's the only mainline engine we're likely
>>> going to get. I seriously doubt they want to port the older engines over
>>> to Mac/Linux, when they've outright refused to rewrite their SDK tools
>>> for portability (apparently they're nasty MFC-based monstrosities).
>>> 
>>> It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
>>> much as I am now. I really miss Unix-based OSes and tools.
>>> 
>>> --michi
>>> 
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>> 
>> 
>> --
>> ~Ryan ( skidz )
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