The unofficial "ZDoom on Mac OS X" thread.

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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Gez » Wed Jul 21, 2010 4:55 am

Or a moderator could put a note in the first post...
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Doomaholic » Wed Jul 28, 2010 12:53 am

Gez wrote:
wildweasel wrote:Try it from here instead.


Thanks a bunch, WildWeasel (and Gez). I tried it out. It works perfectly and smoothly. I just have a problem: When I try to make it fullscreen (command F), it won't work. Is there another way to make it fullscreen? Thanks.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby wildweasel » Wed Jul 28, 2010 1:21 am

Check in the Video Modes menu under Options, perhaps? I don't know if fullscreen is supported yet, as I've still not been able to test the OS X version of ZDoom on my Mac (don't have 10.4 to install on it; I'm stuck with 10.3.9).
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Wed Jul 28, 2010 5:03 am

Fullscreen works. You have to change the resolution for it to take effect on Mac OS X though.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby durisnonfrangor » Sun Aug 01, 2010 8:15 pm

Hey guys,

I'm running 10.6.4 on a gen2 MBP (Radeon X1600), and finding that whenever it's fullscreen (in any resolution) ZDoom's colours are completely ruined whenever a flash/palette change is meant to occur eg. when picking up items or getting hit. The colour change looks superficially like an inversion but it never returns to normal, even on level changes, and further flash events mutate the colours even more. There's a split second of correct colour very briefly when quitting before it fades out.
In windowed mode this doesn't happen, but as I progressively increase the resolution there is noticeable choppiness. This happens in both 2.4.1 and r2448.
The colour reversal (again, only in fullscreen) also occurs in the latest Chocolate Doom, but no lagginess when increasing resolutions.
Would this be something to do with SDL maybe?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Tue Aug 03, 2010 3:46 pm

durisnonfrangor wrote:also occurs in the latest Chocolate Doom, but no lagginess when increasing resolutions.
Would this be something to do with SDL maybe?

If it happens with chocolate doom then it definitely has to do with SDL. The reason chocolate doom doesn't lag when increasing resolution is last I checked it doesn't actually have high resolution modes. That is chocolate doom just scales the 320x200 screen to fill whatever resolution to set it to. (It might have changed since I last looked, but I doubt it.)
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby durisnonfrangor » Wed Aug 04, 2010 1:38 am

Yes, Chocolate Doom does just that (with options for correcting the aspect ratio in fullscreen).
Peeking into the packages, the latest stable Chocdoom 1.4.0 uses SDL 1.2.0 and ZDoom r2448 uses the latest SDL 1.2.14. Both of these versions have the inversion problem.
I suppose a more relevant question is, is this a bug with SDL or just the way that Doom changes its colours? Would it be an easy fix (r_sdlpalette true?) or do we need to sit tight for a Cocoa/CoreSomething adaptation?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Wed Aug 04, 2010 12:29 pm

durisnonfrangor wrote:I suppose a more relevant question is, is this a bug with SDL or just the way that Doom changes its colours?

I think ZDoom draws on a 32-bit canvas. If you know a little C++ you could probably tweak the SDL files and see if you can fix the issue yourself.
durisnonfrangor wrote:or do we need to sit tight for a Cocoa/CoreSomething adaptation?

I know Randy would like this to happen, however for me SDL works just fine.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby randy » Wed Aug 04, 2010 5:30 pm

If only Apple didn't make learn Objective C to do all their GUI stuff these days, I probably would have already tackled it. As it is, I'm not finding myself especially motivated to learn both a new language and a new GUI framework at the same time.
Blzut3 wrote:I think ZDoom draws on a 32-bit canvas.

If I recall correctly, SDL is still 100% 8-bit display code, though I may have adapted the DirectDraw 16- and 32-bit output stuff to SDL. I can't remember.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Wed Aug 04, 2010 6:21 pm

randy wrote:If only Apple didn't make learn Objective C to do all their GUI stuff these days, I probably would have already tackled it. As it is, I'm not finding myself especially motivated to learn both a new language and a new GUI framework at the same time.

Objective-C isn't a particularly hard language to learn, it's just ugly.

randy wrote:If I recall correctly, SDL is still 100% 8-bit display code, though I may have adapted the DirectDraw 16- and 32-bit output stuff to SDL. I can't remember.

There's definitely some code in the SDL directory to handle 32-bit canvases. It seems to be a fallback in case SDL can't allocate a paletted canvas though. There also seems to be a vid_displaybits cvar, haven't tried it on my 380XD to see if that can get ZDoom to use a 16-bit canvas.

Edit: Actually, is there anyway you could use OpenGL as a canvas as you do for Direct X? That might be a good way to avoid a large sum of Objective-C.

Edit 2: Just tried it, yes it's definitely possible to get ZDoom for Linux to run on a 16-bit canvas. (Starting ZDoom regularly results in garbage on this system.)
Last edited by Blzut3 on Wed Aug 04, 2010 6:38 pm, edited 1 time in total.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby durisnonfrangor » Wed Aug 04, 2010 6:31 pm

Awesome! Setting vid_displaybits 32 solved the problem :D
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby randy » Wed Aug 04, 2010 6:35 pm

Blzut3 wrote:Objective-C isn't a particularly hard language to learn, it's just ugly.

Yes, well, in the time that I'd be spending learning Objective-C, I'd rather be learning Japanese, so guess which one I picked...
Blzut3 wrote:Actually, is there anyway you could use OpenGL as a canvas as you do for Direct X?

Yes, but I've not really done anything with OpenGL since GLUT several years ago. It's somewhat appealing to do, though, since Linux users would benefit as well.
Blzut3 wrote:That might be a good way to avoid a large sum of Objective-C.

You'd still need it to dump SDL, though.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Wed Aug 04, 2010 6:44 pm

randy wrote:Yes, but I've not really done anything with OpenGL since GLUT several years ago. It's somewhat appealing to do, though, since Linux users would benefit as well.

Which is mostly why I suggested it. I could probably port the GLUT stuff to Cocoa/whatever, though I can't imagine GLUT being particularly bad on any system.
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Re: The unofficial "ZDoom on Mac OS X" thread.-DEH?

Postby johnb1 » Mon Aug 30, 2010 12:46 pm

okay- I gave this a try--works GREAT ! thanks to all who ported it to OS X. Dunno why it so long, but some things just do

quick question though-I can add wads n' stuff, and the occasional .pk3 file, but how do you add wads and .DEH as well?
Clickin' n' draggin' don't quite work-you have to click on the wad, and tell your Mac to open it with ZDoom-crappy, maybe
but it seems to work. I don't seem to see a Launcher in ZDoom, like with Doomsday, where you can pick your IWAD, and the stuff you wanna load, load it up, then press "play" and it works. So....I'm kinda stuck here......

thanks for any replies

JB

ps-I'd let other Mac users know about this Zdoom on Mac stuff, but I can't seem to post on doomworld.com
and the forums don't seem to be active.
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Re: The unofficial "ZDoom on Mac OS X" thread.-DEH?

Postby Blzut3 » Mon Aug 30, 2010 4:20 pm

johnb1 wrote:Dunno why it so long

Would you like an explanation? Overpriced hardware. Seriously the cheapest Mac Mini has less than half the specs of a computer that cost half as much. (You can get an Intel quad core with 4GB of ram and a discrete graphics card for about $300 if you know where to look.) In other words, programmers don't buy Macs. If Apple allowed Mac OS X app development through Darwin and/or endorsed running Mac OS X on non-Apple hardware you would probably see a lot more software for Mac OS X.
johnb1 wrote:quick question though-I can add wads n' stuff, and the occasional .pk3 file, but how do you add wads and .DEH as well?
Clickin' n' draggin' don't quite work-you have to click on the wad, and tell your Mac to open it with ZDoom-crappy, maybe
but it seems to work. I don't seem to see a Launcher in ZDoom, like with Doomsday, where you can pick your IWAD, and the stuff you wanna load, load it up, then press "play" and it works. So....I'm kinda stuck here......

ZDoom's Mac launcher is only a complex as the ones on the other platforms. If you need more you need to use the terminal. It's something like `/Applications/ZDoom.app/Contents/MacOS/zdoom -file mywad.wad`.
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