The official "ZDoom on Mac OS X" thread.

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

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

Postby Solphum » Tue Aug 31, 2010 1:02 pm

I tried both of the links for zdoom provided by the first post, but neither of them opened up. I have my iwads and everything still from a previous version of zdoom osx I used. Can anyone please help? I'm using 10.5.8 on a macbook. The first post indicated that you require 10.4, but my old verison works on 10.5.8 just fine.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby johnb1 » Sat Sep 04, 2010 12:23 pm

thanks Bizut3
well-yeah-Apple can be dickish at times (no BluRay for you !) (no Flash on whatever) and somewhat procrustian to deal with
(basically if isn't Jobs-approved it ain't gonna happen) and...Apple remembers the "Clone Wars" and how much they nearly
took down the company so no clones here, and if you wanna hackintosh, yer on your own....as for overpriced, yeah, I can believe it-my 24" widescreen Cinema Display was a bit over a grand when I bought it 8 years ago, but it's still going. I got a free
MacPro out of 'em to replace a leaking G5 I had so I'm not absolutely disgusted with 'em, but still the love is lukewarm there...
(not one PCI slot in my new desktop machine, so my old audio card won't work at all-gee thanks Apple:P
JB

and thanks for the answer re. deh files and wads. I guess I'll have to wait longer until I see an easier way to do things
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Solphum » Mon Sep 13, 2010 3:28 pm

So I was wondering if there was a way to apply .pk3s to mod existing iwads. I really want to try Aeons of Death. A previous version of zdoom osx allowed this, but it's not in the most recent version as far as i can tell.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Mon Sep 13, 2010 3:46 pm

Blzut3 wrote: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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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby wildweasel » Wed Oct 27, 2010 12:24 am

If any Mac users are having trouble loading wads, I just added Blzut3's instructions to the ZDoom Wiki: Installation and execution of ZDoom
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby esselfortium » Wed Oct 27, 2010 11:27 pm

Is there any chance of drag and drop support being added to this? The ability to drag and drop wads and other files directly onto the program icon to launch with them loaded is missing from nearly all the Mac Doom sourceports, for some reason.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Thu Oct 28, 2010 2:08 pm

esselfortium wrote:On that note, it's been a while since I've checked, but if I remember right the Mac versions of ZDoom (as well as PrBoom and PrBoom-Plus) don't support my preferred method of loading wads: dragging and dropping them onto its icon.

Blzut3 wrote:Esselfortium, if you can tell me what I need to do with the app bundle, I'll update the template.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Doomaholic » Sat Nov 13, 2010 2:40 am

Yo, it's me again. I dunno if this has been bought up yet (I don't have the time to read the ENTIRE thread), but how do you load multiple .pk3 files on the latest version of ZDoom for Mac? For example, I'm trying to run AEons of Death (AEoD.pk3) with it's latest patch (AEoDdat.pk3) and this is what happens:

The ZDoom icon pops up on the dock, stays there for around 10 - 15 seconds, then disappears. It's like Zdoom can't "take the files in" for some reason... When it should be working fine, like it does on the PC with .pk3 files. I can run some single .pk3 files but AEoD on it's own, even without the patch won't work. I own a Macbook Pro incase it helps. Thanks.

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

Postby Blzut3 » Sat Nov 13, 2010 11:38 am

Blzut3 wrote: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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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby esselfortium » Sat Nov 13, 2010 1:35 pm

Blzut3 wrote:
esselfortium wrote:On that note, it's been a while since I've checked, but if I remember right the Mac versions of ZDoom (as well as PrBoom and PrBoom-Plus) don't support my preferred method of loading wads: dragging and dropping them onto its icon.

Blzut3 wrote:Esselfortium, if you can tell me what I need to do with the app bundle, I'll update the template.

I'm not a developer. I have no idea :(
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby insertwackynamehere » Fri Apr 22, 2011 8:49 pm

I really hate to bump this but I didn't think this would be worth it's own thread and I feel like some people could use this, especially with the advent of Xcode 4. I am relying on this
"Reviving" dead discussions will probably get you yelled at - there is likely a reason why nobody has posted in a given thread for over a month. Bumping a thread where it has no relevance or has no content is usually frowned upon. Bumping a thread if it DOES have content or has a question that is relevant to the original discussion can be okay.
from the forum rules as my post having relevance to the discussion and possibly helping people who were confused, but if I am doing this wrong forgive me, I haven't been on these forums in ages.

Anyway, I recently wrote a blog post that details (with screen shots!) how to build ZDoom 2.5.0 with XCode 4. The end result is that a user can have a working XCode project version of ZDoom without much hassle. It also discusses the issues I have trying to run a straight CMake and make (as per the wiki entry) and bypasses those issues by giving the developer or user a way to have a functional XCode 4 project with which they can play around or simply build ZDoom for OS X in.

Build ZDoom in Xcode 4

If you are bored by descriptions and text walls, here is the meat of the blog post.
The actual build instructions

Although the ultimate solutions are not too complicated, they were a pain to figure out so I hope this can spare people who simply want a .xcodeproj file that builds without figuring out why nothing is building. Especially since XCode 4 potentially opens a whole new can of worms in the process. Once again I hope it is okay I am bumping this thread. If not, I apologize.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby DaMan » Sat Apr 23, 2011 2:08 am

Don't think anyone here is going be spending $5 for Xcode4.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Gez » Sat Apr 23, 2011 2:25 am

A quick summary of these instructions would be appropriate on the wiki page. And speaking of wiki, I'd suggest linking to this page at the end when you list possible IWADs to use, since ZDoom supports more than just Doom. :)

DaMan wrote:Don't think anyone here is going be spending $5 for Xcode4.

Are you saying Mac users are stingy people who don't like paying more than they could? :p
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby insertwackynamehere » Sat Apr 23, 2011 2:40 am

DaMan wrote:Don't think anyone here is going be spending $5 for Xcode4.

I have Xcode already because I'm a developer and the people who would rather use Xcode to build than cmake/make would already have reason to have Xcode :P

That being said, I have absolutely no clue how to successfully build this from the command line; as you can see from my blog I tried a bunch of things but all that I get were errors. It would try to link the non existant x86_64 libfmodex.dylib when i followed the instructions on the wiki and when i forced i1386 architecture, a_armor.o failed to build with cryptic messages that some searching around led me to believe were related to bitiness. All in all, Xcode seems to be the only way to go at least for me, plus it theoretically allows for developers to help contribute on a Mac using an IDE. I understand issues people have with IDE bloat but for a project like ZDoom, it becomes really hard to hand-maintain everything in texteditors (in my opinion).


Gez wrote:A quick summary of these instructions would be appropriate on the wiki page. And speaking of wiki, I'd suggest linking to this page at the end when you list possible IWADs to use, since ZDoom supports more than just Doom. :)

DaMan wrote:Don't think anyone here is going be spending $5 for Xcode4.

Are you saying Mac users are stingy people who don't like paying more than they could? :p

I updated it with a link :) thanks

also $5 for XCode? I remember buying Visual Studio in high school for like hundreds of dollars. Cue people laughing at me for not warezing it I guess. But hey, I'm a compsci major now and guess what I havent touched a WIndows environment once since high school. So I guess it paid off but not directly.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby wildweasel » Sat Apr 23, 2011 3:22 am

insertwackynamehere wrote:I really hate to bump this but I didn't think this would be worth it's own thread and I feel like some people could use this, especially with the advent of Xcode 4. I am relying on this from the forum rules as my post having relevance to the discussion and possibly helping people who were confused, but if I am doing this wrong forgive me, I haven't been on these forums in ages.

Hey, no problem, the thread's pinned anyway... =P
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