The official "ZDoom on Mac OS X" thread.

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

Postby ZildjianKX » Thu Jan 05, 2012 5:29 pm

k0da wrote:To load WADs/PK3s open up a Terminal type in ./Applications/ZDoom.app/Contents/MacOS/ZDoom -file /path/to/wad/blabla.wad

There's a fork of GZDoom that works on OS X: http://code.google.com/p/gzdoom-macosx/

Looking through the source repository changes support has been added for passing parameters through the IWAD selector.


Thanks a ton, works great! I can finally play Brutal Doom on OS X with OpenGL! Death cam doesn't seem to work, but everything else is fine :o
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby k0da » Thu Jan 05, 2012 10:08 pm

No problem.

@Gez - The fork. I can't ever recall trying to compile normal GZDoom OS X.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby ZildjianKX » Fri Jan 06, 2012 12:21 am

Just to follow up, death cam does work, I didn't realize you had to have berserk to do a fatality in Brutal Doom.

In case anyone is reading this and trying to get the "Additional Parameters" field working to load a pk3 with GZDoom for OS X, put the pk3 inside the app bundle ("GZDoom.app/Contents/MacOS") and add this to the "Additional Parameters" textfield:

"-file brutalgzdoomv014.pk3"

or whatever your pk3 is. The field expects a relative path from the app's binary. I was using absolute paths for awhile and couldn't figure out what was wrong.

Anyways, GZDoom is great... love the wad selector, the parameter field, working OpenGL :D
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby k0da » Sun Feb 12, 2012 5:10 am

It seems the developer of the GZDoom MacOS X fork has written a native Cocoa interface replace SDL: http://code.google.com/p/gzdoom-macosx/source/list

I haven't tried it personally and it also seems some of the code is emulating SDL functions, but perhaps it's still worth investigating adapting to ZDoom?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Sun Feb 12, 2012 10:40 pm

From the looks of it, he has the joystick code is disabled when using Cocoa. SDL works fine for me, so I'm not sure it's worth replacing with something less functional.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby johnb1 » Sat Feb 18, 2012 3:27 pm

FWIW, the SDL port of GZDoom works fine for me...so far...
quick question, though...I'm trying to get plutonia to run with Zdoom and it sorta does...but...how to load p-wads that need Plutonia to run? Hmmm....kinda stumped for now.... any idears welcomes
thanks

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

Postby Gez » Sat Feb 18, 2012 4:07 pm

Can you load PWADs (regardless of IWAD)? Do you have the IWAD selection box?

If the answer is yes to both, then it's as simple as loading the PWAD and selecting Plutonia as the IWAD.

For a more automatic method, you can place a GAMEINFO text lump in the zip containing the wad, in which you use the IWAD = "Plutonia.wad" line.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Ral22 » Fri Mar 02, 2012 6:35 pm

I'm having some trouble running ZDoom on my Mac. I just recently bought my Mac, about 2 weeks ago, and tried to run the latest Mac SVN today. At first, I thought I had put the IWADs in the wrong place, so I tried all of the recommended places to put the IWADs.

For some reason, an error pops up saying something like "Check with the developer of ZDoom to see if it supports the latest Mac OS X" or something along those lines. It doesn't point to a specific problem for not launching.

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

Postby Blzut3 » Fri Mar 02, 2012 8:45 pm

Why does Apple have no concept of backwards compatibility?

Anyways, I'll have to do some more searching, but I think the problem is the version of SDL I linked against might only support 10.4-10.6. I'd really hate to build two binaries, but it might come down to either that or dropping PowerPC. Can you make sure that is the exact message (preferrably give me a screen shot)?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Ral22 » Fri Mar 02, 2012 10:24 pm

Here you go, Blzut:
http://gyazo.com/8c7ed35e7055abfb5104532931bfb946

Also, when I tried to install Myst III for Mac, it said PowerPC applications are no longer supported, so that might help in the diagnosis.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Blzut3 » Sat Mar 03, 2012 12:13 am

Oh that error message. Click on report and it should give a bunch of information that might be useful.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby Ral22 » Sat Mar 03, 2012 2:25 pm

Well, I can't specifically make any sense of it, but you guys might be able to.

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

Postby Blzut3 » Sat Mar 03, 2012 5:27 pm

Uploaded a new build. Let me know if that solves the issue. If not, be sure to post the report again.

Also your report reads: "/Volumes/VOLUME/ZDoom.app/Contents/MacOS/zdoom" Did you copy ZDoom to your applications directory?
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Re: The official "ZDoom on Mac OS X" thread.

Postby Ral22 » Sat Mar 03, 2012 7:37 pm

My ZDoom is in applications, and it now works. I really appreciate the help, Blzut.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Postby k0da » Sun Mar 11, 2012 3:07 am

Blzut3 wrote:From the looks of it, he has the joystick code is disabled when using Cocoa. SDL works fine for me, so I'm not sure it's worth replacing with something less functional.

Joystick code has recently been implemented. I have no idea how stable the Cocoa code is, but I still think this is worth considering integrating into the ZDoom codebase. Removing a dependency and being native rather than through an abstraction layer is better IMO, especially if the code is already there.
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