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:
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
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
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.
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)?
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.