Search found 8 matches

by toxicbits
Fri Mar 23, 2018 5:15 am
Forum: Feature Suggestions [GZDoom]
Topic: [Linux] Use XDG_CONFIG_HOME if it's defined
Replies: 4
Views: 907

Re: [Linux] Use XDG_CONFIG_HOME if it's defined

Ah, thanks. I didn't know getenv was part of the standard library. Will try that.
by toxicbits
Thu Mar 22, 2018 7:20 pm
Forum: Feature Suggestions [GZDoom]
Topic: [Linux] Use XDG_CONFIG_HOME if it's defined
Replies: 4
Views: 907

Re: [Linux] Use XDG_CONFIG_HOME if it's defined

We use GitHub pull requests for code contributions. Yeah, I already submitted a pull request for another issue, but didn't in this case since this patch doesn't work (yet). I can clean it up and submit it, though. I think in most cases, $XDG_CONFIG_HOME is not defined, but the spec states "$XDG ...
by toxicbits
Thu Mar 22, 2018 6:05 am
Forum: Feature Suggestions [GZDoom]
Topic: [Linux] Use XDG_CONFIG_HOME if it's defined
Replies: 4
Views: 907

[Linux] Use XDG_CONFIG_HOME if it's defined

GZDoom should use the path defined in the environment variable XDG_CONFIG_HOME and if it's not defined, fall back to ~/.config. Cf. the XDG Base Directory Specification: https://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html This makes it easier to package. I've tried to fix this ...
by toxicbits
Thu Feb 08, 2018 8:02 pm
Forum: Abandoned/Dead Projects
Topic: [CANCEL] HeXen: The Land of the Serpent Riders(GZDoom/Zand)
Replies: 59
Views: 28010

Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

Why should I put it on Github? I mean, actually is a HeXen mod, so I have the plan to publish it on ModDB and also it will be on TSPG website where I'm running testing servers now. you just will be able to open with Slade/DoomBuilder or whichever tool that you like and check the stuff. It could ...
by toxicbits
Sat Feb 03, 2018 9:45 pm
Forum: Abandoned/Dead Projects
Topic: [CANCEL] HeXen: The Land of the Serpent Riders(GZDoom/Zand)
Replies: 59
Views: 28010

Re: [WIP] HeXen III: The Land of the Serpent Riders(GZDoom/Z

All the added detail in the new screenshots looks very nice. Do you plan to put it on GitHub?
by toxicbits
Sun Jan 21, 2018 12:51 pm
Forum: Feature Suggestions [GZDoom]
Topic: Install gzdoom.sf2 when building GZdoom from source
Replies: 3
Views: 586

Install gzdoom.sf2 when building GZdoom from source

There's a soundfont in the git repository ( https://github.com/coelckers/gzdoom/blob/master/soundfont/gzdoom.sf2 ), but it doesn't seem to be installed after building from source on Linux. Could you please edit CMakeLists.txt so it gets installed to PREFIX/share/sounds/sf2/ or something similar ...
by toxicbits
Fri Sep 15, 2017 5:26 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Show "No WAD found" window
Replies: 7
Views: 2045

Re: Show "No WAD found" window

I've only used GTK very little, but I can try. I assume, for this case I'd need to add a GTK window here [0], sourrounded by #ifdefs so it only gets compiled on Linux?

[0] https://github.com/coelckers/gzdoom/blo ... tem.h#L115
by toxicbits
Fri Sep 15, 2017 4:35 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Show "No WAD found" window
Replies: 7
Views: 2045

Show "No WAD found" window

I think it would be helpful, if the message [0] stating where to place wads and where to add search paths was shown in a window. Otherwise GZDoom just fails silently when starting it via a .desktop file (e.g. the Freedoom wads). [0] cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc ...

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