Search found 8 matches
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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?
- 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 ...
- 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
[0] https://github.com/coelckers/gzdoom/blo ... tem.h#L115
- 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 ...