Search found 53 matches
- Mon Jul 02, 2012 3:42 am
- Forum: ZDoom (and related) News
- Topic: ZDoom 2.6.0, after much anticipation, is released
- Replies: 46
- Views: 41288
Re: ZDoom 2.6.0, after much anticipation, is released
Are official Mac OS X binaries likely to be put up on the download page?
- Sun Apr 22, 2012 12:49 am
- Forum: General
- Topic: I'm having a problem with ZDoom for mac
- Replies: 15
- Views: 929
- Sun Mar 11, 2012 2:07 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
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 ...
- Sun Feb 12, 2012 4:10 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
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 ...
- Thu Jan 05, 2012 9:08 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
No problem.
@Gez - The fork. I can't ever recall trying to compile normal GZDoom OS X.
@Gez - The fork. I can't ever recall trying to compile normal GZDoom OS X.
- Thu Jan 05, 2012 3:03 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
The OpenGL renderer works fine.
- Thu Jan 05, 2012 2:40 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
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 ...
- Thu Jul 14, 2011 5:35 pm
- Forum: General
- Topic: Intriguing developments
- Replies: 139
- Views: 13860
Re: Intriguing developments
But that's not all -- GZDoom can be compiled for Linux and Mac too. Now the Mac part isn't very important because Steve Jobs can suck it the OpenGL init code for that platform doesn't exist and ever since FraggleScript was added to ZDoom there's no real reason to use GZDoom on Mac instead of ZDoom ...
- Tue Apr 06, 2010 8:44 pm
- Forum: General
- Topic: ZDoom Mac OS X won't launch
- Replies: 14
- Views: 1849
Re: ZDoom Mac OS X won't launch
Normally additional frameworks and libraries are included in application bundles.
- Wed Mar 31, 2010 9:00 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
Yes, it looks as though having a command-line parameter box in the IWAD selector wouldn't work without changing the startup significantly. It could be a separate pop-up box before the IWAD selector. I'm thinking it could be activated by holding down a certain key (such as shift) on startup. The user ...
- Wed Mar 31, 2010 8:03 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
The issue I have with creating a basic IWAD selector is passing command-line parameters to application bundle is a bit obscure and only supported by Snow Leopard. You can of course pass them to the executable directly, but again this is a bit obscure. Maybe it would be best for now just creating the ...
- Wed Mar 31, 2010 4:18 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
So has anyone been working on implementing a OS X GUI interface to ZDoom? There are Quake OS X ports that have an inbuilt launcher for loading mods and setting command-line parameters, so it would be logical for ZDoom to have something similar to make it "Macified". The ZDoom Mac port source Neil ...
- Sat Jan 30, 2010 4:03 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [2.4.1-Mac] No darkness fading after saving game
- Replies: 13
- Views: 927
Re: [2.4.1-Mac] No darkness fading after saving game
Smultron is a pretty decent text editor: http://www.macupdate.com/info.php/id/15114/
- Sun Sep 06, 2009 8:11 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
What Randy has described makes the most sense. Storing everything alongside the application is going to cause a lot of headaches for non-admin users, since they can't write to the application folder. Randy: Are you going to provide some mechanism in the IWAD selection box for passing command-line ...
- Tue Sep 01, 2009 11:07 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225892
Re: The unofficial "ZDoom on Mac OS X" thread.
When I played around with CMake on OS X I found it a bit sub-standard compared to Windows. The documentation wasn't very helpful and creating a "complex" application bundle seemed to involve lots of hackery.