Search found 53 matches

by k0da
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?
by k0da
Sun Apr 22, 2012 12:49 am
Forum: General
Topic: I'm having a problem with ZDoom for mac
Replies: 15
Views: 929

Re: I'm having a problem with ZDoom for mac

Twit.
by k0da
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 ...
by k0da
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 ...
by k0da
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.
by k0da
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.
by k0da
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 ...
by k0da
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 ...
by k0da
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.
by k0da
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 ...
by k0da
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 ...
by k0da
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 ...
by k0da
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 ...
by k0da
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.

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