The official "ZDoom on Mac OS X" thread.

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breadbasket
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Re: The official "ZDoom on Mac OS X" thread.

Post by breadbasket »

wildweasel wrote:With the New Folder function, I would imagine.
Okay, that worked.

I dowloaded Doom 2 from Steam. I thought I would get a file, instead, I can't download it becuase I don't have the right OS, therefore I am unable to run it on ZDoom. Great.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Yeah, I don't understand why Steam hasn't forced DOSBox applications to be crossplay. You can probably install Wine on OS X. Just do a search for "Steam Wine OS X" and you'll probably be able to find instructions.
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Re: The official "ZDoom on Mac OS X" thread.

Post by printz »

Blzut3 wrote:Create one.
Source ports should stop assuming and requiring the user to put IWADs in a specific (usually for that port) place for games that weren't natively developed for this platform in the first place. Instead, it should ask the user at startup for the IWAD and remember that.
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Re: The official "ZDoom on Mac OS X" thread.

Post by ArchXeno »

I'm currently using Doomseeker as a mod launcher for GZDOOM OSX, but I can't seem to run more that 3 wads at a time. Can anyone help?
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Re: The official "ZDoom on Mac OS X" thread.

Post by QBasicer »

Is there any interest in getting a OSX version of ZDL running?

I now have a Mac and might be able to get a binary packaged up.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

As OS X version of ZDL would be great considering utilizing ZDoom without a launcher on OS X isn't exactly user friendly. IIRC from my past attempt to get you two access to a Mac remotely, the launcher works on OS X except for it not being aware of application bundles, and thus can't actually launch ZDoom. There's code in Doomseeker to scrape the binary information out of a bundle (so that you can actually execute it directly) that I can point you to if need be although it might be reasonable to assume people can use "open --args" these days (10.6+ feature IIRC).
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Re: The official "ZDoom on Mac OS X" thread.

Post by QBasicer »

Remote debugging and coding over VNC sucked :/

I have a live machine now to do some basic testing/compiling. I did look through your code in Doomseeker for the application bundle. I think I have an OSX branch in the git repo that has some of that code (it might not be published up to github though).

I waffle whether I want to make 10.6 a hard requirement. Is there any data on what version ZDoomers are using? 10.6 is almost 5 years old now.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

There's not really a way for us to collect that information. ZDoom works on both PowerPC and Intel machines 10.4 or later so there's definitely a few users of older systems. I do believe most of those using 10.4/10.5 are the PowerPC users though.
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Re: The official "ZDoom on Mac OS X" thread.

Post by wildweasel »

While I don't use it regularly (...at all), the Mac on which I've installed ZDoom is a 10.5 PowerPC (iBook G4).
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Re: The official "ZDoom on Mac OS X" thread.

Post by QBasicer »

Is it possible to cross-compile for PPC on an x86 box?
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Yes. I currently compile everything on Mavericks. You'll need an Apple developer account though. A mostly functional script can be found at http://devernay.free.fr/hacks/xcodelegacy/ to import the old SDKs and such into the new Xcode. (I say mostly functional since I had to do something to use the old linker.)

The bigger issue you will run into is with Qt not supporting PowerPC past 4.7 and even then you need to compile that yourself. The docs claim that 4.8 should work, but my experience is otherwise and I'm sure upstream couldn't care less. With some work it should be possible to use 4.7 on PPC, and 4.8 on Intel. (Although I can't remember if 4.8 compiled with the 10.4 SDK.)
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Re: The official "ZDoom on Mac OS X" thread.

Post by QBasicer »

Hey guys,
Try this demo of ZDL on Mac: http://update.vectec.net/ZDL.dmg

I was able to launch ZDoom with two different IWADs. I haven't done much other testing.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Hellstorm Archon »

Anyone remember this thread?
http://forum.zdoom.org/viewtopic.php?f= ... 5&start=15

If so, I'll need a bit of help translating bloom effects to the Mac version.
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Re: The official "ZDoom on Mac OS X" thread.

Post by _mental_ »

Hellstorm Archon wrote:If so, I'll need a bit of help translating bloom effects to the Mac version.
What kind of help do you need? I'm asking because this feature is very platform-specific and it may require a lot of work.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Hellstorm Archon »

_mental_ wrote:
Hellstorm Archon wrote:If so, I'll need a bit of help translating bloom effects to the Mac version.
What kind of help do you need? I'm asking because this feature is very platform-specific and it may require a lot of work.
Processor 2.9 GHz Intel Core i7

Memory 8 GB 1600 MHz DDR3

Graphics Intel HD Graphics 4000 1024 MB

Software OS X 10.9.2 (13C1021)

Also, how do I "update" the GZDoom app to make it a svn?
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