esselfortium wrote:@Johann: Doomsday Engine required (probably still does) you to "install" PWADs in order to use them with its launcher. It is/was a pain in the ass, and I wouldn't want to see any other ports require it. I also remember having to put PWADs in Mac Legacy's Resources folder inside its application package in order for it to care about them, which was about as bad, and not intuitive at all.
Spoiler:
sniperchance wrote:Linux users, take note: This is one step closer to GZDoom on Linux.
Spoiler: Skulltag uses GZDoom's OpenGL renderer
Blzut3 wrote:sniperchance wrote:Linux users, take note: This is one step closer to GZDoom on Linux.
Umm... GZDoom works just fine on Linux just not under 64-bit. Apparently it doesn't agree with Compiz Fusion (at least with Emerald) very well though.
Blzut3 wrote:sniperchance wrote:Linux users, take note: This is one step closer to GZDoom on Linux.
Umm... GZDoom works just fine on Linux just not under 64-bit. Apparently it doesn't agree with Compiz Fusion (at least with Emerald) very well though.
Agent ME wrote:Does this Mac version compile using the cmake system, or did you hack your own thing together? If you changed the cmakelists file at all, make sure to get the changes put in to the normal zdoom source.
Csonicgo wrote:It also doesn't agree with any color depth besides 32. 16 bit color isn't working at all, when it very well should.
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