GZDoom and Mac OS X 10.6.8?

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Nash
 
 
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GZDoom and Mac OS X 10.6.8?

Post by Nash »

I have an old Macbook Pro 2008 running 10.6.8, which was the last version of GZDoom that is runnable on this thing?

(Latest versions obviously won't run on this thing)
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Re: GZDoom and Mac OS X 10.6.8?

Post by _mental_ »

This one is mostly the same as GZDoom 1.9.1 and this one is a little bit newer, it should contain floatification and portals.
I don't remember that I actually tested them on 10.6, maybe the first one was tested.
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Re: GZDoom and Mac OS X 10.6.8?

Post by Nash »

Thanks for the info. Whoa, that's a super ancient version, and it'll probably run ultra slow too... maybe I shouldn't bother installing GZDoom on my MBP... :mrgreen:
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Re: GZDoom and Mac OS X 10.6.8?

Post by _mental_ »

No, legacy OpenGL 2 renderer usually runs faster than modern one (depends on hardware and OS version). Also, 10.7 was dropped with GZDoom 3.5 and all versions from 2.2 to 3.4.1 run on it.
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Re: GZDoom and Mac OS X 10.6.8?

Post by drfrag »

I think your best bet would be to compile ZDoom32, it should work but i'm not sure (haven't tested).
https://github.com/drfrag666/gzdoom/commits/gzdoom32
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Re: GZDoom and Mac OS X 10.6.8?

Post by Guest »

Hey sorry for the bump but where can I find the lights and brightmaps WAD that's compatible with GZDoom OSX 0.5.3?

Nash
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Re: GZDoom and Mac OS X 10.6.8?

Post by _mental_ »

Both .pk3 files are inside the application bundle. In order to load them add -file lights.pk3 brightmaps.pk3 to command line options.
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Re: GZDoom and Mac OS X 10.6.8?

Post by Nash »

Perfect, thanks! :D The MBP 2008 runs much 0.5.3 runs much better than I thought it would. Although I just played vanilla episode 1.
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