The official "ZDoom on Mac OS X" thread.

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k0da
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by k0da »

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 sent me a few years ago had a launcher, so I'm wondering I should update that to the current CMake build system, or would I bet replicating someone elses effort?
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esselfortium
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by esselfortium »

On that note, it's been a while since I've checked, but if I remember right the Mac versions of ZDoom (as well as PrBoom and PrBoom-Plus) don't support my preferred method of loading wads: dragging and dropping them onto its icon.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Blzut3 »

k0da wrote: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 sent me a few years ago had a launcher, so I'm wondering I should update that to the current CMake build system, or would I bet replicating someone elses effort?
Probably the best idea would be to port the GUI that ZDoom has on Windows and Linux which is just a list of available iwads, a "don't ask me again" check box, and an accept/decline button.

I was going to try to do this awhile back, but when I found out I would have had to learn Objective-C I put it aside.

Esselfortium, if you can tell me what I need to do with the app bundle, I'll update the template.
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k0da
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by k0da »

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 basic IWAD selector and adding support drag and drop of wads and THEN think about expanding it to a more advanced launcher?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Personally I would only want the built in launcher to do what the other platforms provide. A box for additional command line parameters wouldn't be a bad idea (though is is feasible without major modifications to ZDoom's common start up code?) since as you said passing parameters is difficult on Application bundles, but certainly no more than that. I think anything more advanced is the job of an external program (as I understand it there was a launcher being written with Qt at one point).
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k0da
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by k0da »

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 could be informed of this key on first startup via a message box.
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esselfortium
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by esselfortium »

Blzut3 wrote:Esselfortium, if you can tell me what I need to do with the app bundle, I'll update the template.
I'd love to tell you if I knew, but honestly I have no experience with this sort of thing at all, so I wouldn't know where to even start.
deadkman

Re: The unofficial "ZDoom on Mac OS X" thread.

Post by deadkman »

I just try this doom port and its great, but Well, the iwad selector is not as needed as the command line thing, i think, since you can actually drag and drop the WAD you want to load to the Zdoom App and it load them all (holding [option + command] when it doesn't want to accept them)... but the command line seems to be the only way to get multiplayer games (as i've heard) so i'll care more about the command line stuff than the iwad selector.... btw it is possible to add these command loading the app from the terminal?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Pac-Man »

Broken download link
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by wildweasel »

Gipper
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Gipper »

I have Mac OS X 10.6.3 and this doesn't work for me. I downloaded the file from the link and when I run it, the ZDoom logo pops up on the bottom bar, bounces a few times, then vanishes without opening anything. Anyone else have this problem? I wish I had more information, but it's not even giving an error message, just closing itself.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Gez »

Do you have any [wiki]IWAD[/wiki]?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Doomaholic »

I'd be really happy to test this out on my Macbook Pro, but the download link is broken. I dunno if it's just my Mac but I can't download it. Help?? :?
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Gez »

wildweasel wrote:Try it from here instead.
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Maybe we could use an official "ZDoom on Mac OS X" thread at this point?
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