UZDoom 4.14.3
-
phinet
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Re: UZDoom 4.14.3
That's a fair concern. While we do review every change to CI, we respect your decision.
- Phredreeke
- Posts: 315
- Joined: Tue Apr 10, 2018 8:14 am
Re: UZDoom 4.14.3
Macsourceport's posted his own build of UZDoom 4.14.3, which is notarized (so you don't have to manually approve in system settings) and universal (so it runs on both Intel and ARM Macs)
https://www.macsourceports.com/sourceport/uzdoom
https://www.macsourceports.com/sourceport/uzdoom
-
Delinquent
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Re: UZDoom 4.14.3
Any plans to fix HDR functionality in UZDoom? It doesn't seem to work, at least on my HDR monitor. Makes everything look dark and washed out.
- Kappes Buur
-

- Posts: 4241
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Re: UZDoom 4.14.3
I don't know if this will be of help to you,
I've been using DarkdoomZ for the last 3 years to adjust the screen to my liking.
- Jay0
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Re: UZDoom 4.14.3
none of the devs have an HDR monitor so unfortunately we can't do much about itDelinquent wrote: ↑Fri May 08, 2026 8:26 pm Any plans to fix HDR functionality in UZDoom? It doesn't seem to work, at least on my HDR monitor. Makes everything look dark and washed out.
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Delinquent
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-
theSLizardKing
- Posts: 2
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Re: UZDoom 4.14.3
Hi all,
I just wanted to say that the missing sound/sound effects in total conversion mods such as Brutal Doom, Ashes 2063 series, etc, can be solved by adding this change to libraries/ZMusic/source/decoder/sndfile_decoder.cpp:
--- a/libraries/ZMusic/source/decoder/sndfile_decoder.cpp
+++ b/libraries/ZMusic/source/decoder/sndfile_decoder.cpp
@@ -32,6 +32,7 @@
*/
#include <algorithm>
+#include <string>
#include "sndfile_decoder.h"
#include "loader/i_module.h"
@@ -45,7 +46,7 @@ FModule SndFileModule{"SndFile"};
#ifdef _WIN32
static const char* const libnames[] = { "sndfile.dll", "libsndfile-1.dll" };
#elif defined(__APPLE__)
-static const char* const libnames[] = { "libsndfile.1.dylib" };
+static const char* const libnames[] = { "libsndfile.1.dylib", "libsndfile.dylib" };
#else
static const char* const libnames[] = { "libsndfile.so.1" };
#endif
@@ -61,12 +62,23 @@ extern "C" int IsSndFilePresent()
if (!done)
{
done = true;
- for (auto libname : libnames)
- {
- auto abspath = FModule_GetProgDir() + "/" + libname;
- cached_result = SndFileModule.Load({ abspath.c_str(), libname });
- if (cached_result) break;
- }
+ const char* search_paths[] = {
+ "",
+ "/opt/homebrew/lib",
+ "/usr/local/lib",
+ "/opt/local/lib"
+ };
+
+ for (auto path : search_paths)
+ {
+ for (auto libname : libnames)
+ {
+ std::string full_path = std::string(path) + "/" + libname;
+ cached_result = SndFileModule.Load({ full_path.c_str(), libname });
+ if (cached_result) break;
+ }
+ if (cached_result) break;
+ }
}
return cached_result;
#endif
Build it from source on my Mac, and works for me.
I just wanted to say that the missing sound/sound effects in total conversion mods such as Brutal Doom, Ashes 2063 series, etc, can be solved by adding this change to libraries/ZMusic/source/decoder/sndfile_decoder.cpp:
--- a/libraries/ZMusic/source/decoder/sndfile_decoder.cpp
+++ b/libraries/ZMusic/source/decoder/sndfile_decoder.cpp
@@ -32,6 +32,7 @@
*/
#include <algorithm>
+#include <string>
#include "sndfile_decoder.h"
#include "loader/i_module.h"
@@ -45,7 +46,7 @@ FModule SndFileModule{"SndFile"};
#ifdef _WIN32
static const char* const libnames[] = { "sndfile.dll", "libsndfile-1.dll" };
#elif defined(__APPLE__)
-static const char* const libnames[] = { "libsndfile.1.dylib" };
+static const char* const libnames[] = { "libsndfile.1.dylib", "libsndfile.dylib" };
#else
static const char* const libnames[] = { "libsndfile.so.1" };
#endif
@@ -61,12 +62,23 @@ extern "C" int IsSndFilePresent()
if (!done)
{
done = true;
- for (auto libname : libnames)
- {
- auto abspath = FModule_GetProgDir() + "/" + libname;
- cached_result = SndFileModule.Load({ abspath.c_str(), libname });
- if (cached_result) break;
- }
+ const char* search_paths[] = {
+ "",
+ "/opt/homebrew/lib",
+ "/usr/local/lib",
+ "/opt/local/lib"
+ };
+
+ for (auto path : search_paths)
+ {
+ for (auto libname : libnames)
+ {
+ std::string full_path = std::string(path) + "/" + libname;
+ cached_result = SndFileModule.Load({ full_path.c_str(), libname });
+ if (cached_result) break;
+ }
+ if (cached_result) break;
+ }
}
return cached_result;
#endif
Build it from source on my Mac, and works for me.
- Caligari87
- Admin
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Re: UZDoom 4.14.3
Hi. If this is meant to address a bug in UZDoom, please open an issue report on Github. No one is going to just add your code into the engine like this.

-
theSLizardKing
- Posts: 2
- Joined: Sun Jul 05, 2026 9:02 am
- Operating System Version (Optional): MacOS 26
- Graphics Processor: Apple M1
Re: UZDoom 4.14.3
That's okay. It's for the missing audio issue in the MacOS builds running all the major total conversion mods out there.
If anyone wants to fix the issue, https://github.com/UZDoom/UZDoom/releases/tag/4.14.3, can try to use what I posted above.
cheers
If anyone wants to fix the issue, https://github.com/UZDoom/UZDoom/releases/tag/4.14.3, can try to use what I posted above.
cheers