The official "ZDoom on Mac OS X" thread.

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

Post by Michi »

Wait a minute!

Now we are getting a Mac version before Doomscript?

Damn! There goes all hope of real progress. :(
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Rachael
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Rachael »

Michi wrote:Wait a minute!

Now we are getting a Mac version before Doomscript?

Damn! There goes all hope of real progress. :(
You say that as if DoomScript was ever coming in the first place. If something more feasible like a Mac port is done, I'm all for it. If you really think this hinders progress on DoomScript, though, I'd say you're wrong.
Michi
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Michi »

Mac more feasible? If that wasn't so pathetic I'd laugh!

People have been waiting for Doomscript for years but still Randy always finds new nonsense to put first. And Graf's code is still collecting dust.

Last year weeks of wasted work went into an internal Timidity player that seems to have been forgotten.
Then came the new input code. Again of no use to the average user. The old code worked fine.
And now it's Mac support. Totally useless for the vast majority here.


So yeah, Randy is doing work to make 10 people happy but many more are waiting and waiting and waiting for Godot (pardon, Doomscript) :wall:
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Zhs2
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Zhs2 »

Sure, ZDoom running on a Mac may not apply to you (Doesn't apply to me either, I'm speaking from the same foot you stand upon.) However, something like this sounds more like a concious design decision that takes no more than a few steps to make work correctly rather than do a total rewrite of the entire fucking engine (i.e. the ever-precious Doomscript that you and so many others covet. Get in line.)

I'd advise towards putting your foot in your mouth. Very, very quickly.
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InsanityBringer
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by InsanityBringer »

Have you realized yet that doomscript just might not be what randy is interested in working on at the moment?

Seriously, I could have a use for doomscript. See that could. I don't need it. It would be nice to have but it isn't needed. People get along fine with it.

And hey, what's all this VMProto stuff? It certainly ain't anything that could be usable for doomscript, now could it??????
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Graf Zahl
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Graf Zahl »

Michi is a troll. We all know. Don't take him too seriously.

Concerning Doomscript, yes the VMProto is precisely for that but it's still not integrated into ZDoom so right now it's more or less useless.

Regarding Macs - well, they are made by Apple which for me means that I not only do not care. I can't stand Apple and will never support their systems. So GZDoom on Mac is more or less unlikely. So in a way I can understand Michi's sentiments at least. I concur that any time invested in Macs would be better spent on Doomscript (or something else that's directly related to the engine.) Of course it's Randy's choice...
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Graf Zahl wrote:So GZDoom on Mac is more or less unlikely.
For what it's worth, I believe Mac port of Skulltag is planned. (Not for 97e, but whatever version updates to a revision of ZDoom with Mac support.)
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randi
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by randi »

I was getting ready to start a scripting branch in the SVN, but now I see that I'd better hold off on it for a few more months so that Michi can whine further.

As for the Mac port, at this point, I just wanted to see how much work it would take to get ZDoom to run at all. The answer: not much. It runs on a Mac right now. Sure, there's more work that needs to be done before it can be considered a proper Mac port, but I don't know when that will happen. I'm quite lost when it comes to GUI programming on the Mac and don't really know where to begin. I was kind of hoping that after I got it running in a basic form, somebody else would step up and at the very least get the IWAD dialog working for it, so I could see how they did it.
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Graf Zahl
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Graf Zahl »

randy wrote:I was getting ready to start a scripting branch in the SVN, but now I see that I'd better hold off on it for a few more months so that Michi can whine further.

Let him whine! :mrgreen:

Honestly, have you seen him doing anything else here?
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Rachael
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Rachael »

Hey Michi, I got this for you, special present:
Spoiler:
bloodycelt

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

Post by bloodycelt »

Speaking as a mac user (and one who does know some mac development).

Mac Apps should behave as follows:
1. All libraries, and resources required to run should be in the Application bundle. You may want to include the shareware wad or something so a user has something when they download it.
2. ~/.zdoom/zdoom.ini is legit. OSX is a UNIX system, so having some customization there is fine... as long as a typical user is not expected to play with it. However a user will expect most of the preferences to be stored in a plist file (xml) in ~/Library/Preferences. These usually include options selected inside the application. I believe Cocoa has a very easy framework for it.
3. Concerning WAD file locations... may I recommend the following: /Library/Application Support/DOOM and ~/Library/Application Support/DOOM. One for System Wide WADS and one for User specific wads. Also this way one could use this as a standard for other apps that use wad files to use for custom assets. (These locations can be put in the ini file... )
4. The Application itself should be able to run from anywhere and create those above folders on its own if missing.
5. Command-Q quits the application, a standard menu (These come included with say making a cocoa app.)
6. Screenshots either ~/Pictures/ZDoom or ~/Documents/ZDoom ( I prefer Pictures, but honestly I have yet to see anything but iPhoto use that directory).

Is this in SDL or OpenGL? If so one can just make a .nib file for the OSX interface elements.
sniperchance
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by sniperchance »

Yeah, when I worked on compiling a ZDoom mac binary, I kept to most of those Mac app conventions.

The launcher I used was based on the prboom-plus Mac launcher, but some people found it annoying. I was working on a better launcher layout but ended up losing my files and installing Snow Leopard.

Image

Also, ZDoom uses SDL in *nix, and DirectX in Windows. I was using SDL dylibs instead of the precompiled SDL.framework binary, because the latter was changing my desktop color settings for some reason.
CausticArmadillo
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by CausticArmadillo »

Hello, new person here. Google seems to run me in circles back to this thread when I look for any information about the Mac port of ZDoom.
Is this still an ongoing project? If so, where can one get the latest build? I'd love to try it. The website link seems to be quite dead :(
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by Blzut3 »

ZDoom has had support for the Mac for awhile now. I've been building universal binaries over at the DRD Team SVN builds website: http://svn.drdteam.org/zdoom-mac/
CausticArmadillo
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Re: The unofficial "ZDoom on Mac OS X" thread.

Post by CausticArmadillo »

Thanks! guess I suck at googling :D

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