The official "ZDoom on Mac OS X" thread.

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Blzut3
 
 
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

I can't support GZDoom-OSX since it is a fork (although _mental_ shows up here from time to time), but if you could provide more details about the crash your getting and if it occours on the zdoom r4129 build I have then I might be able to solve that.
Cheesegod
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Re: The official "ZDoom on Mac OS X" thread.

Post by Cheesegod »

Ah sorry, I didn't realize there was a newer version of ZDoom than what I had. The new version of Brutal Doom works perfectly in ZDoom r4129. Thanks!
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printz
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Re: The official "ZDoom on Mac OS X" thread.

Post by printz »

Cheesegod wrote:Hi all,

I wanted to play the latest brutal doom (v18). I had no problem playing previous versions on whatever ancient version of zdoom I was using, but v18 seemed to cause it to crash. I searched and found this mac port of GZDoom: http://code.google.com/p/gzdoom-macosx/ and it runs fine on my brand new iMac running 10.8.2. However, when I try to get it to load a .pk3 file, it tells me it doesn't support .pk3 files. Any ideas as to why I might be getting this error?
Go into the GZDoom app contents (by right-clicking and selecting "Show Package Contents"), browse down into Contents and you may locate a *info.plist file; open it with a text or property list editor. If there's no mention of "pk3" inside it, then you won't be able to open pk3s from Finder with it. If so, that needs to be fixed.
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Re: The official "ZDoom on Mac OS X" thread.

Post by odobo »

President People wrote:Greetings. I'm new to ZDoom, and having trouble starting the application. After glancing over the later posts in this thread, I have installed the latest SDL framework, tried placing a ZDoom folder in all three of the directories that the included ReadMe suggests, and borrowed (placing within said directory) the zdoom.pk3 from the latest Windows build.

I have also gone over the last few pages of this thread as well, and I have tried placing my app in the Applications folder, and using the Open With… command.

However, I still get this Fatal Error when launching the latest Mac build (r3574):

Image

Doing the same in ZDoom 2.5.0 just makes the app icon appear and quickly disappear.

Is there something I missed? Doom2.wad and zdoom.pk3 are both in the directories suggested, and I've even tried placing them within the same folder as ZDoom, as well as dragging and dropping the items onto the app.

I am running Mac OS 10.6.8, if that helps anything.

I'm having the same problem as this guy. have 2.6.1 of zdoom and put it in the application folder, and I put a wad file in /library/application support/zdoom and ~/library/application support/zdoom. I also tried putting a wad file inside the application package, in the same folder as the executable. No matter where I put the wad file, I get "fatal error, cannot find a game Iwad...place one or more of these wads in the same directory as zdoom or edit your zdoom-username.ini and adde the directories of your iwads to the list beneath [iwadsearch.directories)" I do not know what the last part of that regarding the zdoom-username.ini is about. There is no file by that name. So how can I get zdoom to work?

I am running mac os 10.6.8

Model Name: Mac Pro
Model Identifier: MacPro4,1
Processor Name: Quad-Core Intel Xeon
Processor Speed: 2.66 GHz
Number Of Processors: 1
Total Number Of Cores: 4
L2 Cache (per core): 256 KB
L3 Cache: 8 MB
Memory: 8 GB
Processor Interconnect Speed: 4.8 GT/s
Boot ROM Version: MP41.0081.B07
SMC Version (system): 1.39f5
SMC Version (processor tray): 1.39f5




It seems some people have gotten zdoom to work on mac osx, so where are you putting the wad files so that zdoom will use them?
One other thing, I have also used the latest version of zdoom for mac, r4161 and the same thing happens. I followed the instructions in the readme file and it doesn't work. Why include a readme file if the information is useless?
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

The ini file is written to ~/Library/Preferences/zdoom.ini IIRC.

As far as the wad files go, the readme information is correct. I assume that the wads you put in there is one listed [wiki=IWAD]here[/wiki]?
odobo
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Re: The official "ZDoom on Mac OS X" thread.

Post by odobo »

Thank you for the response, I do appreciate it.


I tried doom.wad and doom2.wad, strife1.wad, heretic.wad, and they worked, but are those on the link you gave are the only wads that work? I went to this site, http://www.doomworld.com/10years/bestwads/, and some of them say that they are for zdoom. Is there a way to get them to work? For example, there is a wad called "darkhour" and it says it's for doom 2 using zdoom. What does that mean? How can I use a wad file with an Iwad file? Any help would be appreciated.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

I believe you can drag and drop them onto the ZDoom icon. If not you'll have to use the terminal (I believe the command is `open -a /Applications/ZDoom.app --args /path/to/wadorpk3/file.wad`), I don't think the Mac port of ZDL was ever finished.

Edit: "Doom 2 using ZDoom" would mean that the wad is meant to be played on ZDoom with doom2.wad selected as the iwad when it prompts. ZDoom needs to be instructed to load the mod per instructions in the paragraph above.
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printz
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Re: The official "ZDoom on Mac OS X" thread.

Post by printz »

Blzut3 wrote:I believe you can drag and drop them onto the ZDoom icon. If not you'll have to use the terminal (I believe the command is `open -a /Applications/ZDoom.app --args /path/to/wadorpk3/file.wad`), I don't think the Mac port of ZDL was ever finished.
A faster way would be to control-click the wad files, select Open With, choose ZDoom.
Blzut3 wrote:I don't think the Mac port of ZDL was ever finished.
Is ZDL still up to date, and what API does it use for windowing?
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

printz wrote:Is ZDL still up to date, and what API does it use for windowing?
It currently uses Qt. I know it runs on the Mac, but it hasn't been changed to handle app bundles IIRC. Fairly easy fix for anyone motivated to do so. Launching an app bundle is a little tricky since IIRC OS X versions before 10.6 don't support --args with the open command. Doomseeker solves this by actually parsing the bundle to execute the binary manually.
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printz
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Re: The official "ZDoom on Mac OS X" thread.

Post by printz »

Blzut3 wrote:
printz wrote:Is ZDL still up to date, and what API does it use for windowing?
It currently uses Qt. I know it runs on the Mac, but it hasn't been changed to handle app bundles IIRC. Fairly easy fix for anyone motivated to do so. Launching an app bundle is a little tricky since IIRC OS X versions before 10.6 don't support --args with the open command. Doomseeker solves this by actually parsing the bundle to execute the binary manually.
Well, in Cocoa, NSWorkspace launchApplicationAtURL:options:configuration:error: requires 10.6 or later. I don't know whether that means that execution will fail completely on older versions, or only compiling will.

But no problem, because you can use NSTask to run the Mach executable inside the ZDoom.app package, which is identified by using [[NSBundle bundleWithPath:zdoomAppPath] executablePath]. I think this is what I'm doing for Eternity. Put the Cocoa-calling functions in a separate .mm file and declare them in a .h file that's included from C++ modules that need them.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Here's how Doomseeker handles it without Objective-C.
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Re: The official "ZDoom on Mac OS X" thread.

Post by karmakazi »

A hearty thanks to those who made zdoom on macs possible, I know it's popular to hate on them, but i gots one, and buying a copy of windows and benefiting from all the wonderful virii coded just for it just so I can run bootcamp really isn't an option. That being said, I haven't edited doom since '96 or so but I really want to leap back into the fray, with whatever tools are available for we mac users. Who has experience in osx editing that can point me in the right direction? Apologies if this post isn't on topic, but it seemed the most logical that I found to ask this question.
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Re: The official "ZDoom on Mac OS X" thread.

Post by Blzut3 »

Editing tools for the Mac are harder to come by than Linux editing tools. There is Eureka, but you'll be severely limited while using it. I'm not aware of any other tool for OS X (there were some for Mac OS Classic, but obvious those are useless now), but printz would probably know more about that.

The Mac also seems to lack good archiving tools as well. At least all the free tools I've seen want to either compress a directory or extract a file without viewing the contents first. I guess that's the way the Mac has always done things, but it does mean you can't use the tools as a Doom editor. (A pk3 is a zip file.)
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Re: The official "ZDoom on Mac OS X" thread.

Post by Gez »

SLADE 3 ought to be able to be compiled on Mac, since all its dependencies are multiplatform. You can even find a somewhat recent build here. That said, the map editing part is unfinished and has bugs; but at least you can use it quite reliably for resource viewing and editing.

As a bonus, you can use it to view the content of a zip file. (Well, most zip files. Some compression protocols aren't supported yet.)
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Re: The official "ZDoom on Mac OS X" thread.

Post by printz »

Eureka is good, but can only edit completely the vanilla maps. For Boom maps it currently lacks generalized special support.
Blzut3 wrote: The Mac also seems to lack good archiving tools as well. At least all the free tools I've seen want to either compress a directory or extract a file without viewing the contents first. I guess that's the way the Mac has always done things, but it does mean you can't use the tools as a Doom editor. (A pk3 is a zip file.)
Well, I do have StuffIt Archive Manager which can edit ZIP files without extracting them, though it costs a bit (it's not expensive and you only pay for it once) and has the unwanted habbit of extracting edited files without deleting them back. In any case, we'd better question about any possible ZDoom/UDMF editors, and later about PK3 editing :P

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