The official "ZDoom on Mac OS X" thread.
Moderators: GZDoom Developers, Raze Developers
Forum rules
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
-
- Posts: 367
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: The official "ZDoom on Mac OS X" thread.
I'm loading lights.pk3 and brightmaps.pk3. Just those 2. the gameplay mod is ral_light_v4.1.pk3, but I tried it with vanilla doom and the same thing happens. Just to be clear, this is with gzdoom osx version 0.5.7, the prerelease.
-
-
- Posts: 17922
- Joined: Fri Jul 06, 2007 3:22 pm
Re: The official "ZDoom on Mac OS X" thread.
I don't remember textures being present in the official brightmaps.pk3.
-
-
- Posts: 3814
- Joined: Sun Aug 07, 2011 4:32 am
Re: The official "ZDoom on Mac OS X" thread.
I didn't see any problems using 0.5.7 with the following command line and without any autoloaded stuff:
What are those brightmapped textures you mentioned? The brightmaps.pk3 supplied with GZDoom contains sprites only.
Maybe your hardware spec will shed some light on this issue.
Code: Select all
-iwad doom2 -file lights.pk3 brightmaps.pk3 ral_light_v4.1.pk3
Maybe your hardware spec will shed some light on this issue.
-
- Posts: 367
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: The official "ZDoom on Mac OS X" thread.
You're right. I forgot I was loading sbrightmaps.pk3 as well.
Ha, shed some light.
I'm at work right now, but I'll post my specs when I get home.
Ha, shed some light.
I'm at work right now, but I'll post my specs when I get home.
-
- Posts: 367
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: The official "ZDoom on Mac OS X" thread.
MacBook Pro (15-inch, Early 2011)
Processor: 2.2 GHz Intel Core i7
Memory: 8 GB 1333 MHz DDR3
Graphics: Intel HD Graphics 3000 512 MB
Processor: 2.2 GHz Intel Core i7
Memory: 8 GB 1333 MHz DDR3
Graphics: Intel HD Graphics 3000 512 MB
-
-
- Posts: 3814
- Joined: Sun Aug 07, 2011 4:32 am
Re: The official "ZDoom on Mac OS X" thread.
Everything I can do at the moment is to confirm that loading sbrightmaps.pk3 is causing this issue.Wivicer wrote:You're right. I forgot I was loading sbrightmaps.pk3 as well.
However it's not specific to OS X, the problem is in compatibility OpenGL 2.x renderer. Probably some feature is not implemented yet. Graf knows much more on this topic.
-
- Posts: 367
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: The official "ZDoom on Mac OS X" thread.
Ok. Thanks anyway.
-
-
- Posts: 3814
- Joined: Sun Aug 07, 2011 4:32 am
Re: The official "ZDoom on Mac OS X" thread.
This bug has been fixed. The next binary release will work properly when both dynamic lights and brightmaps for textures are loaded.Wivicer wrote:Ok. Thanks anyway.
-
- Posts: 2648
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: The official "ZDoom on Mac OS X" thread.
When I try to load the Mac ZDoom from devbuilds.drdteam.org, I'm told it cannot find ZDoom.pk3!
-
-
- Posts: 3814
- Joined: Sun Aug 07, 2011 4:32 am
Re: The official "ZDoom on Mac OS X" thread.
Indeed .pk3 is missing from the package. Blzut3 should take a look at this.
Probably the file from Windows build can used if difference in line endings doesn't break something. It must be placed near executable inside application bundle.
Probably the file from Windows build can used if difference in line endings doesn't break something. It must be placed near executable inside application bundle.
-
- Posts: 2648
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: The official "ZDoom on Mac OS X" thread.
I tried zdoom.pk3 from Windows, same upload day. I got this error:
Execution could not continue.
Script error, "zdoom.pk3:actors/actor.txt" line 135:
Invalid return type void
Execution could not continue.
Script error, "zdoom.pk3:actors/actor.txt" line 135:
Invalid return type void
-
-
- Posts: 3814
- Joined: Sun Aug 07, 2011 4:32 am
Re: The official "ZDoom on Mac OS X" thread.
The situation with macOS devbuilds is worse than I expected.
Not only .pk3 is missing, x64 binary is stopped updating at 2.9pre-506-g1648a71.
In other words PowerPC part of universal executable matches disk image version but x64 is not.
This explains the error you got.
Not only .pk3 is missing, x64 binary is stopped updating at 2.9pre-506-g1648a71.
In other words PowerPC part of universal executable matches disk image version but x64 is not.
This explains the error you got.
-
- Posts: 2648
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: The official "ZDoom on Mac OS X" thread.
Now it works, but every time I open the app, I get a standard warning that "I'm opening it for the first time; am I sure I want to open it?". Also, it starts with the window behind other windows.
-
-
- Posts: 3814
- Joined: Sun Aug 07, 2011 4:32 am
Re: The official "ZDoom on Mac OS X" thread.
Have no idea, what's your hardware and OS version?
-
- Posts: 2648
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: The official "ZDoom on Mac OS X" thread.
I'm using El Capitan on a MacBookPro mid-2012