Saturday, June 30, 2018

Re: games/gzdoom

On Sat, Jun 30, 2018 at 07:01:05PM +0300, Timo Myyrä wrote:
> Rafael Sadowski <rafael@sizeofvoid.org> writes:
>
> > On Sat Jun 30, 2018 at 11:21:28AM +0200, Solene Rapenne wrote:
> >
> >> Hello
> >>
> >> Does someone already started porting gzdoom? I would like to port it.
> >>
> >> At first I wasn't sure we would need another doom engine, but this one does opengl rendering and allow to play lot of mods which some are real games. And good news, last release compile just fine.
> >>
> >> So, if nobody is currently working on a port, i'll take care of it. If someone already have some wip port I'd be happy to continue the work.
> >>
> >
> > Nothing on the list and nothing in openbsd-wip. Go ahead!
>
> Hi,
>
> I actually have wip port of the gzdoom.
> Only thing missing is the handling of the wad files. It doesn't seem to load the
> files correctly but it will load them from current dir. So changing to
> /usr/local/share/doom and then starting gzdoom seems to work.
>

Thanks Timo, you maybe the person that had it in openbsd-wip at some point?

For doom data directory loading, I believe it would be enough to do similar
what I did with chocolate-doom, use sed -i on one of the existing paths in
gzdoom source to switch it to look under $PREFIX/share/doom.

>
>
> Timo

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