On Sat, Jun 30, 2018 at 07:01:05PM +0300, Timo Myyrä wrote:
> Rafael Sadowski <raf...@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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