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