Solene Rapenne <sol...@perso.pw> writes: > Rafael Sadowski 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! > > Please find a port of games/gzdoom. > > About the name, the website hosting it is zdoom, but gzdoom is the > project replacing the abandoned zdoom engine, but it's hosted by zdoom > as gzdoom is a fork of zdoom that continues to live. > > > It requires doom 2 files in ${PREFIX}/share/doom/ for most of mods, but > you can also play doom 1, heretic, hexen etc... > > > A few mods to play with it for lot of fun: > > - Castlevania : https://www.moddb.com/mods/castlevania-simons-destiny > - Golden Souls 2 : https://www.moddb.com/mods/doom-the-golden-souls-2
I'd say the port needs few more dependencies listed. My gzdoom port had following listed: BUILD_DEPENDS = archivers/bzip2 \ audio/libsndfile \ audio/mpg123 \ audio/openal \ devel/nasm \ devel/sdl2 \ graphics/jpeg CONFIGURE_ARGS+= -DCMAKE_EXE_LINKER_FLAGS="-lpthread -lc++abi" RUN_DEPENDS = audio/fluidsynth \ audio/generaluser-gs-soundfont \ audio/timidity \ x11/gxmessage I don't remember why some of them are listed anymore. I made the port a while ago. Gxmessage is needed when the game crash, the code calls gxmessage to display messages. When building the port on my amd64 I noticed following flags passed to build process: -DDYN_FLUIDSYNTH -DDYN_GTK=1 -DDYN_MPG123 -DDYN_OPENAL -DDYN_SNDFILE -DHAVE_FLUIDSYNTH -DHAVE_MPG123 -DHAVE_SNDFILE But the port make file doesn't mention them. I think my previous problems at wad/pk3 loading were due to custom gzdoom.ini file in ~/.config/gzdoom. After I removed it the game started with the doomdata wad file just fine. But the starting the game takes about 11 seconds to start for me on Thinkpad T430s with SSD drive. It seems a bit slow. M_LoadDefaults: Load system defaults. W_Init: Init WADfiles. adding /usr/local/share/games/doom/gzdoom.pk3, 625 lumps adding /usr/local/share/games/doom/zd_extra.pk3, 132 lumps adding /usr/local/share/doom/doom1.wad, 1264 lumps I_Init: Setting up machine state. CPU Vendor ID: GenuineIntel Name: Intel(R) Core(TM) i5-3320M CPU @ 2.60GHz Family 6, Model 58, Stepping 9 Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading I_InitSound: Initializing OpenAL Opened device SndIO Default EFX enabled V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. script parsing took 365.13 ms R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. M_Init: Init menus. P_Init: Init Playloop state. ParseSBarInfo: Loading custom status bar definition. D_CheckNetGame: Checking network game status. player 1 of 1 (1 nodes) Using video driver x11 GL_VENDOR: Intel Open Source Technology Center GL_RENDERER: Mesa DRI Intel(R) Ivybridge Mobile GL_VERSION: 3.3 (Core Profile) Mesa 13.0.6 (Core profile) GL_SHADING_LANGUAGE_VERSION: 3.30 Max. texture size: 8192 Max. texture units: 16 Max. varying: 128 Max. uniform block size: 65536 Uniform block alignment: 16 <... stuck here for ~11s ...> Resolution: 640 x 480 Also, when I change the audio backends I get following messages in console: Playing demo DEMO1 Cannot play non-GZDoom demos. libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory) Unable to create WildMidi MIDI device. Falling back to GUS libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory) Unable to create Timidity++ MIDI device. Falling back to GUS libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory) Unable to create FluidSynth MIDI device. Falling back to GUS libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory) Playing demo DEMO2 Should we add other backends so they can be used? Here's my few notes about the port. Timo