On Sat, Jun 30, 2018 at 01:05:37PM -0700, Ryan Freeman wrote:
> On Sat, Jun 30, 2018 at 07:01:05PM +0300, Timo Myyrä wrote:
> > Rafael Sadowski <[email protected]> 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.
This file seems like it would work:
$ grep -R 'games/doom' *
src/gameconfigfile.cpp: // Debian likes them in /usr/share/games/doom
src/gameconfigfile.cpp: SetValueForKey ("Path",
"/usr/local/share/games/doom", true);
src/gameconfigfile.cpp: SetValueForKey ("Path",
"/usr/share/games/doom", true);
>
> >
> >
> > Timo
>