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 <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.
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 >