Hi folks,
I was using the GZDoom OS X (v0.5.1c) Port by Alexey-lysiuk on my iMac with no problems so far.
But after finding out that his port will no longer be updated and I could get official GZDoom macOS builds here, I give it a shot.
I downloaded the version from the first post. Mounted and moved it to my app folder.
On the first start, it also recognized my previous wad folder (/Users/Thomas/Library/Application Support/GZDoom/) and I started to play the first Doom 2 level.
After reaching the end of the level, I noticed that I have to reconfigure my options like keybindings, graphics, etc., because GZDoom 2.2.0 is using a complete new .ini-file in a different folder (/Users/Thomas/Library/Preferences/gzdoom.ini).
No trouble at all, till I edited it with the following:
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[Global.Autoload]
Path=lights.pk3
Path=brightmaps.pk3
Firing up GZDoom -> choosing doom2.wad -> starting a new game -> Level loads -> Screen flickering, freezing, sound stuttering = "Rien ne va plus!"
OK, maybe there was faulty mod or addon loading in the background. Checked everything, nothing.
Deleted old ini created a new one (without dynamic lights and brighmaps!). Doom 2 is running.
Strange! How about a test with one of my favourite singleplayer mods:
Back to Saturn X E1. Exactly the same behaviour: screen flickering - stutter - freeze. Mac got unresponsive!
In summary:
My old GZDoom OS X v0.5.1c is running those addons and mods flawlessly. The 2.2.0 release gives me headaches.
Here is log of my working 0.5.1c version:
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I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz
Family 6, Model 23, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.59
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.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch tutnt-v108.pk3:tntres.wad:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
Unknown flat QWATER
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GT 130 OpenGL Engine
GL_VERSION: 2.1 NVIDIA-10.0.35 310.90.10.05b12
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
Max. texture size: 8192
Max. texture units: 16
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Resolution: 1920 x 1200
And the 2.2.0 log:
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W_Init: Init WADfiles.
adding /Users/Thomas/Desktop/GZDoom/GZDoom.app/Contents/MacOS/gzdoom.pk3, 626 lumps
adding /Users/Thomas/Library/Application Support/GZDoom/doom2.wad, 2919 lumps
adding /Users/Thomas/Desktop/GZDoom/GZDoom.app/Contents/MacOS/lights.pk3, 4 lumps
adding /Users/Thomas/Desktop/GZDoom/GZDoom.app/Contents/MacOS/brightmaps.pk3, 499 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 Duo CPU E8435 @ 3.06GHz
Family 6, Model 23, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1
I_InitSound: Initializing FMOD
FMOD Sound System, copyright ? Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.61
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.
DECORATE parsing took 41.86 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GT 130 OpenGL Engine
(Core profile) NVIDIA-10.0.35 310.90.10.05b12
GL_SHADING_LANGUAGE_VERSION: 3.30
GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shading_language_include GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB_decode GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ATI_texture_mirror_once GL_NV_texture_barrier
Max. texture size: 8192
Max. texture units: 16
Max. varying: 16
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 1920 x 1200
Thank you for reading and I would appreciate any help.