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Name: yamagi-quake2 | Distribution: openSUSE Tumbleweed |
Version: 8.40 | Vendor: openSUSE |
Release: 1.2 | Build date: Sat Jul 27 19:10:23 2024 |
Group: Amusements/Games/3D/Shoot | Build host: reproducible |
Size: 2441502 | Source RPM: yamagi-quake2-8.40-1.2.src.rpm |
Packager: http://bugs.opensuse.org | |
Url: https://www.yamagi.org/quake2/ | |
Summary: Enhanced Quake 2 Source Port |
Yamagi Quake II is an enhanced client for id Software's Quake II. The main focus is an unchanged single player experience; the gameplay and graphics are unaltered. It also features: anisotropic filtering and multi-sample anti-aliasing, widescreen aspect ratio and unlimited screen size, compatibility with most mods, optional support for retexturing packs and HUD scaling.
GPL-2.0-only
* Sat Jul 27 2024 Martin Hauke <mardnh@gmx.de> - Update to version 8.40 * Implement `g_quick_weap`. If set to 1, both weapprev and weapnext commands will count how many times they have been called, making possible to skip weapons by quickly tapping one of these keys. * Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4. * Sort player skins case insensitive. * Implement `cl_showspeed` to show the current player speed. * Add texture filtering options to the video menu. * Implement `cl_laseralpha` to control how transparent laser beams are. * Experimental support for SDL 3. Requires SDL 3.1.2. * Reimplement multitexturing for the OpenGL 1.4 renderer. Controlled by `gl1_multitexture`, enabled by default. * Optimize dynamic lights and texture allocation in the OpenGL 1.4 renderer. * Implement gyro tightening for gamepads and joysticks. * Support long player skin names. - Add a very simple download filter. Files ending in .dll, .dylib and .so are always filtered to prevent code injection. * Don't load OpenAL and cURL libraries if thy are configured with a full or relative path. * Work around naggy help icons. * Group draw call in GL1. This yields huge performance gains on slow GPUs. * Tue Feb 20 2024 Dominique Leuenberger <dimstar@opensuse.org> - Use %autosetup macro. Allows to eliminate the usage of deprecated %patchN * Sun Dec 03 2023 Dirk Müller <dmueller@suse.com> - update to 8.30: * Use the same model loading code in all renderers. * Remove the unused `msg` cvar and the corresponding server side infrastructure. The cvar was never implemented in Quake II, but existing bits could be used for attacks against the client. * Add `cl_audiopaused`. When set to `1` the audio stops when the game is paused. * Add `ogg_pausewithgame`. When set to `1` the background music stops when the game is paused. (by apartfromtime) * New logo files, matching the original Quake II logo. * Support for RISCV64 (by David Carlier) * Fix resetting Mods back to baseq2 when running with `-portable`. * Alternative playback modes for OGG/Vorbis background music: once, sequential, random. (by apartfromtime) * Support gyro aiming for Switch controllers with SDL < 2.0.14. (by protocultor) * Fixed stand-ground gladiators not attacking within a certain range. * Fixed monsters seeing players during intermissions. * Several fixes to Makron. (by BjossiAlfreds) * Optional high dpi awareness when running under Wayland. Requires a Wayland compositor supporting fractional-scale-v1 and at least SDL 2.26. Set `vid_highdpiawareness 1` to enable. * Fix lava surfaces not glowing. * Add a cheat protected cvar `g_swap_speed`. Allows to skip frames of "putting down weapon" and "raising weapon" animations, speeding them up. * Support of RGBA png/jpg image with r_retexturing as cinematic. * Sat Dec 10 2022 Martin Hauke <mardnh@gmx.de> - Update to version 8.20 - Various improvements to the menu. This includes updates to the menu framework itself, to the game controller menu, the savegame menu and the video menus. 0lvin) - A lot of fixes and improvements to the controller support. Support for gyro aiming, more precise stick handling and rumble improvements. - Implement faster weapon switching with the new 'cycleweap' command. - Fixes pusher delta yaw manipulation. This fixes the infamous bug were a player standing on a blocked elevator gets turned around - Add a command 'spawnentity' to spawn entities at the given coordinates. Can be used for debugging. - Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs a pak file with assets to work, see the documentation for details. - Ported reverb effects from SkacikPLs Q2RTX fork. - Fix several coop related bugs with the powercubes. - A way better fix for dead bodys obstructing elevators or falling through the worldmodel. - Fix items already in water playing a splash sound at level start. - Pause the game when getting minimized or hidden. - Fix Bugs related to 'ogg_ignoretrack0'. - Share model loading code between renderers. - Restore stair step smoothing for step sizes other than 16. - Fix playback of long audio samples (>10 seconds) through OpenAL. * Wed Nov 09 2022 Dmitriy Perlow <dap.darkness@gmail.com> - BuildRequre sdl2 stuff via pkgconfig(*). * Sun May 29 2022 Martin Hauke <mardnh@gmx.de> - Update to version 8.10 * The OpenGL 3.2 renderer now supports the classic underwater effect. Until now it was only available in the Software renderer. * Add 'ref_gles3', an OpenGL ES 3.0 renderer lib. This is an variant of the OpenGL 3.2 renderer, using OpenGL ES instead of desktop OpenGL. It greatly enhances support for embedded GPUs like the RaspberryPI 4. * The Software renderer now supports colored lightning. It can be enabled through `sw_colorlight`. * Another round of timing fixes. Implement `cl_maxfps -1` (the new default, existing configs are not altered) to automatically select a known to be good packet framerate depending on the current renderer framerate. This solves some subtile problems with stuttering entities. * Greatly improved support for joysticks and controllers. Devices can now be hotplugged at runtime, binding should be portable between differend controllers and there's a new menu for controller bindings. * Add the `r_2D_unfiltered` and `r_videos_unfiltered` cvars. When enabled 2D elements like the HUD and videos are not filtered, they appear pixeled. * Add 'prefweap' command to select weapon by priority. * Several game code fixes, mostly for stuck mechanics in fact2. * Fix two stuck monsters in hangar1 and jail5. * Fix the `viewsize` cvar. * Sun Jan 23 2022 Martin Hauke <mardnh@gmx.de> - Update to version 8.01 * Fix the game not starting when nonexistent dirs in the search path. - Sync haptic joystick effects to the sound. - Move several map bug fixes to entity files, add some more map bug fixes. Without entity files the maps are the same as in Vanilla Quake II. - Play the correct demo loop after changing the current mod. - `g_footsteps 2` now only generate footstep sound when the player is on the ground entity and no longer when in water or air. - Add a cvar `g_machinegun_norecoil' which disables the machinegun recoil effect. This is cheat protected. - Scale 8 bit textures when `r_scale8bittextures` is set. - The game is no longer limited to 1000 FPS when running in timedemo mode. - Optimise command line parser and fix several subtle bugs. - Add `r_2D_unfiltered`, when set to `1` 2D elements aren't filtered. - Fix soldiers never chowing their pain skin as long as they're alive. - Fix relative paths in ZIP files not being found. - Add `gamemode` command for changing between singleplayer, deathmach and coop. - Show a download progress bar when `cl_http_show_dw_progress` is set to `1`. * Sun Aug 22 2021 Imo Hester <vortex@z-ray.de> - patched systemwide support (systemwide.patch) * Mon Jun 14 2021 Martin Hauke <mardnh@gmx.de> - Update to version 8.00 * Client side support for the optional Vulkan renderer library. * Non existent renderer libraries are now skipped over by the menu. * Fix several bugs when loading autosaves. * Bump the maximal number of OGG/Vorbis files to 128. * Several fixes to the Barracuda Shark. * 'vid_fullscreen' and 'r_mode' are no longer special, they require an explicit 'vid_restart' like every other cvar. * Remove hardcoded map fixes and replace them by optional entity files. Add several newly discovered map fixes. * Send the network protocol version to the server. This can be used by the server to support clients with different network protocol version. * Switch the semantics of the 'vid_fullscreen' cvar. '1' is now native fullscreen, like it was in Vanilla Quake II. '2' is desktop fullscreen. When desktop fullscreen is selected through the menu, 'r_mode' is forced to '-2'. * Add 'g_footsteps' to control the generation of footstep sound. This cvar is cheat protected. '1' is Vanilla Quake II behavior and the default. '0' never generates footstep sound, '2' always generates them. * Support stereo wave files. * Add 'cl_r1q2_lighstyle'. When set to '1' Yamagi Quake II uses the Vanilla Quake II light styles (for example yellow light for the Hyperblaster) instead of the default r1q2 light styles. * Add a submenu to configure gamepad and joystick sensitivities. * Ensure that the config file is written before changing the active mod. This prevents config changes from getting lost. * Overhaul the search path logic. Make sure that each directory is added only once. * Sun Feb 28 2021 Dirk Müller <dmueller@suse.com> - update to 7.45: * Fix some input option not getting saved. * Limit busywaits to the full client. This lowers the cpu consumption of q2ded considerably. * Rework the build system to be more distribution friendly. * Fix some corner cases of broken IPv6 connectivity. * Fix qport colliding between several Yamagi Quake II clients. * Keyboard keys unknown to Yamagi Quake II can now be bound. * Adaptive vsync is now supported by setting r_vsync to 1. * Implement coop_pickup_weapons. When set to 1, a weapon may be picked up by coop players if the player doesn`t have the weapon in their inventory or no other player has already picked it up. * In coop elevators wait for coop_elevator_delay seconds. * If cl_anglekick is set 1 angle kicks are ignored. This breaks the gameplay a little bit, but helps against motion sickness. This cvar is cheat protected. * Add listmaps command and autocompletion for maps. (by JBerg) * Make wait in scripts wait for 17 ms. This fixes some movement makros. * Support for Haiku. (by David Carlier) * Add a mods submenu. (by earth-metal) * Add the vstr command and nextdemo cvar. Ported from ioquake3. (by Denis Pauk)
/usr/bin/yq2ded /usr/bin/yquake2 /usr/libexec/yamagi-quake2 /usr/libexec/yamagi-quake2/baseq2 /usr/libexec/yamagi-quake2/baseq2/game.so /usr/libexec/yamagi-quake2/baseq2/yq2.cfg /usr/libexec/yamagi-quake2/ref_gl1.so /usr/libexec/yamagi-quake2/ref_gl3.so /usr/libexec/yamagi-quake2/yq2ded /usr/libexec/yamagi-quake2/yquake2 /usr/share/appdata/yamagi-quake2.appdata.xml /usr/share/applications/yquake2.desktop /usr/share/doc/packages/yamagi-quake2 /usr/share/doc/packages/yamagi-quake2/CHANGELOG /usr/share/doc/packages/yamagi-quake2/README.md /usr/share/icons/hicolor/128x128/apps/yquake2.png /usr/share/icons/hicolor/16x16/apps/yquake2.png /usr/share/icons/hicolor/256x256/apps/yquake2.png /usr/share/icons/hicolor/32x32/apps/yquake2.png /usr/share/icons/hicolor/64x64/apps/yquake2.png /usr/share/icons/hicolor/96x96/apps/yquake2.png /usr/share/icons/hicolor/scalable/apps/yquake2.svg /usr/share/licenses/yamagi-quake2 /usr/share/licenses/yamagi-quake2/LICENSE
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Fabrice Bellet, Wed Dec 25 23:23:28 2024