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yamagi-quake2-8.30-2.1 RPM for armv7hl

From OpenSuSE Ports Tumbleweed for armv7hl

Name: yamagi-quake2 Distribution: openSUSE Tumbleweed
Version: 8.30 Vendor: openSUSE
Release: 2.1 Build date: Sun Feb 25 14:28:51 2024
Group: Amusements/Games/3D/Shoot Build host: i01-armsrv1
Size: 1902987 Source RPM: yamagi-quake2-8.30-2.1.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.

Provides

Requires

License

GPL-2.0-only

Changelog

* 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)
* Fri Oct 16 2020 Martin Hauke <mardnh@gmx.de>
  - Update to version 7.44
    * 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.
      The base CFLAGS and LDFLAGS can now be overridden by the
      environment and by options passed to make.
    * 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.
    * Make 'wait' in scripts wait for 17 ms. This fixes some movement
      makros.
    * Add a 'mods' submenu.
    * Add the 'vstr' command and 'nextdemo' cvar.
  - Drop legacy ifdefs

Files

/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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