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quakespasm-0.96.3-1.1 RPM for riscv64

From OpenSuSE Ports Tumbleweed for riscv64

Name: quakespasm Distribution: openSUSE Tumbleweed
Version: 0.96.3 Vendor: openSUSE
Release: 1.1 Build date: Fri Aug 30 15:09:44 2024
Group: Amusements/Games/3D/Shoot Build host: reproducible
Size: 744137 Source RPM: quakespasm-0.96.3-1.1.src.rpm
Packager: https://bugs.opensuse.org
Url: https://quakespasm.sourceforge.net/
Summary: A Quake Engine
QuakeSpasm is a Quake 1 engine based on the SDL2 port of FitzQuake.  It includes
64-bit CPU support, a new sound driver, several networking fixes and a few
graphical niceities, while also staying true to the original game.
Game data must be placed in ~/.quakespasm/id1 .

Provides

Requires

License

GPL-2.0-or-later

Changelog

* Fri Aug 30 2024 Andrea Manzini <andrea.manzini@suse.com>
  - update to 0.96.3:
    * Fix potential infinite loop when playing sounds with loop start >= end
      (e.g. misc/forcefield.wav from Madfox's kaptlog.zip)
    * Fix possible overflow when resampling very big sounds
      (e.g. gram1.wav from the 'A day like no other' mod.)
    * Change Sky_ClipPoly to allocate on the heap in if MAX_CLIP_VERTS limit
      is reached (e.g. with lim_daviddg from Liminal Spaces Jam)
    * Minor code cleanups. Updates to third party code.
* Thu Jun 13 2024 Dirk Müller <dmueller@suse.com>
  - update to 0.96.2:
    * Fix stack buffer overrun Mod_PolyForUnlitSurface: fixes crash
      when loading lim_daviddg.bsp from Liminal Spaces Jam.
    * Fix potential buffer overflow in progs global string functions.
    * Fix potential buffer overflow in Mod_LoadAliasFrame()
    * Optimize BoxOnPlaneSide()
    * Reserve enough space in PF_makestatic() for worst case scenarios.
    * Improve handling of huge entities in SV_FindTouchedLeafs()
    * Warn about bad maps with only 1 or 2 edges per face
    * Apply FOV gun scaling for r_showtris
    * Sliders with visible values in options menu.
    * game command now refuses setting a non-existing game directory
    * Fix build in C23 mode.
    * Minor code cleanups. Updated third party code, e.g. SDL,
      music codecs, etc.
* Sun Dec 10 2023 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.96.1
    * Fix demo recording as client-only after connection to server
    * Fix potential buffer overflow in COM_Parse(), e.g. with maps
      with oversized 'wad' fields.
    * Minor code cleanups.
* Thu Sep 21 2023 Andrea Manzini <andrea.manzini@suse.com>
  - Update to version 0.96.0
    * Adjustments to joystick defaults and behaviour
    * Add missing support for -ip command line option on unix / macOS.
    * Backport angled sprites code from FTEQW (spriteframetype: 2, must have 8 frames per group.)
    * Bump the progs execution runaway loop limit to 16M.
    * Add signon buffer fragmentation to fix SZ_GetSpace errors on certain maps when using protocol 999.
    * Increased MAX_DATAGRAM to 64000 to overcome packet overflows.
    * Bump the MAXALIASFRAMES limit to 1024.
    * Fix arrays to have proper sizes in gl mesh code, reflecting MAXALIASTRIS and MAXALIASVERTS correctly. (fixes SIGSEGV in mj4m4/mj4m5.)
    * Increased default value of gl_farclip to 65536.
    * Increase chase cam target trace distance to allow for chasecam to function in large open maps (useful e.g. for the func_vehicle mod.)
    * Raised default maximum number of particles to 16384 (can be set up to 32768 with -particles on the command line.)
    * Fix on-screen keyboard showing up suddenly on Steam Deck when starting a map.
    * Fix viewmodel interpolation with >10Hz animations.
    * Fix a memory leak when exiting game in SDL2 builds.
    * Fix a possible crash when handling clipboard data on macOS.
    * Fix a potential crash after loading of saved game.
    * Fix possible out-of-bound reads when handling progs type sizes.
    * Fix Dutch angle VP_PARALLEL_UPRIGHT sprites.
    * Fix an issue with lights blending by using 10 bit color depth for lightmaps. (For GLSL mode only.) Disable with "-nopackedpixels", if necessary.
    * No relative motions when the window is not focused.
    * Status bar and intermission screen tweaks.
    * Properly display monster counts > 3 digits.
    * Fix console animation with scr_conspeed <= 0.
    * Fix mouselook not working upon game quickload during a demo play.
    * Fix console when server is run noninteractively with stdin redirected from /dev/null.
    * Minor code cleanups. Updated third party code, e.g. SDL, music codecs, etc.
* Sat Nov 05 2022 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.95.1
    * Allow mixing lit and unlit textures in the same map.
    * Water texture mipmapping support - fixes glistening effect on
      distant water.
    * Fix screen flashes in some maps with AMD's new drivers.
    * Defend against zero-sized textures, e.g. __TB_empty
      in qbj_grue.bsp
    * Fix possible file pointer leak in game load code.
    * Minor code cleanups.
* Thu Sep 15 2022 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.95.0
    * Add support for lit water.
    * Add model scale support -- requires protocol 999.
    * Add sv_cheats cvar for 2021 rerelease.
    * Clear the startdemo list on game change.
    * Try light trace from entity origin first.
* Mon Jul 25 2022 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.7
    * Fix console history buffer wrapping.
    * Fix wrong external texture use after vid_restart.
    * Update lodepng from mainstream git.
    * Miscellaneous source code cleanups.
* Mon Jul 04 2022 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.6
    * Server protocol size check fixes for sounds and particles.
    * An invalid memory access fix in the jpg screenshot writer.
    * Minor build fix for C++ compilers.
    * Other small improvements elsewhere in the code.
* Wed Jun 15 2022 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.5
    * Compatibility with new SDL2 versioning scheme.
    * Revised min/max/clamp macros' usage.
    * Fixed a potential undefined behavior in R_DrawAliasModel.
    * Fixed parsing of the time argument of svc_fog server message.
    * Other small improvements elsewhere in the code.
* Sat May 14 2022 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.4
    * Fixed getting stuck with loading plaque upon attempting to
      load a bad save from the menu
    * Fixed SZ_GetSpace server crashes, e.g. in ad_magna or
      ad_mountain.
    * Fixed intermission camera angles during demo playback.
    * Don't reset onground flag on every new server message..
    * Re-enabled title demos by default (turn off with
      cl_startdemos 0).
    * Don't autoplay next demo after a timedemo.
    * Fixed bad parsing of cdtrack in hipdemo1 from Scourge of
      Armagon.
    * Fixed serverinfo off-by-one nummodels/numsounds for
      protocol 15.
    * Support for Quake 2021 update 3.
    * Implemented quad/pentagram dlights for Quake 2021 rerelease.
    * Implemented 2021 rerelease localsound builtin &
      svc_localsound (56).
    * Several other improvements to Quake 2021 rerelease support.
    * Several other small fixes and improvements all over the code.
    * Updated third party code (SDL, lodepng, miniz, some of the
      codecs, etc.).
* Mon Dec 06 2021 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.3
    * Handle sky textures with non-standard sizes and warn about
      them (e.g.  ad_tears).
    * Allow loading textures not aligned to 16 pixels and warn about
      them (eg.  the horde2 map of Dimension of the Machine from
      2021 rerelease update/2.)
* Sat Oct 16 2021 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.2
    * Support for playing the latest update.
    * Fix pitch black models in lit areas in DOTM.
    * Fix black candles in the DOTM start map.
    * Look for QuakeEX.kpf under userdir, too.
* Tue Sep 07 2021 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.1
    * Fix lightmap issues after vkQuake surface mark/cull
      optimizations merge.
* Fri Sep 03 2021 Martin Hauke <mardnh@gmx.de>
  - Update to version 0.94.0
    * Initial support for playing the 'Quake 2021 re-release'
      content.
    * Fix rendering bug when cl_bobcycle was set to zero.
    * Fixed buffer overflow with large char skybox names.
    * Fixed a missing MAXALIASFRAMES bounds check.
    * OpenGL: workaround Intel UHD 600 driver bug.
    * OpenGL: merged surface mark & cull optimizations from vkQuake.
    * Compensate viewmodel distortion at fov > 90.
    * Raised MAX_GLTEXTURES limit from 2048 to 4096 for now.
    * Changed 'model has a skin taller than 480' error into a
      warning.
    * Reject lit files if they're the wrong size (eg hipnotic/
      start.bsp vs id1/start.lit or just a bsp that no longer has
      any coloured lits, etc)
    * External ent files are now versioned using 4 digit crc of the
      original map's ents, like e1m1@c49d.ent, which is much safer.
      The old method (e.g. e1m1.ent) still works but isn't
      recommended.
    * Support for external vis files.
    * Save: remove CR/LFs from level name to avoids broken saves,
      e.g.  with autumn_sp map.
    * Music: improvements to mp3 tag detection / skipping.
    * Music: umx loader fix for malformed / crafted files.
    * New console command music_jump: Jump to given order in music,
      like Unreal's music change - only for module (tracker) music.
    * Updated third-party libraries (music codecs, SDL, etc.) Other
      minor fixes, tidy-ups and protability tweaks.
* Sat Feb 20 2021 Martin Hauke <mardnh@gmx.de>
  - Specfile cleanup

Files

/usr/bin/quakespasm
/usr/share/appdata/quakespasm.appdata.xml
/usr/share/applications/quakespasm.desktop
/usr/share/doc/packages/quakespasm
/usr/share/doc/packages/quakespasm/MUSIC
/usr/share/doc/packages/quakespasm/README
/usr/share/doc/packages/quakespasm/html
/usr/share/licenses/quakespasm
/usr/share/licenses/quakespasm/LICENSE
/usr/share/pixmaps/quakespasm.png
/usr/share/quake


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Fabrice Bellet, Wed Nov 13 00:41:02 2024