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|Name: yamagi-quake2||Distribution: openSUSE Tumbleweed|
|Version: 8.00||Vendor: openSUSE|
|Release: 2.1||Build date: Sun Sep 12 04:42:18 2021|
|Group: Amusements/Games/3D/Shoot||Build host: obs-arm-6|
|Size: 1753026||Source RPM: yamagi-quake2-8.00-2.1.src.rpm|
|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.
* Sun Aug 22 2021 Imo Hester <email@example.com> - patched systemwide support (systemwide.patch) * Mon Jun 14 2021 Martin Hauke <firstname.lastname@example.org> - 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 <email@example.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 <firstname.lastname@example.org> - 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 * Wed Feb 26 2020 Martin Hauke <email@example.com> - Update to version 7.43 * Recover from a lost sound device, do not crash of no sound device is available. This fixes several problem with DisplayPort and HDMI audio. * Several small game logic fixes. This includes a fix for a potential progress blocker in 'The Torture Chambers' introduced in the last release. * Add the 'gl1_particle_square' cvar, it forces square particles in the GL1 renderer. * The software renderer is no longer experimental. * Add an option to configure the gun Z offset in the software renderer. * Sun Dec 01 2019 Martin Hauke <firstname.lastname@example.org> - Update to version 7.42 * The console can now be scrolled with the mouse wheel. * Fix entities on non-horizontal surfaces rendered in full black. * Add an option to choose the display Quake II runs on. * Add an option to specify the display refresh rate used in fullscreen. * Allow mouse 'sensitivity' to be set to non-integral values. * Port cvar operations from q2pro. These allow the manipulation of cvar values, supported are: dec, inc, reset, resetall and toggle * Put the client into pause mode during savegame load. This prevents the world getting forwarded about 100 frames during load, time in which the player might be hurt by monsters or the environment. * New commands: + 'listentities' allows listing of entities. + 'teleport' teleports the player to the given coordinates. * Fix loading of config files not ending in newlines. * A lot of fixes for subtle, long standing AI and game play bugs. * Quicksaves can now be loaded and saved throught the savegame menus. * The software renderer now skips frames with no changes. This improves performance quite a bit, especially on slow CPUs. * Sun May 26 2019 Martin Hauke <email@example.com> - Update to version 7.41 * Some bugfixes to HTTP downloads introduced in 7.40. * Fix several crashes when loading savegames in coop. * Fix some out of memory aborts when loading maps with a lot surfaces. * Allow autodetection of the desktop resolution. Set 'r_mode' to '-2' to enable that. * Several fixes to the OpenGL 3.2 renderer. Some dynamic lights were missing, for example for most explosions. Stencil shadows were broken under some conditions. Intel Ivy Bridge didn't work. Under some conditions lights were too bright. * Add an optional fix for lighting problems in maps that misuse sky surfaces for interior lighting. Set 'gl_fixsurfsky' to '1' to enable it. * Another bunch of timing fixes. The game should now hold the framerate under all conditions. * Thu Feb 07 2019 firstname.lastname@example.org - Update to version 7.40 * Add support for HTTP downloads. Both the r1q2 and q2pro URL schemes are supported, if a file is unavailable over HTTP the download code falls back to UDP. * Savegames can be removed through the menu by pressing 'del' on the selected savegame. * Support external entity files. * Some fixes to OGG/Vorbis music playback. The music keeps playing after s_restart and ogg_shuffle is handled correctly by the menu. * Another round of timing fixes. Average frame times are now taken into account when taking an educated guess on the next frames render time. And the display refresh rate detection no longer cripple working GPU drivers in an efford to work around bugs in older version of AMDs. * A lot of fixes to the internal memory management. The game is now much more memory efficient, this allows playing of extremly big maps without crashes. This is largly based upon work done by Denis Pauk. * New and much more detailed documentation. * Enhancements to the software renderer. Retexturing packs are now supported, general cleanup and bugfixes. * Tue Oct 02 2018 email@example.com - Update to version 7.30 + Removed support for SDL 1.2. + Removed static dependencies to libogg, libvorbis and libz. + Fixed several bugs regarding render- and fullscreen switch. + A lot of fixes and improvements to the software renderer. It's now able to render the whole game without artifacts and much faster than before. * Sat Jul 14 2018 firstname.lastname@example.org - Update to version 7.21 + Fix some render glitches in the software renderer. (by Denis Pauk) + Render the weapon independent of the current field of view, otherwise the weapon distorts with very high FOV settings. The weapons FOV can be set through r_gunfov, it defaults to 90. + Rework the OGG/Vorbis backend. This fixes several annoying bugs, and adds support for alternative track <=> file mappings. Use this to implement support for the audio tracks supplied by the GOG.com version of Quake II. * Sun Mar 11 2018 email@example.com - Update to version 7.20 + Add the soft renderer back. This feature is considered experimental. The porting of the old soft renderer code to SDL and it's cleanup were done by Denis Pauk. + Rename several cvars to be consistent across different renderers. The configuration file will be converted at the first start, when an old cvar name is used a message is printed. + Make the client unicode compatible. Yamagi Quake II can now be installed into pathes with unicode characters in it. On Windows the user name of the current account may contain unicode characters. As a side effect the game can run on ReFS volumes. While '+set basedir' is still supported, the unicode compatible '-datadir' should be used. + Another round of timing fixes. The game is now capable of holding the requestes or vsync framerate even on slow machines and with problematic GL drivers. + Fix server side mod handling, their configs are now saved to the correct directories and the configs are reexeced at mod startup.
/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, Mon Nov 29 00:07:57 2021