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yamagi-quake2-8.50-1.1 RPM for i586

From OpenSuSE Ports Tumbleweed for i586

Name: yamagi-quake2 Distribution: openSUSE Tumbleweed
Version: 8.50 Vendor: openSUSE
Release: 1.1 Build date: Wed Apr 2 20:43:59 2025
Group: Amusements/Games/3D/Shoot Build host: reproducible
Size: 2482067 Source RPM: yamagi-quake2-8.50-1.1.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

* Wed Apr 02 2025 Martin Hauke <mardnh@gmx.de>
  - Update to version 8.50
    * Consistent bindings between multiple gamepad types.
    * Improved menu navigation with gamepads.
    * The SDL 3 code now supports the stable SDL 3 API. Several bugs
      with SDL 3 were fixed.
    * Water warp effect for the OpenGL 1.4 renderer.
    * Add a sound backend selector to the menu.
    * Fix several problems with HTTP downloads.
    * Better navigation in input fields in the menu. Support left and
      right navigation, add support for the ctrl-l,c,x,v shortcuts.
    * Performance optimizations for the OpenGL 1.4 renderer,
      especially on embedded and mobile GPUs. Includes an alternative
      GL ES 1.0 renderer.
    * Several fixes to gl1_stereo.
    * Fix the SDL2 sound backend not working with modern backends.
    * Make the Windows key bindable.
    * Support true randomness when shuffling audio tracks.
    * Fix leaking temporary spawnflags into entities spawned
      mid-level.
    * Support the unofficial GL4 renderer lib in the video menu.
    * Clipboard support for the console and better navigation in the
      console line editor.
    * Support player models inside pak files in the menu.
    * Support 24 bit PCX files.
    * Check if an entity file matches the current map before loading
      it. This fixes problems with loading entity files from Quake II
      against Quake II Remaster maps and the other way round.
  - Build with support for SDL3 on TW
* Sun Jan 26 2025 Martin Hauke <mardnh@gmx.de>
  - Update to version 8.41
    * Fix an endless loop in the OpenGL 1.4 renderer crashing the
      game and blocking further progress under some circumstances.
    * Don't force a platform dependend, hard coded SDL audio driver,
      let SDL choose the driver instead. This may fix the SDL audio
      backend on some platforms. The driver can still be overridden
      by setting `s_sdldriver` to something else than `auto`.
      Under Windows `s_sdldriver` defaults `directsound` because
      `auto` may choose an incompatible driver.
* 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)

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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Fabrice Bellet, Tue Apr 8 23:23:24 2025