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Subject: CVS commit: pkgsrc/games/yquake2
From: Yorick Hardy
Date: 2023-09-10 12:18:44
Message id: 20230910101845.09A35FBDB@cvs.NetBSD.org
Log Message:
games/yquake2: update to yquake2-8.20
NetBSD is now supported, but the default pkgsrc prefix
is used -- so adjust the Makefile patch to let pkgsrc
determine the search paths.
Changelog:
Quake II 8.10 to 8.20:
- This release marks Quake IIs 25th anniversary. Happy Birthday!
- 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. (by apartfromtime, protocultor, David Carlier and
0lvin)
- A lot of fixes and improvements to the controller support. Support for
gyro aiming, more precise stick handling and rumble improvements. (by
protocultor)
- Implement faster weapon switching with the new 'cycleweap' command.
(by protocultor).
- Fixes pusher delta yaw manipulation. This fixes the infamous bug were
a player standing on a blocked elevator gets turned around (by
skuller).
- Add a command 'spawnentity' to spawn entities at the given
coordinates. Can be used for debugging. (by 0lvin)
- Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs a pak
file with assets to work, see the documentation for details. (by
0lvin)
- Ported reverb effects from SkacikPLs Q2RTX fork. (by 0lvin)
- Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
- A way better fix for dead bodys obstructing elevators or falling
through the worldmodel. (by BjossiAlfreds)
- Fix items already in water playing a splash sound at level start. (by
BjossiAlfreds)
- Pause the game when getting minimized or hidden. (by David Carlier)
- Fix Bugs related to 'ogg_ignoretrack0'. (by BjossiAlfreds)
- Share model loading code between renderers. (by 0lvin)
- Restore stair step smoothing for step sizes other than 16.
- Fix playback of long audio samples (>10 seconds) through OpenAL.
Quake II 8.01 to 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`. (by 0lvin)
- 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.
(by Jaime Moreira)
- 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. (by Jaime
Moreira)
- Support building with Microsoft Visual Studio 2015 and newer.
- Several game code fixes, mostly for stuck mechanics in fact2. (by
BjossiAlfreds and maraakate)
- Fix two stuck monsters in hangar1 and jail5. (by Dremor8484 and
BjossiAlfreds)
- Fix the `viewsize` cvar.
Quake II 8.00 to 8.01:
- Fix the game not starting when nonexistent dirs in the search path.
- Sync haptic joystick effects to the sound. (by 0lvin)
- 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. (by BjossiAlfreds)
- Play the correct demo loop after changing the current mod.
- Fix numbered paks with upper case letters added twice to the search
path. Only Windows was affected.
- `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. (by De-Deppe)
- Scale 8 bit textures when `r_scale8bittextures` is set. (by 0lvin)
- The game is no longer limited to 1000 FPS when running in timedemo
mode. (by 0lvin)
- Optimise command line parser and fix several subtle bugs. (by
BjossiAlfreds)
- 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. (by BjossiAlfreds)
- Show a download progress bar when `cl_http_show_dw_progress` is set to
`1`. (by David Carlier)
Quake II 7.45 to 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. (by BjossiAlfreds)
- '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. (by BjossiAlfreds)
- Send the network protocol version to the server. This can be used by
the server to support clients with different network protocol version.
(by Knightmare)
- Force SDL to minimize the window when its focus is lost. This fixes
several problem under Windows with SDL 2.0.14 and newer.
- 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. (by 0lvin)
- 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. (by
Larry Davis)
- 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.
Files: