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ID has free Quake3 sources recently. The quake3 ebuild should build it from source code, while a new -bin ebuild should be created for their latest binary release. Reproducible: Always Steps to Reproduce:
Perhaps later. The current version of the code doesn't build on many versions of GCC. I definitely don't even want to think of what happens when you start adding some of the crazy CFLAGS some of our users love to use into the mix. Once somebody goes and does a cleanup on the code, ala relnev and Quake2, then I'll do this, but until then, I think we should keep it as-is.
At least we should correct the ebuild so it pulls in the datafiles off ftp or something, as the cd should no longer be needed. Also, the license is no longer Q3EULA, but GPL afaik.
(In reply to comment #2) > At least we should correct the ebuild so it pulls in the datafiles off ftp or > something, as the cd should no longer be needed. Also, the license is no longer > Q3EULA, but GPL afaik. Only the source is GPL. You still need to original CD to play the game (same for Quake and Quake II).
by the way icculus is working on the source: http://www.icculus.org/quake3/ this is nice, because we have now a central reference for the source :) I will compile it!!!
Created an attachment (id=67379) [edit] quake3-9999.ebuild ebuild to build quake3 from the svn repo
Wouldn't an ebuild to use a snapshot be better?
I've been using that ebuild however I had to modify it because it wasn't working right. Since DEFAULT_BASEDIR is set to ${GAMES_DATADIR}/quake3 the baseq3 and missionpack files also need to be installed into that directory, not into GAMES_LIBDIR. Simply changing exeinto ${GAMES_LIBDIR}/${PN}/baseq3 and exeinto ${GAMES_LIBDIR}/${PN}/missionpack to DATADIR instead fixes it. If I didn't do that the game wouldn't start at all. This also ensures that ${GAMES_DATADIR}/quake3 exists for putting the pak0.pk3 file. After I do that, when I try to enter a level it would give me ERROR: User Interface is version 3, expected 6. Not sure what that means however if I use the shared libraries by starting with quake3 +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 then the game works fine. I now have quake3 running using alsa for sound, so I'm happy.
the ebuild isnt meant for inclusion (at least not masked as -*), but more for building a snapshot/release ebuild from my quake3 didnt seem to require those binary files, but we should send patches upstream to make quake3 search a sep libdir after basedir if that is the case
Why not just call this quake3-src? The quake3 ebuild will be for the offical id software build of quake3, with punkbuster. The quake3-src would be built from the icculus.org sources of quake3.
quake3 is going to be renamed to quake3-bin ... source packages get preference over binary packages in Gentoo
there are potential issues with all the quake 3 mods between the source and binary version of quake3, right now I've simply got symlinks in /usr/share/games/quake3 going to /opt/quake3/modname and so forth, without much trouble, but the different install paths of the binary and source versions will definitely be an issue.
(In reply to comment #11) > there are potential issues with all the quake 3 mods between the source and > binary version of quake3, right now I've simply got symlinks in > /usr/share/games/quake3 going to /opt/quake3/modname and so forth, without much > trouble, but the different install paths of the binary and source versions will > definitely be an issue. Are you saying the mods just dont work with the source version or its just sym links on your computer? I was also thinking it might be good to have a way that the closed source version(with punk buster) and open source version(w/o punk buster) co-exist. Maybe name the closed source version quake3-bin while the open source is just quake3?
I'm not saying the mods dont work I'm just saying there needs to be a way to make them work with both the source and binary version, since they have different install paths. Right now there is nothing done about this.
(In reply to comment #13) > I'm not saying the mods dont work I'm just saying there needs to be a way to > make them work with both the source and binary version, since they have > different install paths. Right now there is nothing done about this. Thats simple enough to do install all mods and game data in a universal place, the same way all browser plugins are stored in /opt/netscape/plugins. Have both the binary and the source versions of quake3 link there. To simplify things I would suggest keeping all mods and game data in /opt/quake3 and have the source version just link to /opt/quake3.
*** Bug 105064 has been marked as a duplicate of this bug. ***
So is this going to get into portage or not?
http://www.gentoo.org/proj/en/desktop/games/#doc_chap5_sect10
(In reply to comment #17) > http://www.gentoo.org/proj/en/desktop/games/#doc_chap5_sect10 Im sorry your right. Take back what I said and take your time.
games-fps/quake3 now builds from source