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Bug#: 106344
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Status: RESOLVED
Resolution: FIXED
Assigned To: Gentoo Games <games@gentoo.org>
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Reporter: Adomas Jackevicius <obsrv5@gmail.com>
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Filename Description Type Creator Created Size Actions
quake1-darkplaces-20050818.ebuild games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild text/plain Paul Bredbury 2005-09-18 11:38 0000 2.38 KB Details
quake1-darkplaces-20050902_beta1.ebuild games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild text/plain Paul Bredbury 2005-09-18 11:40 0000 2.41 KB Details
quake1-darkplaces-20050818.ebuild games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild text/plain Paul Bredbury 2005-09-18 13:19 0000 2.40 KB Details
quake1-darkplaces-20050902_beta1.ebuild games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild text/plain Paul Bredbury 2005-09-18 13:20 0000 2.42 KB Details
quake1-darkplaces-20051017_beta1.ebuild quake1-darkplaces-20051017_beta1.ebuild text/plain Paul Bredbury 2005-10-20 14:37 0000 2.45 KB Details
quake1-darkplaces-20051129_beta2.ebuild quake1-darkplaces-20051129_beta2.ebuild text/plain Paul Bredbury 2005-11-29 20:31 0000 2.39 KB Details
darkplaces-20060202_beta1.ebuild darkplaces-20060202_beta1.ebuild text/plain Paul Bredbury 2006-02-23 08:05 0000 2.54 KB Details
darkplaces-20060311_beta2.ebuild darkplaces-20060311_beta2.ebuild text/plain Paul Bredbury 2006-03-14 11:21 0000 2.54 KB Details
darkplaces-20060606.ebuild darkplaces-20060606.ebuild text/plain Paul Bredbury 2006-06-08 09:03 0000 2.96 KB Details
darkplaces-20060606.ebuild darkplaces-20060606.ebuild text/plain Paul Bredbury 2006-06-09 02:28 0000 3.14 KB Details
darkplaces-20060606.ebuild darkplaces-20060606.ebuild text/plain Paul Bredbury 2006-06-09 03:39 0000 3.19 KB Details
darkplaces-20060606.ebuild darkplaces-20060606.ebuild text/plain Paul Bredbury 2006-06-09 16:29 0000 3.66 KB Details
darkplaces-20060606.ebuild darkplaces-20060606.ebuild text/plain Paul Bredbury 2006-06-09 22:04 0000 4.53 KB Details
darkplaces-20060612_beta2.ebuild darkplaces-20060612_beta2.ebuild text/plain Paul Bredbury 2006-06-15 13:25 0000 4.54 KB Details
darkplaces-20060616_beta1.ebuild darkplaces-20060616_beta1.ebuild text/plain Paul Bredbury 2006-06-17 17:43 0000 5.24 KB Details
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Bug 106344 depends on: 108133 136157 Show dependency tree
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Bug 106344 blocks:
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Additional Comments: (this is where you put emerge --info)







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Description:   Opened: 2005-09-18 01:52 0000
I think DarkPlaces is one of the most advanced Quake1 engines around. You
should
add this package to portage.

Reproducible: Always
Steps to Reproduce:
1.
2.
3.

------- Comment #1 From Paul Bredbury 2005-09-18 11:36:33 0000 -------
Here are two ebuilds: for the latest stable version, and the latest beta. The
only difference in the contents of the two ebuilds is the use of MY_PV.

This is an excellent Quake 1 engine. Its homepage is
http://icculus.org/twilight/darkplaces/

The combination of opengl and oss USE flags produces no sound for me in version
20050818, but is OK in 20050902_beta1.

------- Comment #2 From Paul Bredbury 2005-09-18 11:38:59 0000 -------
Created an attachment (id=68756) [edit]
games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild

------- Comment #3 From Paul Bredbury 2005-09-18 11:40:12 0000 -------
Created an attachment (id=68757) [edit]
games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild

------- Comment #4 From Paul Bredbury 2005-09-18 13:16:18 0000 -------
Oops, I missed out games_pkg_setup from pkg_setup(), so here are fixed ebuilds.

------- Comment #5 From Paul Bredbury 2005-09-18 13:19:05 0000 -------
Created an attachment (id=68765) [edit]
games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild

------- Comment #6 From Paul Bredbury 2005-09-18 13:20:24 0000 -------
Created an attachment (id=68766) [edit]
games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild

------- Comment #7 From Adomas Jackevicius 2005-09-19 21:50:16 0000 -------
Will you add this ebuild to Portage? 

------- Comment #8 From Chris Gianelloni 2005-09-20 06:06:55 0000 -------
http://www.gentoo.org/proj/en/desktop/games/#doc_chap5_sect10

------- Comment #9 From Triffid Hunter 2005-10-14 04:51:10 0000 -------
It seems that this install doesn't recognise numerous models or something.. I 
copied the game data to the proper place, but only the models for health, and 
certain types of ammo appear. weapons, lights, enemies etc just appear as 
rainbow coloured cubes.

It spews a lot of 'model not found' errors, even though the files are there..


Just found the problem - my id1/progs dir had a capital 'P'. symlinking as 
'progs' fixed all the models. Any idea why the models for ammo boxes are in a 
different place to all the rest?

btw; this is the first ebuild for quake1 that i've managed to get playably 
working - thanks!

------- Comment #10 From Paul Bredbury 2005-10-20 14:37:26 0000 -------
Created an attachment (id=71092) [edit]
quake1-darkplaces-20051017_beta1.ebuild

This ebuild works with the 20051017 beta 1. It uses the versionator eclass for
a better ${MY_PV}

------- Comment #11 From UncleOwen 2005-11-03 09:38:42 0000 -------
- don't keyword, if you don't have the hardware (amd64 works-for-me though)
- other quake1-ebuilds have
    cdinstall? ( games-fps/quake1-data )
  in DEPEND (why not RDEPEND?)

------- Comment #12 From Adrian Czerniak 2005-11-29 09:03:26 0000 -------
Is it compatibile with original quake1? (I mean: if I use this engine and my
friend use the 
original quake1 installed on windows, will we be able to play in multiplayer
mode?)

------- Comment #13 From Paul Bredbury 2005-11-29 09:26:38 0000 -------
(In reply to comment #12)

Dunno, but darkplaces can be downloaded for Windows also, and will surely look
better than the aging original:
http://icculus.org/twilight/darkplaces/download.html

BTW, the Linux beta versions are listed as
http://icculus.org/twilight/darkplaces/files/darkplacesengine*
(and for Windows - darkplacesenginewin*)

------- Comment #14 From Paul Bredbury 2005-11-29 20:31:08 0000 -------
Created an attachment (id=73826) [edit]
quake1-darkplaces-20051129_beta2.ebuild

And the day after I mention the Linux filename, it changes to e.g.
darkplacesenginelinux20051129beta2.zip

Enclosed is an improved ebuild. The quake1 data location changes from
${GAMES_DATADIR}/quake-data to quake1.

------- Comment #15 From Paul Bredbury 2006-02-23 08:05:26 0000 -------
Created an attachment (id=80522) [edit]
darkplaces-20060202_beta1.ebuild

Tidied ebuild, version bump, modular X dependencies added. Renamed to
darkplaces.

------- Comment #16 From Paul Bredbury 2006-03-14 11:21:38 0000 -------
Created an attachment (id=82125) [edit]
darkplaces-20060311_beta2.ebuild

Here is a new ebuild to reflect the source filename changing again.

------- Comment #17 From Paul Bredbury 2006-06-08 09:03:44 0000 -------
Created an attachment (id=88691) [edit]
darkplaces-20060606.ebuild

Stable release ("666", appropriately). Added "mod" USE flag.

------- Comment #18 From Mr. Bones. 2006-06-08 09:15:56 0000 -------
instead of dying if !opengl, !sdl, !dedicated, fall back to sdl by default.

needs to error check the sed calls

looks pretty good otherwise.

------- Comment #19 From Paul Bredbury 2006-06-08 09:43:10 0000 -------
(In reply to comment #18)
> instead of dying if !opengl, !sdl, !dedicated, fall back to sdl by default.

I'd prefer to argue that the user is at fault, for not specifying, than make
the logic of the ebuild look *really* weird to the casual observer. Tell me why
a gamer wouldn't have at least "opengl" in the default USE flags. Gentoo is
clearly a "power user's" distro, and so should not be encouraging USE-flag
laziness at the expense of ebuild logic complexity. This is a continuation of
my argument in bug #122838.

In this package, I've found opengl to be the best USE flag - sdl has a
noticeable delay in sound effects.

------- Comment #20 From Chris Gianelloni 2006-06-08 18:27:01 0000 -------
This works with the shareware data, right?

------- Comment #21 From Paul Bredbury 2006-06-09 00:58:18 0000 -------
(In reply to comment #20)
> This works with the shareware data, right?

Yes, just emerge the demo data ebuild from bug #136157, and run
"darkplaces-glx".

------- Comment #22 From Paul Bredbury 2006-06-09 02:28:47 0000 -------
Created an attachment (id=88750) [edit]
darkplaces-20060606.ebuild

Added dies to the seds, and ${ROOT} in pkg_postinst().

------- Comment #23 From Paul Bredbury 2006-06-09 03:39:03 0000 -------
Created an attachment (id=88755) [edit]
darkplaces-20060606.ebuild

Added line to remove CVS directories which exist in the dpmod subdirectories
(from the "mod" USE flag).

------- Comment #24 From Paul Bredbury 2006-06-09 16:29:34 0000 -------
Created an attachment (id=88799) [edit]
darkplaces-20060606.ebuild

This ebuild hard-codes the default game data directory, and so removes the
wrapper scripts. Also adds desktop menu entries. Added warning about SDL audio
delay.

------- Comment #25 From Paul Bredbury 2006-06-09 22:04:52 0000 -------
Created an attachment (id=88820) [edit]
darkplaces-20060606.ebuild

Fixed the SDL sound latency by reducing the buffer size. Added "lights",
"skins" and "textures" USE flags.

------- Comment #26 From Mr. Bones. 2006-06-10 09:58:13 0000 -------
Did you send that latency patch upstream already?

------- Comment #27 From Paul Bredbury 2006-06-10 12:28:18 0000 -------
(In reply to comment #26)
> Did you send that latency patch upstream already?

Yes, I've sent the author an email.

------- Comment #28 From Paul Bredbury 2006-06-15 13:25:36 0000 -------
Created an attachment (id=89265) [edit]
darkplaces-20060612_beta2.ebuild

Added seds to makefile.inc from the nexuiz 2.0 ebuild (soon-to-be bug #136797).
Simplified the fancy desktop handling (OpenGL vs SDL), so that perhaps in the
future the darkplaces engine can be used to play nexuiz - at the moment, the
darkplaces engine code is about 99.9% the same as the nexuiz engine code.

Bumped to the latest beta, because the ChangeLog shows some good things
happening, like Nvidia performance improvements.

------- Comment #29 From Anton Romanov 2006-06-15 13:54:06 0000 -------
isn't it more logical to move resources from quakedev to a separate ebuild so
that they can be used with other engines?

------- Comment #30 From Paul Bredbury 2006-06-15 14:16:07 0000 -------
(In reply to comment #29)
> isn't it more logical to move resources from quakedev to a separate ebuild so
> that they can be used with other engines?

*Which* other engine? It would be great if you've checked that it can use the
same data, in the same location, or come up with some fancy symlinks. Until all
the ebuilds involved are in Portage, it's most *convenient* (for me anyway) to
just choose DarkPlaces as the best Quake 1 engine (that's also in very active
development), and concentrate on that :)

As a starter, try JoeQuake:
http://forums.gentoo.org/viewtopic-t-398434.html

------- Comment #31 From Anton Romanov 2006-06-15 22:28:32 0000 -------
1. einfo in pkg_setup should better advice to emerge quake1-data than put files
by hand
and there should be 
cdinstall? ( games-fps/quake1-data )
as in other quake1 ebuilds ....

2. textures are just a bump of games-fps/quake1-textures so that must be bumped
(and changed homepage)
maybe move models (skins?) there or create something like quake1-models
(skins?)
same goes for lights ... 

------- Comment #32 From Paul Bredbury 2006-06-17 17:43:50 0000 -------
Created an attachment (id=89429) [edit]
darkplaces-20060616_beta1.ebuild

Revamped ebuild, to make it reasonably easy for users to install the demo data
and this engine.

With the additional textures and lighting, the game looks superb, and needs a
high-spec PC if all the eye-candy is turned on.

------- Comment #33 From Paul Bredbury 2006-06-17 17:49:56 0000 -------
Can someone please add to this bug's dependencies:  bug #108133 and bug #136157

Or better still, give me the access rights to do it.

------- Comment #34 From Anton Romanov 2006-06-18 01:25:17 0000 -------
can't see any reason this should depend on those bugs

------- Comment #35 From Paul Bredbury 2006-06-18 05:14:59 0000 -------
(In reply to comment #34)
> can't see any reason this should depend on those bugs

Because they provide the packages in the dependencies of my latest ebuild.

------- Comment #36 From Anton Romanov 2006-06-18 05:34:35 0000 -------
as for textures it works with version currently in portage ...
so if you really want to leave 'textures' use flag why depend on
>=games-fps/quake1-textures-20050820 and not just on games-fps/quake1-textures
?

------- Comment #37 From Paul Bredbury 2006-06-18 05:40:17 0000 -------
(In reply to comment #36)
> why depend on >=games-fps/quake1-textures-20050820

Because I've *changed* the ebuild, adding the "demo" USE flag.

------- Comment #38 From Anton Romanov 2006-06-18 05:54:02 0000 -------
oh yeah, providing support for demodata ... then this looks reasonable ;) .
sorry

------- Comment #39 From Chris Gianelloni 2006-06-19 12:26:11 0000 -------
Now that I can look at this with all the demo stuff, I'm on it...

------- Comment #40 From Chris Gianelloni 2006-06-19 13:52:41 0000 -------
Added to CVS... thanks for the ebuild...

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