This engine is completely amazing about graphic and sound quality, and multiplayer capabilities. Was a Win32/OpenGl/Direct3D port of the Doom engine (and also Heretic and Hexen ones), and now is also a Linux/OpenGL port. It can run Doom, Doom2, Final Doom, Heretic, Hexen... only having the original WADs, like PrBoom or DoomLegacy (already present in portage) but in steroids (fog effects, flares, shadows, cammera smoothing, etc), and supporting Heretic and Hexen. I played a lot this port when I used Windows and since some months ago the source code compiles cleanly in Linux with a simple configure -> make -> make install. I haven't learned yet writing ebuilds, but this one only has to download the source code tar.gz from sourceforge and do a ./configure,make/make install. Would be great having it in portage and so when a new version appears we could update it with a simple "emerge doomsday". Mantaining this ebuild would be really easy (only changing the tar.gz file name when a new version arrives). Please think about adding DoomsDay engine to portage ;)
Created attachment 33595 [details] games-engines/deng-1.8.0_rc2.ebuild emerge deng :)
Created attachment 33596 [details] games-engines/deng-1.8.0_rc2.ebuild Bah, 3 little typos in the startup scripts....
Thanx a lot! I cannot test it right now (my Gentoo Box had it's MoBo toasted) but when I can I'll report if it works well.
works great for me, thanks!
Created attachment 33726 [details] games-util/glbsp-2.05.ebuild glBSP will fix graphical glitches in IWAD files and also increase performance. The original .wad file isn't affected, a seperate .gwa(GL WAD) file is created. emerge glbsp glbsp /usr/share/games/deng/Data/jHexen/hexen.wad This will create /usr/share/games/deng/Data/jHexen/hexen.gwa, which Doomsday will automatically load at startup.
glBSP is really a must for using the original iwads in those new engines. Thanx for pointing that to all us Hinrik! BTW I think what I used some years ago when vised the doom wads was glVIS (http://www.vavoom-engine.com/glvis.html). I include it for people who could have problems using glBSP.
You may want to note that this doesn't compile with the nvidia gl.h. If I do a "opengl-update xfree" before compiling, it's fine. If I don't, it dies with: gcc -DUNIX -DNO_FIXED_ASM -D__DROPENGL__ -DUSE_MULTITEXTURE -I. -I. -I../.. -I. ./../Include -I../../Include/drOpenGL -I/usr/include/SDL -D_REENTRANT -Wunused-v ariable -Wunused-function -Os -march=pentium3 -mcpu=pentium4 -pipe -MT libdropen gl_la-main.lo -MD -MP -MF .deps/libdropengl_la-main.Tpo -c Unix/main.c -fPIC -D PIC -o .libs/libdropengl_la-main.o In file included from ../../Include/drOpenGL/drOpenGL.h:37, from Unix/main.c:16: /usr/include/GL/gl.h:1731: error: conflicting types for `glMultiDrawArrays' /usr/include/GL/glext.h:2618: error: previous declaration of `glMultiDrawArrays' make[3]: *** [libdropengl_la-main.lo] Error 1 make[3]: Leaving directory `/var/tmp/portage/deng-1.8.0_rc2/work/deng-1.8.0-rc2/ Src/drOpenGL' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/var/tmp/portage/deng-1.8.0_rc2/work/deng-1.8.0-rc2/ Src' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/var/tmp/portage/deng-1.8.0_rc2/work/deng-1.8.0-rc2' make: *** [all] Error 2 !!! ERROR: games-engines/deng-1.8.0_rc2 failed. !!! Function src_compile, Line 27, Exitcode 2 !!! emake failed Same if I just compile on my own. Other than that, works beautifully, thanks.
It works here. I'm using nvidia-glx-1.0.5336-r2.
What happened to the ebuilds? I'm not finding them after an emerge sync.
Marcos: That means that you have put them in /usr/portage/. You are supposed to put them in /usr/local/portage/ and set the following in your /etc/make.conf: PORTDIR_OVERLAY="/usr/local/portage"
Strange, I'm also using nvidia-glx-1.0.5336-r2, and can't compile without the "opengl-update xfree". I know that the same error popped up a few times on the Doomsday forums, and they said that the "development headers for xfree were required". Maybe we have different versions of xfree/xorg? (xfree-4.3.0-r5 here). Anyhow, once it's build, it runs excellently. No problems to speak of after a good 6 hours of playing ;) Thanks for the great ebuild, by the way.
1.8.0_rc3 is available.
Created attachment 34316 [details] games-engines/deng-1.8.0.ebuild 1.8.0 final has been released, here's the same ebuild, under a new name :)
Installed 1.8.0-rc3 via rc2 ebuild modified. Compiles fine but looks like there is a memory leak or something... because most of the time the mouse is laggy, with low resolutions less noticeable (guess my ATI drivers work as shot) but... from time to time game gets _extremely_ laggy (a second) and if I save the game in that point and exit, restart jDoom and load it again, the problem is solved. Also lot of times when I exit jDoom the mouse is freezed and the screen resolution fixed to what I was using inside the game. I have to exit GNOME with the keyboard (Alt+F1...) and then X restart and everything works again.
It'd be very nice if the "openal" useflag actually worked. At present, even if you USE="openal" sdl-mixer ends up being used.
Hinrik: thanx for the tip. Sorry I didn't read your post until now.
jhexen -oal This should enable OpenAL, but it segfaults on my machine. ... ... ... Sfx_Init: Initializing OpenAL... Fatal signal: Segmentation Fault (SDL Parachute Deployed)
Me too. :(
Does anyone else not have any music at all?
Yes. Until now I used timidity with Doom Legacy but I think it doesn't work with Doomsday. I finally downloaded the mp3 soundtrack and used it with the "external files" option. http://sycraft.org/index.shtml
Yeah, it doomsday doesn't have midi music support in Linux yet, so you'll have to do it like Marcos.
cleaned up and added glbsp :)
cleaned up the ebuild and added to portage as games-fps/doomsday