Bug 106344 - ebuild request darkplaces quake 1 engine
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Bug#:
106344
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Product: Gentoo Linux
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Version: unspecified
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Platform: x86
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OS/Version: Linux
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Status: RESOLVED
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Severity: enhancement
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Priority: P2
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Resolution: FIXED
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Assigned To: games@gentoo.org
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Reported By: obsrv5@gmail.com
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Component: Games
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URL:
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Summary: ebuild request darkplaces quake 1 engine
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Keywords: EBUILD
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Status Whiteboard:
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Opened: 2005-09-18 01:52 0000
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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.
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.
Oops, I missed out games_pkg_setup from pkg_setup(), so here are fixed ebuilds.
Will you add this ebuild to Portage?
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!
- 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?)
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?)
Created an attachment (id=73826) [details]
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.
instead of dying if !opengl, !sdl, !dedicated, fall back to sdl by default.
needs to error check the sed calls
looks pretty good otherwise.
(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.
This works with the shareware data, right?
(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".
Created an attachment (id=88799) [details]
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.
Did you send that latency patch upstream already?
(In reply to comment #26)
> Did you send that latency patch upstream already?
Yes, I've sent the author an email.
Created an attachment (id=89265) [details]
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.
isn't it more logical to move resources from quakedev to a separate ebuild so
that they can be used with other engines?
(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
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 ...
Created an attachment (id=89429) [details]
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.
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.
can't see any reason this should depend on those bugs
(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.
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
?
(In reply to comment #36)
> why depend on >=games-fps/quake1-textures-20050820
Because I've *changed* the ebuild, adding the "demo" USE flag.
oh yeah, providing support for demodata ... then this looks reasonable ;) .
sorry
Now that I can look at this with all the demo stuff, I'm on it...
Added to CVS... thanks for the ebuild...