Openquartz is free game content for quakeforge. The ebuild works, but since this quakeforge does not support different contents, you have to do a symlink from /usr/share/games/quake-data/openq to /usr/share/games/quake-data/id1. I'm working on another ebuild for a different gamecontent, so it is not done automatically. The other ebuild installs map-compilation utils. Reproducible: Always Steps to Reproduce:
Created attachment 26934 [details] games-fps/openquartz-20020122 The ebuild for openquark.
Created attachment 26935 [details] games-utils/openquartz-util-20011221.ebuild ebuild for openquartz-utils
Created attachment 27014 [details] games-fps/openquartz-20020122.ebuild Clean up the ebuild. (use GAMES_DATADIR, GAMES_BINDIR, sed -i)
Created attachment 27015 [details] games-utils/openquartz-utils-20011221.ebuild Fixed ebuild, added || die "message"
Created attachment 27016 [details] games-fps/openquartz-20020122.ebuild Sorry, forgot || die "message"
the emake || make thing is too ugly. Try it with emake -j1 please.
Created attachment 36939 [details] games-util/openquartz-utils-20040401.ebuild Updated openquartz utils, might no longer be needed, but a "nice to have"
Created attachment 36942 [details] games-fps/openquartz-20040801.ebuild Updated openquartz game content. This does no longer need to be compiled and also provides a binary to run the content. BUT: The binary seems to have no possibility to fine the content when its not in the same dir as the binary. This breaks the idea of the filesystem structure of gentoo. If anyone finds out how to use the binary, please tell me (or update the ebuild (the 3 commented lines))
Created attachment 62224 [details] games-util/openquartz-utils-20040801 Bump. Also rework the ebuild to build more of the utils. Currently the sed statement in src_unpack is plain stuid since: a) Syntax b) It tries to fix makefiles that need to be fixed differen (for CFLAGS) Also I'm not sure if the location the files end up is correct ... maybe they should go to GAMES_BINDIR. Not sure but sounds most likely Otherwise works for me.
So what exactly are the utils?
the utils are map-building stuff (light calculation, bsp generator, etc.) and wadfile-stuff (format converters, packager, etc.) nothing special, all you need to do some mapping for openquartz But I suppose to close that bug. IIRC the project changed it's engine ... to the blender game eninge o.0
It's still the Quake 1 engine (according to their page) so I guess this is still a candidate for inclusion.
Ahh, you're right. Sorry, I mixed that up with another game content for quake 1 (forgot it's name, was something like "hack and slash" or so).
So I'm looking at this, and I really like it. The only thing I need is some way to figure out the stinking build instructions for the OQ maps. Either that, or I'm not understanding something. Does the content need to be compiled or not?
afaik the last release of openquartz changed the policy. You get everything prebuilt. In the previous releases one needed to build it by hand.
OK... so I'm revisiting this one (again) and I'm thinking I'm just going to pull from CVS like their developer docs say to do... heh... then I'll pull out my own openquartz pak files... basically... allow one to have the openquartz-utils, openquartz, and openquartz-dev (or something)... Anyway... For switching between the different game contents for quake1-based engines, I'm thinking of doing an eselect module, quake1-config or something. That would alleviate the problem of a user having to manually symlink stuff while still allowing for not only the original quake1-data, but also any other game content capable of running on the engine. Thoughts?
openquartz is no longer