Version 1.39 of CPMA was released on Nov 20. In my testing, just renaming the 1.38-r1 ebuild works fine.
Actually that's not quite true. Renaming the 1.38-r1 ebuild to 1.39 does work the same as the 1.38 one does, but the cpma-mappack-full.zip file has its contents extracted by default into the /var/tmp/portage/games-fps/quake3-cpma-1.39/work directory (instead of /var/tmp/portage/games-fps/quake3-cpma-1.39/work/cpma). The ebuild doesn't install those files, so the cpma maps aren't available in-game. http://www.promode.org/wiki/index.php/Installing_CPMA suggests that the CPMA mappack should also end up extracted into the baseq3 directory instead of the CPMA directory. I'm not sure why they say this, but they seem pretty adamant that this is so. The reason I didn't notice this initially was that I had previously extracted the cpma mappack into my ~/.q3a/baseq3, and didn't notice that the maps weren't installed properly by the ebuild. I realise that quake3-cpma-1.38-r1 is package.mask'd, but I like playing around with new things and am willing to help debug things if I can. Cheers! Dijon
Version 1.40 is now released. Bumping the 1.38-r1 ebuild to 1.40 and copying over the maps to ~/.q3a/baseq3 appears to still work correctly. I may have time to look into ebuild code so that I can fix the issue myself soonish, but Christmas and family being over is somewhat in the way currently. Merry Christmas!
Created attachment 111173 [details] Ebuild for quake3-cpma-1.40 Maps are installed now
Created attachment 117416 [details] quake3-cpma-1.40.ebuild Tidied ebuild (by a miniscule amount). To enable bots: quake3-cpma +bot_enable 1
Bumped to 1.43 in the tree. I apologize that this took so long to get done. I moved across the country, which significantly reduced my development time. Enjoy!