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Bug 106344 - ebuild request darkplaces quake 1 engine
Summary: ebuild request darkplaces quake 1 engine
Status: RESOLVED FIXED
Alias: None
Product: Gentoo Linux
Classification: Unclassified
Component: [OLD] Games (show other bugs)
Hardware: x86 Linux
: High enhancement (vote)
Assignee: Gentoo Games
URL:
Whiteboard:
Keywords: EBUILD
Depends on: 108133 136157
Blocks:
  Show dependency tree
 
Reported: 2005-09-18 01:52 UTC by Adomas Jackevicius
Modified: 2006-06-19 13:52 UTC (History)
3 users (show)

See Also:
Package list:
Runtime testing required: ---


Attachments
games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild (quake1-darkplaces-20050818.ebuild,2.38 KB, text/plain)
2005-09-18 11:38 UTC, Paul Bredbury
Details
games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild (quake1-darkplaces-20050902_beta1.ebuild,2.41 KB, text/plain)
2005-09-18 11:40 UTC, Paul Bredbury
Details
games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild (quake1-darkplaces-20050818.ebuild,2.40 KB, text/plain)
2005-09-18 13:19 UTC, Paul Bredbury
Details
games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild (quake1-darkplaces-20050902_beta1.ebuild,2.42 KB, text/plain)
2005-09-18 13:20 UTC, Paul Bredbury
Details
quake1-darkplaces-20051017_beta1.ebuild (quake1-darkplaces-20051017_beta1.ebuild,2.45 KB, text/plain)
2005-10-20 14:37 UTC, Paul Bredbury
Details
quake1-darkplaces-20051129_beta2.ebuild (quake1-darkplaces-20051129_beta2.ebuild,2.39 KB, text/plain)
2005-11-29 20:31 UTC, Paul Bredbury
Details
darkplaces-20060202_beta1.ebuild (darkplaces-20060202_beta1.ebuild,2.54 KB, text/plain)
2006-02-23 08:05 UTC, Paul Bredbury
Details
darkplaces-20060311_beta2.ebuild (darkplaces-20060311_beta2.ebuild,2.54 KB, text/plain)
2006-03-14 11:21 UTC, Paul Bredbury
Details
darkplaces-20060606.ebuild (darkplaces-20060606.ebuild,2.96 KB, text/plain)
2006-06-08 09:03 UTC, Paul Bredbury
Details
darkplaces-20060606.ebuild (darkplaces-20060606.ebuild,3.14 KB, text/plain)
2006-06-09 02:28 UTC, Paul Bredbury
Details
darkplaces-20060606.ebuild (darkplaces-20060606.ebuild,3.19 KB, text/plain)
2006-06-09 03:39 UTC, Paul Bredbury
Details
darkplaces-20060606.ebuild (darkplaces-20060606.ebuild,3.66 KB, text/plain)
2006-06-09 16:29 UTC, Paul Bredbury
Details
darkplaces-20060606.ebuild (darkplaces-20060606.ebuild,4.53 KB, text/plain)
2006-06-09 22:04 UTC, Paul Bredbury
Details
darkplaces-20060612_beta2.ebuild (darkplaces-20060612_beta2.ebuild,4.54 KB, text/plain)
2006-06-15 13:25 UTC, Paul Bredbury
Details
darkplaces-20060616_beta1.ebuild (darkplaces-20060616_beta1.ebuild,5.24 KB, text/plain)
2006-06-17 17:43 UTC, Paul Bredbury
Details

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Description Adomas Jackevicius 2005-09-18 01:52:02 UTC
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 Paul Bredbury 2005-09-18 11:36:33 UTC
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 Paul Bredbury 2005-09-18 11:38:59 UTC
Created attachment 68756 [details]
games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild
Comment 3 Paul Bredbury 2005-09-18 11:40:12 UTC
Created attachment 68757 [details]
games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild
Comment 4 Paul Bredbury 2005-09-18 13:16:18 UTC
Oops, I missed out games_pkg_setup from pkg_setup(), so here are fixed ebuilds.
Comment 5 Paul Bredbury 2005-09-18 13:19:05 UTC
Created attachment 68765 [details]
games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild
Comment 6 Paul Bredbury 2005-09-18 13:20:24 UTC
Created attachment 68766 [details]
games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild
Comment 7 Adomas Jackevicius 2005-09-19 21:50:16 UTC
Will you add this ebuild to Portage? 
Comment 8 Chris Gianelloni (RETIRED) gentoo-dev 2005-09-20 06:06:55 UTC
http://www.gentoo.org/proj/en/desktop/games/#doc_chap5_sect10
Comment 9 Triffid Hunter 2005-10-14 04:51:10 UTC
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 Paul Bredbury 2005-10-20 14:37:26 UTC
Created attachment 71092 [details]
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 UncleOwen 2005-11-03 09:38:42 UTC
- 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 adriancz 2005-11-29 09:03:26 UTC
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 Paul Bredbury 2005-11-29 09:26:38 UTC
(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 Paul Bredbury 2005-11-29 20:31:08 UTC
Created attachment 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.
Comment 15 Paul Bredbury 2006-02-23 08:05:26 UTC
Created attachment 80522 [details]
darkplaces-20060202_beta1.ebuild

Tidied ebuild, version bump, modular X dependencies added. Renamed to darkplaces.
Comment 16 Paul Bredbury 2006-03-14 11:21:38 UTC
Created attachment 82125 [details]
darkplaces-20060311_beta2.ebuild

Here is a new ebuild to reflect the source filename changing again.
Comment 17 Paul Bredbury 2006-06-08 09:03:44 UTC
Created attachment 88691 [details]
darkplaces-20060606.ebuild

Stable release ("666", appropriately). Added "mod" USE flag.
Comment 18 Mr. Bones. (RETIRED) gentoo-dev 2006-06-08 09:15:56 UTC
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 Paul Bredbury 2006-06-08 09:43:10 UTC
(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 Chris Gianelloni (RETIRED) gentoo-dev 2006-06-08 18:27:01 UTC
This works with the shareware data, right?
Comment 21 Paul Bredbury 2006-06-09 00:58:18 UTC
(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 Paul Bredbury 2006-06-09 02:28:47 UTC
Created attachment 88750 [details]
darkplaces-20060606.ebuild

Added dies to the seds, and ${ROOT} in pkg_postinst().
Comment 23 Paul Bredbury 2006-06-09 03:39:03 UTC
Created attachment 88755 [details]
darkplaces-20060606.ebuild

Added line to remove CVS directories which exist in the dpmod subdirectories (from the "mod" USE flag).
Comment 24 Paul Bredbury 2006-06-09 16:29:34 UTC
Created attachment 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.
Comment 25 Paul Bredbury 2006-06-09 22:04:52 UTC
Created attachment 88820 [details]
darkplaces-20060606.ebuild

Fixed the SDL sound latency by reducing the buffer size. Added "lights", "skins" and "textures" USE flags.
Comment 26 Mr. Bones. (RETIRED) gentoo-dev 2006-06-10 09:58:13 UTC
Did you send that latency patch upstream already?
Comment 27 Paul Bredbury 2006-06-10 12:28:18 UTC
(In reply to comment #26)
> Did you send that latency patch upstream already?

Yes, I've sent the author an email.
Comment 28 Paul Bredbury 2006-06-15 13:25:36 UTC
Created attachment 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.
Comment 29 Anton Romanov 2006-06-15 13:54:06 UTC
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 Paul Bredbury 2006-06-15 14:16:07 UTC
(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 Anton Romanov 2006-06-15 22:28:32 UTC
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 Paul Bredbury 2006-06-17 17:43:50 UTC
Created attachment 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.
Comment 33 Paul Bredbury 2006-06-17 17:49:56 UTC
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 Anton Romanov 2006-06-18 01:25:17 UTC
can't see any reason this should depend on those bugs
Comment 35 Paul Bredbury 2006-06-18 05:14:59 UTC
(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 Anton Romanov 2006-06-18 05:34:35 UTC
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 Paul Bredbury 2006-06-18 05:40:17 UTC
(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 Anton Romanov 2006-06-18 05:54:02 UTC
oh yeah, providing support for demodata ... then this looks reasonable ;) . sorry
Comment 39 Chris Gianelloni (RETIRED) gentoo-dev 2006-06-19 12:26:11 UTC
Now that I can look at this with all the demo stuff, I'm on it...
Comment 40 Chris Gianelloni (RETIRED) gentoo-dev 2006-06-19 13:52:41 UTC
Added to CVS... thanks for the ebuild...