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.
Created attachment 68756 [details] games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild
Created attachment 68757 [details] games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild
Oops, I missed out games_pkg_setup from pkg_setup(), so here are fixed ebuilds.
Created attachment 68765 [details] games-fps/quake1-darkplaces/quake1-darkplaces-20050818.ebuild
Created attachment 68766 [details] games-fps/quake1-darkplaces/quake1-darkplaces-20050902_beta1.ebuild
Will you add this ebuild to Portage?
http://www.gentoo.org/proj/en/desktop/games/#doc_chap5_sect10
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!
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}
- 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?)
(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*)
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.
Created attachment 80522 [details] darkplaces-20060202_beta1.ebuild Tidied ebuild, version bump, modular X dependencies added. Renamed to darkplaces.
Created attachment 82125 [details] darkplaces-20060311_beta2.ebuild Here is a new ebuild to reflect the source filename changing again.
Created attachment 88691 [details] darkplaces-20060606.ebuild Stable release ("666", appropriately). Added "mod" USE flag.
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 attachment 88750 [details] darkplaces-20060606.ebuild Added dies to the seds, and ${ROOT} in pkg_postinst().
Created attachment 88755 [details] darkplaces-20060606.ebuild Added line to remove CVS directories which exist in the dpmod subdirectories (from the "mod" USE flag).
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.
Created attachment 88820 [details] darkplaces-20060606.ebuild Fixed the SDL sound latency by reducing the buffer size. Added "lights", "skins" and "textures" USE flags.
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 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.
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 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.
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...