Revisions of yamagi-quake2
buildservice-autocommit
accepted
request 1150025
from
Martin Hauke (mnhauke)
(revision 64)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 1147979
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Dominique Leuenberger (dimstar)
(revision 63)
Prepare for RPM 4.20
buildservice-autocommit
accepted
request 1130632
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Martin Hauke (mnhauke)
(revision 62)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 1130625
from
Dirk Mueller (dirkmueller)
(revision 61)
- update to 8.30: * Use the same model loading code in all renderers. * Remove the unused `msg` cvar and the corresponding server side infrastructure. The cvar was never implemented in Quake II, but existing bits could be used for attacks against the client. * Add `cl_audiopaused`. When set to `1` the audio stops when the game is paused. * Add `ogg_pausewithgame`. When set to `1` the background music stops when the game is paused. (by apartfromtime) * New logo files, matching the original Quake II logo. * Support for RISCV64 (by David Carlier) * Fix resetting Mods back to baseq2 when running with `-portable`. * Alternative playback modes for OGG/Vorbis background music: once, sequential, random. (by apartfromtime) * Support gyro aiming for Switch controllers with SDL < 2.0.14. (by protocultor) * Fixed stand-ground gladiators not attacking within a certain range. * Fixed monsters seeing players during intermissions. * Several fixes to Makron. (by BjossiAlfreds) * Optional high dpi awareness when running under Wayland. Requires a Wayland compositor supporting fractional-scale-v1 and at least SDL 2.26. Set `vid_highdpiawareness 1` to enable. * Fix lava surfaces not glowing. * Add a cheat protected cvar `g_swap_speed`. Allows to skip frames of "putting down weapon" and "raising weapon" animations, speeding them up. * Support of RGBA png/jpg image with r_retexturing as cinematic.
buildservice-autocommit
accepted
request 1042301
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Dmitriy Perlow (DarkSS)
(revision 60)
baserev update by copy to link target
Dmitriy Perlow (DarkSS)
accepted
request 1042020
from
Martin Hauke (mnhauke)
(revision 59)
- Update to version 8.20 - Various improvements to the menu. This includes updates to the menu framework itself, to the game controller menu, the savegame menu and the video menus. 0lvin) - A lot of fixes and improvements to the controller support. Support for gyro aiming, more precise stick handling and rumble improvements. - Implement faster weapon switching with the new 'cycleweap' command. - Fixes pusher delta yaw manipulation. This fixes the infamous bug were a player standing on a blocked elevator gets turned around - Add a command 'spawnentity' to spawn entities at the given coordinates. Can be used for debugging. - Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs a pak file with assets to work, see the documentation for details. - Ported reverb effects from SkacikPLs Q2RTX fork. - Fix several coop related bugs with the powercubes. - A way better fix for dead bodys obstructing elevators or falling through the worldmodel. - Fix items already in water playing a splash sound at level start. - Pause the game when getting minimized or hidden. - Fix Bugs related to 'ogg_ignoretrack0'. - Share model loading code between renderers. - Restore stair step smoothing for step sizes other than 16. - Fix playback of long audio samples (>10 seconds) through OpenAL.
buildservice-autocommit
accepted
request 1035956
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Factory Maintainer (factory-maintainer)
(revision 58)
baserev update by copy to link target
Dmitriy Perlow (DarkSS)
committed
(revision 57)
Dmitriy Perlow (DarkSS)
committed
(revision 56)
buildservice-autocommit
accepted
request 979754
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Ferdinand Thiessen (susnux)
(revision 55)
baserev update by copy to link target
Ferdinand Thiessen (susnux)
accepted
request 979670
from
Martin Hauke (mnhauke)
(revision 54)
- Update to version 8.10 * The OpenGL 3.2 renderer now supports the classic underwater effect. Until now it was only available in the Software renderer. * Add 'ref_gles3', an OpenGL ES 3.0 renderer lib. This is an variant of the OpenGL 3.2 renderer, using OpenGL ES instead of desktop OpenGL. It greatly enhances support for embedded GPUs like the RaspberryPI 4. * The Software renderer now supports colored lightning. It can be enabled through `sw_colorlight`. * Another round of timing fixes. Implement `cl_maxfps -1` (the new default, existing configs are not altered) to automatically select a known to be good packet framerate depending on the current renderer framerate. This solves some subtile problems with stuttering entities. * Greatly improved support for joysticks and controllers. Devices can now be hotplugged at runtime, binding should be portable between differend controllers and there's a new menu for controller bindings. * Add the `r_2D_unfiltered` and `r_videos_unfiltered` cvars. When enabled 2D elements like the HUD and videos are not filtered, they appear pixeled. * Add 'prefweap' command to select weapon by priority. * Several game code fixes, mostly for stuck mechanics in fact2. * Fix two stuck monsters in hangar1 and jail5. * Fix the `viewsize` cvar.
Matthias Mailänder (Mailaender)
accepted
request 948269
from
Martin Hauke (mnhauke)
(revision 53)
- Update to version 8.01 * Fix the game not starting when nonexistent dirs in the search path. - Sync haptic joystick effects to the sound. - Move several map bug fixes to entity files, add some more map bug fixes. Without entity files the maps are the same as in Vanilla Quake II. - Play the correct demo loop after changing the current mod. - `g_footsteps 2` now only generate footstep sound when the player is on the ground entity and no longer when in water or air. - Add a cvar `g_machinegun_norecoil' which disables the machinegun recoil effect. This is cheat protected. - Scale 8 bit textures when `r_scale8bittextures` is set. - The game is no longer limited to 1000 FPS when running in timedemo mode. - Optimise command line parser and fix several subtle bugs. - Add `r_2D_unfiltered`, when set to `1` 2D elements aren't filtered. - Fix soldiers never chowing their pain skin as long as they're alive. - Fix relative paths in ZIP files not being found. - Add `gamemode` command for changing between singleplayer, deathmach and coop. - Show a download progress bar when `cl_http_show_dw_progress` is set to `1`.
Dirk Stoecker (dstoecker)
committed
(revision 52)
Dirk Stoecker (dstoecker)
committed
(revision 51)
Dirk Stoecker (dstoecker)
committed
(revision 50)
Dirk Stoecker (dstoecker)
committed
(revision 49)
Dirk Stoecker (dstoecker)
accepted
request 913602
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Imo Hester (VortexAcherontic)
(revision 48)
- patched systemwide support
buildservice-autocommit
accepted
request 901624
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Ferdinand Thiessen (susnux)
(revision 47)
baserev update by copy to link target
Ferdinand Thiessen (susnux)
accepted
request 899972
from
Martin Hauke (mnhauke)
(revision 46)
- Update to version 8.00 * Client side support for the optional Vulkan renderer library. * Non existent renderer libraries are now skipped over by the menu. * Fix several bugs when loading autosaves. * Bump the maximal number of OGG/Vorbis files to 128. * Several fixes to the Barracuda Shark. * 'vid_fullscreen' and 'r_mode' are no longer special, they require an explicit 'vid_restart' like every other cvar. * Remove hardcoded map fixes and replace them by optional entity files. Add several newly discovered map fixes. * Send the network protocol version to the server. This can be used by the server to support clients with different network protocol version. * Switch the semantics of the 'vid_fullscreen' cvar. '1' is now native fullscreen, like it was in Vanilla Quake II. '2' is desktop fullscreen. When desktop fullscreen is selected through the menu, 'r_mode' is forced to '-2'. * Add 'g_footsteps' to control the generation of footstep sound. This cvar is cheat protected. '1' is Vanilla Quake II behavior and the default. '0' never generates footstep sound, '2' always generates them. * Support stereo wave files. * Add 'cl_r1q2_lighstyle'. When set to '1' Yamagi Quake II uses the Vanilla Quake II light styles (for example yellow light for the Hyperblaster) instead of the default r1q2 light styles. * Add a submenu to configure gamepad and joystick sensitivities. * Ensure that the config file is written before changing the active mod. This prevents config changes from getting lost. * Overhaul the search path logic. Make sure that each directory
buildservice-autocommit
accepted
request 875818
from
Martin Hauke (mnhauke)
(revision 45)
baserev update by copy to link target
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