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Changelog for yamagi-quake2-8.40-lp155.68.1.x86_64.rpm :
* Sat Jul 27 2024 Martin Hauke - Update to version 8.40 * Implement `g_quick_weap`. If set to 1, both weapprev and weapnext commands will count how many times they have been called, making possible to skip weapons by quickly tapping one of these keys. * Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4. * Sort player skins case insensitive. * Implement `cl_showspeed` to show the current player speed. * Add texture filtering options to the video menu. * Implement `cl_laseralpha` to control how transparent laser beams are. * Experimental support for SDL 3. Requires SDL 3.1.2. * Reimplement multitexturing for the OpenGL 1.4 renderer. Controlled by `gl1_multitexture`, enabled by default. * Optimize dynamic lights and texture allocation in the OpenGL 1.4 renderer. * Implement gyro tightening for gamepads and joysticks. * Support long player skin names. - Add a very simple download filter. Files ending in .dll, .dylib and .so are always filtered to prevent code injection. * Don\'t load OpenAL and cURL libraries if thy are configured with a full or relative path. * Work around naggy help icons. * Group draw call in GL1. This yields huge performance gains on slow GPUs. * Tue Feb 20 2024 Dominique Leuenberger - Use %autosetup macro. Allows to eliminate the usage of deprecated %patchN * Sun Dec 03 2023 Dirk Müller - 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. * Sat Dec 10 2022 Martin Hauke - 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. * Wed Nov 09 2022 Dmitriy Perlow - BuildRequre sdl2 stuff via pkgconfig( *). * Sun May 29 2022 Martin Hauke - 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. * Sun Jan 23 2022 Martin Hauke - 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`. * Sun Aug 22 2021 Imo Hester - patched systemwide support (systemwide.patch) * Mon Jun 14 2021 Martin Hauke - 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 is added only once. * Sun Feb 28 2021 Dirk Müller - update to 7.45: * Fix some input option not getting saved. * Limit busywaits to the full client. This lowers the cpu consumption of q2ded considerably. * Rework the build system to be more distribution friendly. * Fix some corner cases of broken IPv6 connectivity. * Fix qport colliding between several Yamagi Quake II clients. * Keyboard keys unknown to Yamagi Quake II can now be bound. * Adaptive vsync is now supported by setting r_vsync to 1. * Implement coop_pickup_weapons. When set to 1, a weapon may be picked up by coop players if the player doesn`t have the weapon in their inventory or no other player has already picked it up. * In coop elevators wait for coop_elevator_delay seconds. * If cl_anglekick is set 1 angle kicks are ignored. This breaks the gameplay a little bit, but helps against motion sickness. This cvar is cheat protected. * Add listmaps command and autocompletion for maps. (by JBerg) * Make wait in scripts wait for 17 ms. This fixes some movement makros. * Support for Haiku. (by David Carlier) * Add a mods submenu. (by earth-metal) * Add the vstr command and nextdemo cvar. Ported from ioquake3. (by Denis Pauk) * Fri Oct 16 2020 Martin Hauke - Update to version 7.44 * Fix some input option not getting saved. * Limit busywaits to the full client. This lowers the cpu consumption of q2ded considerably. * Rework the build system to be more distribution friendly. The base CFLAGS and LDFLAGS can now be overridden by the environment and by options passed to make. * Fix some corner cases of broken IPv6 connectivity. * Fix qport colliding between several Yamagi Quake II clients. * Keyboard keys unknown to Yamagi Quake II can now be bound. * Adaptive vsync is now supported by setting \'r_vsync\' to \'1\'. * Implement \'coop_pickup_weapons\'. When set to \'1\', a weapon may be picked up by coop players if the player doesn\'t have the weapon in their inventory or no other player has already picked it up. * In coop elevators wait for \'coop_elevator_delay\' seconds. * If \'cl_anglekick\' is set \'1\' angle kicks are ignored. This breaks the gameplay a little bit, but helps against motion sickness. This cvar is cheat protected. * Add \'listmaps\' command and autocompletion for maps. * Make \'wait\' in scripts wait for 17 ms. This fixes some movement makros. * Add a \'mods\' submenu. * Add the \'vstr\' command and \'nextdemo\' cvar.- Drop legacy ifdefs * Wed Feb 26 2020 Martin Hauke - Update to version 7.43 * Recover from a lost sound device, do not crash of no sound device is available. This fixes several problem with DisplayPort and HDMI audio. * Several small game logic fixes. This includes a fix for a potential progress blocker in \'The Torture Chambers\' introduced in the last release. * Add the \'gl1_particle_square\' cvar, it forces square particles in the GL1 renderer. * The software renderer is no longer experimental. * Add an option to configure the gun Z offset in the software renderer. * Sun Dec 01 2019 Martin Hauke - Update to version 7.42 * The console can now be scrolled with the mouse wheel. * Fix entities on non-horizontal surfaces rendered in full black. * Add an option to choose the display Quake II runs on. * Add an option to specify the display refresh rate used in fullscreen. * Allow mouse \'sensitivity\' to be set to non-integral values. * Port cvar operations from q2pro. These allow the manipulation of cvar values, supported are: dec, inc, reset, resetall and toggle * Put the client into pause mode during savegame load. This prevents the world getting forwarded about 100 frames during load, time in which the player might be hurt by monsters or the environment. * New commands: + \'listentities\' allows listing of entities. + \'teleport\' teleports the player to the given coordinates. * Fix loading of config files not ending in newlines. * A lot of fixes for subtle, long standing AI and game play bugs. * Quicksaves can now be loaded and saved throught the savegame menus. * The software renderer now skips frames with no changes. This improves performance quite a bit, especially on slow CPUs. * Sun May 26 2019 Martin Hauke - Update to version 7.41 * Some bugfixes to HTTP downloads introduced in 7.40. * Fix several crashes when loading savegames in coop. * Fix some out of memory aborts when loading maps with a lot surfaces. * Allow autodetection of the desktop resolution. Set \'r_mode\' to \'-2\' to enable that. * Several fixes to the OpenGL 3.2 renderer. Some dynamic lights were missing, for example for most explosions. Stencil shadows were broken under some conditions. Intel Ivy Bridge didn\'t work. Under some conditions lights were too bright. * Add an optional fix for lighting problems in maps that misuse sky surfaces for interior lighting. Set \'gl_fixsurfsky\' to \'1\' to enable it. * Another bunch of timing fixes. The game should now hold the framerate under all conditions. * Thu Feb 07 2019 mardnhAATTgmx.de- Update to version 7.40 * Add support for HTTP downloads. Both the r1q2 and q2pro URL schemes are supported, if a file is unavailable over HTTP the download code falls back to UDP. * Savegames can be removed through the menu by pressing \'del\' on the selected savegame. * Support external entity files. * Some fixes to OGG/Vorbis music playback. The music keeps playing after s_restart and ogg_shuffle is handled correctly by the menu. * Another round of timing fixes. Average frame times are now taken into account when taking an educated guess on the next frames render time. And the display refresh rate detection no longer cripple working GPU drivers in an efford to work around bugs in older version of AMDs. * A lot of fixes to the internal memory management. The game is now much more memory efficient, this allows playing of extremly big maps without crashes. This is largly based upon work done by Denis Pauk. * New and much more detailed documentation. * Enhancements to the software renderer. Retexturing packs are now supported, general cleanup and bugfixes. * Tue Oct 02 2018 mardnhAATTgmx.de- Update to version 7.30 + Removed support for SDL 1.2. + Removed static dependencies to libogg, libvorbis and libz. + Fixed several bugs regarding render- and fullscreen switch. + A lot of fixes and improvements to the software renderer. It\'s now able to render the whole game without artifacts and much faster than before. * Sat Jul 14 2018 mardnhAATTgmx.de- Update to version 7.21 + Fix some render glitches in the software renderer. (by Denis Pauk) + Render the weapon independent of the current field of view, otherwise the weapon distorts with very high FOV settings. The weapons FOV can be set through r_gunfov, it defaults to 90. + Rework the OGG/Vorbis backend. This fixes several annoying bugs, and adds support for alternative track <=> file mappings. Use this to implement support for the audio tracks supplied by the GOG.com version of Quake II. * Sun Mar 11 2018 mardnhAATTgmx.de- Update to version 7.20 + Add the soft renderer back. This feature is considered experimental. The porting of the old soft renderer code to SDL and it\'s cleanup were done by Denis Pauk. + Rename several cvars to be consistent across different renderers. The configuration file will be converted at the first start, when an old cvar name is used a message is printed. + Make the client unicode compatible. Yamagi Quake II can now be installed into pathes with unicode characters in it. On Windows the user name of the current account may contain unicode characters. As a side effect the game can run on ReFS volumes. While \'+set basedir\' is still supported, the unicode compatible \'-datadir\' should be used. + Another round of timing fixes. The game is now capable of holding the requestes or vsync framerate even on slow machines and with problematic GL drivers. + Fix server side mod handling, their configs are now saved to the correct directories and the configs are reexeced at mod startup. * Sun Dec 10 2017 mardnhAATTgmx.de- Update to version 7.10 + Joystick support including haptic feedback. This fantastic work was done by Denis Pauk. The dirty work is done by SDL, how good or bad a joystick or gamepad is supported depends on SDLs support for it. + Fix the old SDL sound backend, s_openal set to 0 is working again. + Fix possible Vorbis buffer underruns if too many sound samples are in flight. This occured only in large multi player games with at least 6 custom models. + Fix a possible crash on Windows if MSAA was set to a value not supported by the driver. + It\'s now possible to play through the whole game on a Raspberry PI and other ARM boards. Please note that the RPIs hardware is really limited. Only the OpenGL 1.4 renderer is supported and the framerate is highly dependend on the screen resolution. * Sun Oct 01 2017 mardnhAATTgmx.de- Update to version 7.0.2 + Fix several corner cases regarding render library loading. The game should now always fall back to the OpenGL 1.4 renderer if the new OpenGL 3.2 renderer can\'t be initialized. Also the game aborts if no useable OpenGL implementation exists. + Refactor the search path code. This should fix several bugs with Quake II writing to the wrong directories or being unable to find some / all assets. + Reimplement portable binaries. If called with the -portable command line option Quake II saves all data (configs, savegames, screenshorts etc.) into it\'s systemwide installation directory and not users home directory. In contrast to the old implementation on Windows stdout.txt contains all output, the first lines are no longer missing. + vid_fullscreen set to 1 now keeps the desktops resolution. Set it to 2 to change the resolution. + Instead of a list with precalculated FOV values the video menu now shows a slider with possible values from 60 to 120. Horplus is now always enabled, set the horplus cvar to 0 to disable it. + The game is now able to hold the requested framerate (either by the vsync or the gl_maxfps cvar) with an accuracy of about +/- 1% as long as the hardware is fast enough. The framecounter was reimplemented to be much more precise. + Fix misspredictions if an original client running on Win32 connects to a Yamagi Quake II server running on Linux/i386.- Remove patch: + yamagi-quake2-fix-OpenGL-linking.diff (fixed upstream) * Tue Jun 27 2017 luke.nukem.jonesAATTgmail.com- Fix broken appdata xml * Sat Jun 24 2017 mardnhAATTgmx.de- Update to version 7.0.1 + Fix build of GL3 for platforms without SSE. + Fix Jennel Jaquays name in credits and quit screen. * Tue Jun 20 2017 bwiedemannAATTsuse.com- fix reproducible builds again * Fri Jun 09 2017 mardnhAATTgmx.de- Update to version 7.0.0 + Remove the broken multitexturing render path from the OpenGL 1.4 renderer. It was switched off by default in 6.00. + Reimplement the support for shared renderer libraries. Please note the this is an incompatible implementation with an custom API. The original renderer libraries will not work! + Implement an OpenGL 3.2 renderer. This renderer has the same look and feel as the old OpenGL 1.4 renderer but makes heavy use of modern OpenGL and GPU features. An OpenGL 3.2 capable GPU (Intel starting with Ivy Bridge on Windows or Sandy Bridge on Linux, Nvidia staring with G80 and AMD starting with R600 / HD2000) is required. + Fix OpenAL compatibility with modern openal-soft versions. + Several fixes and optimizations to OpenAL, implement support for doppler effects. (by xorw)- Add patch: + yamagi-quake2-fix-OpenGL-linking.diff * Tue May 02 2017 bwiedemannAATTsuse.com- use convert -strip to not have timestamps in png files to make build fully reproducible * Fri Feb 10 2017 luke.nukem.jonesAATTgmail.com- Add appdata.xml * Fri Dec 16 2016 luke.nukem.jonesAATTgmail.comUpdate to version 6.00- Make the client asynchronous. The old behaviour can be forced by setting cl_async to 0. Please note that asynchronicity can lead to problems if the old SDL 1.2 backend is used and vsync is enabled.- Implement gl_overbrightbits in the non multitexturing case. A value of 1 just fixes lighting on water surfaces, higher values increase the brightness of everything.- General renderer overhaul for better compatibility with modern GPU OpenGL 1.4 is now required, older versions are no longer supported. Multitexturing was deprecated and will be removed in a future release.- Fix some longstanding AI problems.- Several general gameplay fixes.- patch allow-custom-cflags.patch has been removed due to the package being forked in factory * Mon Aug 01 2016 rpmAATTfthiessen.de- Install into _libexecdir- Install icons into icon-theme directory (hicolor) * Mon Aug 01 2016 mardnhAATTgmx.de- remove patch: yamagi-quake2-allow-overriding-cflags.patch since upstream now also have CMake support without this problem- install binaries and libs to /usr/lib/yamagi-quake2/ and use a wrapper-script in /usr/bin/ to workaround rpath issues- fix source url * Tue Jul 19 2016 rpmAATTfthiessen.de- Fixed file-contains-date-and-time rpmlint error- Added allow-custom-cflags.patch to allow custom cflags for openSUSE\'s optflags.- Compile with optflags * Mon Jul 18 2016 jengelhAATTinai.de- Update description to highlight the user-visible changes rather than implementation details. * Fri Jul 15 2016 luke.nukem.jonesAATTgmail.com- Cleanup and prepare for Factory submission * Sun Jul 10 2016 luke.nukem.jonesAATTgmail.com- Update to version 5.34: + Add support for stereo 3D (by Valery Guskov) + Make gibt solid so they move with conveyor belts. + Disable gl_ext_multitexturing by default. + Switch from an arch whitelist to an \"all archs are supported\" approach. + Add a new README. * Thu May 19 2016 luke.nukem.jonesAATTgmail.com- Update to version 5.33 + Add OGG volume slider in settings menu + Fixed some bugs in volume settings- Remove unnessesary patch file
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