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Name: doomsday | Distribution: SUSE Linux Enterprise 15 SP6 |
Version: 2.3.1 | Vendor: openSUSE |
Release: bp156.3.11 | Build date: Mon May 13 20:09:37 2024 |
Group: Amusements/Games/3D/Shoot | Build host: obs-power8-02 |
Size: 36175650 | Source RPM: doomsday-2.3.1-bp156.3.11.src.rpm |
Packager: https://bugs.opensuse.org | |
Url: http://dengine.net/ | |
Summary: The Doomsday Engine: DOOM/Hertic/Hexen port with pretty graphics |
The Doomsday Engine is a source port with support for Doom, Heretic, and Hexen. It does not support BOOM extensions.
BSD-3-Clause AND GPL-2.0-only AND GPL-2.0-or-later AND SUSE-GPL-2.0-with-linking-exception AND LGPL-3.0-or-later
* Sat Jun 26 2021 Jan Engelhardt <jengelh@inai.de> - Drop unused launcher subpackage. * Wed Mar 10 2021 Yevgeny Sliosarenko <musicsuse@gmx.com> - Updated to release 2.3.1 - What's new in 2.3.1: * This version improves support for vanilla DOOM render hacks and adds more script bindings to manipulate things in the map. DOOM render hacks. TNT: Evilution and The Plutonia Experiment use several render/map hacks to take advantage of quirks in the original DOOM renderer. Many of these effects are now supported (or fixed) in Doomsday. Examples: TNT MAP02 deep water, TNT MAP02 windows overlooking the deep water, TNT MAP09 transparent window, TNT MAP31 Arachnotrons inside pillars. Scripting. Several new Doomsday Script bindings were added, allowing access to game, player, and thing properties. In addition to spawning things, one can now list things by type, check their state and flags, and perform state changes on them. Things can also have an “On death” script that gets run when the thing dies. Bitwise operators are now available in scripts. Modding. Sprite renaming is supported via DeHackEd. In Heretic, ambient sound sequences can be redefined and new ones can be added via the Audio module. Changing the sequences is also possible during gameplay. The earthquake effect from Hexen is now also available in Heretic. It can be controlled via scripts. Renderer. Player HUD weapon models may specify a custom FOV value for rendering so that model authors have more control over the appearance, for instance to replicate a 2D sprite appearance more faithfully. * Patch release for 2.3 that fixes some incorrect behavior: Heretic: Sky textures are only partially visible. Hexen: Sky textures are sized incorrectly. Alignment of floor/ceiling textures whose size is not 64×64. * Tue Sep 15 2020 Jan Engelhardt <jengelh@inai.de> - Drop recommendation for timidity, this backend is not selectable from the game. * Thu Aug 20 2020 Guillaume GARDET <guillaume.gardet@opensuse.org> - Use openGL ES 3 for aarch64 and %arm * Sun Mar 29 2020 Jan Engelhardt <jengelh@inai.de> - Add -DCMAKE_SKIP_RPATH * Thu Mar 05 2020 Jan Engelhardt <jengelh@inai.de> - Add -lminizip to doomsday-libs.diff to cure a linker error. - Update to release 2.2.2 * Doomsday Script improvements, Heretic modding, weapon field of view. * Sun Jan 19 2020 Jan Engelhardt <jengelh@inai.de> - Update to release 2.2.1.1 * The built-in scripting language has gained wider integration in the engine internals. * Scripted mobj actions * A number of modding related improvements have been done for Heretic. For example: customizable menu labels, enhanced intermission screen, Values for ammo per shot, support for Hexen-like wall-bouncing missiles, and a script binding for starting an enemy’s attack. * Separate FOV for rendering player weapons * Doomsday now detects Freedoom v0.12.1. * Sat Nov 02 2019 Jan Engelhardt <jengelh@inai.de> - Previous implicit dependency on xxf86vm is now added as an explicit BuildRequires. * Sun Jun 02 2019 Jan Engelhardt <jengelh@inai.de> - Update to new upstream release 2.1.1 * Graphics optimizations: While games still use the classic renderer like in 2.0, all graphics are now drawn using OpenGL 3.3. This enables optimizations for more efficient rendering of the player view, menus, text, and the Doomsday UI. * UI improvements: The Doomsday UI look and feel has been refreshed. The game library is now more flexible and powerful with further game customization settings and view options. * Multiplayer convenience: Clients will automatically download missing PWADs from the server before joining the game. * Thu Feb 08 2018 jengelh@inai.de - Get rid of BuildRequires: xorg-x11-devel. * Sun Jan 14 2018 jengelh@inai.de - Add bundled() markers * Thu Dec 14 2017 jengelh@inai.de - Update to new bugfix release 2.0.3 * Server had crashed during startup with error messages related to threading * Non-standard C++ code had led to crash when using gcc7 * Removed duplicate IWAD spec for Heretic 1.3 / Shadow of the Serpent Riders * Hexen: fix crash after returning to a different map in a hub - Add doomsday-libs.diff, doomsday-notime.diff * Thu Apr 20 2017 jengelh@inai.de - Update to new upstream release 2.0 * The Home Screen replaces the front-end app. The Python-based Snowberry launcher application was created in 2005 and has been used for starting Doomsday ever since. In version 2.0, the launcher is no longer needed because Doomsday's Home Screen (previously called "ring zero") replaces its functionality. * Built-in support for packages. One of the launcher's key features was add-on management. This is now also part of Doomsday itself in the form of packages. Anything that Doomsday can load — WADs, resource packs, 3D models, etc. — is now handled via the same package management system. This enables Doomsday to track which files are in use in saved games and multiplayer games, and makes it possible to automatically ensure that the correct files are loaded at any given time. * New 3D model renderer. Doomsday's graphics code is undergoing a transition to a newer version of OpenGL, namely "OpenGL3/4 Core Profile"). Certain parts like the engine UI have already completed this transition, however the game renderer itself has not. In version 2.0, the new version of the 3D model renderer has reached a state where it is useful for actual gameplay. This new renderer supports FBX and MD5 models (among other formats), skeletal animation, GLSL shaders, and Doomsday Script. * Sat Jun 18 2016 jengelh@inai.de - Update to new upstream release 1.15.8 * Custom episodes. Episode (DED) definitions specify the structure of game episodes (including hubs) enabling entirely new episodes and modifying the originals. * MAPINFO support. MAPINFO (Hexen) definitions are now supported in Doom and Heretic, as well as Hexen. Note that, presently, only the Hexen dialect of MAPINFO is supported (ZDoom uses its own MAPINFO dialect). * Adjustable pixel density. If your GPU is on the slower side, you can improve performance by reducing game view resolution. The rest of the UI remains sharp since the display mode is not changed. As a bonus, you can also get a nice nostalgic aesthetic similar to the original Doom on a CRT display. - If you get a blank screen instead of the game title screen after selecting the IWAD to play, you may need to reset your settings (~/.doomsday)! - Added doomsday-ncurses.diff (work around absence of ncurses.pc in not-too-new ncurses) * Thu Jun 16 2016 jengelh@inai.de - Add -Wno-narrowing to let gcc6 build pass * Mon Mar 30 2015 dimstar@opensuse.org - Add doomsday-no-abs-icon.patch: Do not use absolute path to icons. Applicatio containerisation requires the icons to be below /usr/share/icons or /usr/share/pixmaps. - Copy the icons from the app directory to /usr/share/pixmaps.
/etc/doomsday /etc/doomsday/paths /usr/bin/doomsday /usr/bin/doomsday-2.3.1 /usr/bin/doomsday-server /usr/bin/doomsday-server-2.3.1 /usr/bin/doomsday-shell /usr/bin/doomsday-shell-2.3.1 /usr/bin/doomsday-shell-text /usr/bin/doomsday-shell-text-2.3.1 /usr/bin/doomsdayscript /usr/bin/doomsdayscript-2.3.1 /usr/bin/md2tool /usr/bin/savegametool /usr/bin/savegametool-2.3.1 /usr/bin/texc /usr/bin/wadtool /usr/lib64/doomsday /usr/lib64/doomsday/libaudio_fluidsynth.so /usr/lib64/doomsday/libaudio_openal.so /usr/lib64/doomsday/libdoom.so /usr/lib64/doomsday/libdoom64.so /usr/lib64/doomsday/libheretic.so /usr/lib64/doomsday/libhexen.so /usr/lib64/doomsday/libimportdeh.so /usr/lib64/doomsday/libimportidtech1.so /usr/lib64/doomsday/libimportsave.so /usr/lib64/doomsday/libimportudmf.so /usr/lib64/libdeng_appfw.so /usr/lib64/libdeng_appfw.so.2.3 /usr/lib64/libdeng_appfw.so.2.3.1 /usr/lib64/libdeng_core.so /usr/lib64/libdeng_core.so.2.3 /usr/lib64/libdeng_core.so.2.3.1 /usr/lib64/libdeng_doomsday.so /usr/lib64/libdeng_doomsday.so.2.3 /usr/lib64/libdeng_doomsday.so.2.3.1 /usr/lib64/libdeng_gamefw.so /usr/lib64/libdeng_gamefw.so.2.3 /usr/lib64/libdeng_gamefw.so.2.3.1 /usr/lib64/libdeng_gui.so /usr/lib64/libdeng_gui.so.2.3 /usr/lib64/libdeng_gui.so.2.3.1 /usr/lib64/libdeng_legacy.so /usr/lib64/libdeng_legacy.so.2.3 /usr/lib64/libdeng_legacy.so.2.3.1 /usr/lib64/libdeng_shell.so /usr/lib64/libdeng_shell.so.2.3 /usr/lib64/libdeng_shell.so.2.3.1 /usr/share/applications/net.dengine.Doomsday.desktop /usr/share/applications/net.dengine.Shell.desktop /usr/share/doomsday /usr/share/doomsday/deng-logo-256.png /usr/share/doomsday/deng-shell-logo-256.png /usr/share/doomsday/doomsday.pk3 /usr/share/doomsday/libdoom.pk3 /usr/share/doomsday/libdoom64.pk3 /usr/share/doomsday/libheretic.pk3 /usr/share/doomsday/libhexen.pk3 /usr/share/doomsday/net.dengine.base.pack /usr/share/doomsday/net.dengine.client.pack /usr/share/doomsday/net.dengine.stdlib.gui.pack /usr/share/doomsday/net.dengine.stdlib.pack /usr/share/icons/hicolor /usr/share/icons/hicolor/256x256 /usr/share/icons/hicolor/256x256/apps /usr/share/icons/hicolor/256x256/apps/net.dengine.Doomsday.png /usr/share/metainfo /usr/share/metainfo/net.dengine.Doomsday.appdata.xml /usr/share/pixmaps/deng-logo-256.png /usr/share/pixmaps/deng-shell-logo-256.png
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Fabrice Bellet, Tue Jul 9 19:51:39 2024