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prboom-plus- RPM for ppc64le

From OpenSuSE Ports Leap 15.0 for ppc64le

Name: prboom-plus Distribution: openSUSE Leap 15.0
Version: Vendor: openSUSE
Release: lp150.1.2 Build date: Wed May 9 23:13:27 2018
Group: Amusements/Games/3D/Shoot Build host: obs-power8-04
Size: 2548809 Source RPM: prboom-plus-
Summary: Open source port of the DOOM game engine
PrBoom+ is a Doom source port developed from the original PrBoom
project, an open-source port of Doom, the classic 3D first-person
shooter game which outclassed any 3D world games that preceded
it, with amazing speed, flexibility, and outstanding gameplay.

prboom(-plus) focuses heavily on retaining compatibility with the
original Doom engines, which plays a big role in demo recording and






* Tue Mar 29 2016
  - Update to version
    * Added "Allow Jump" and "Allow Vertical Aiming" option on
    Prboom-plus 'bad' compatibility settings" page.
    * Added a "Backpack Changes Thresholds" option
    * "Use GL surface for software mode" mode now works much faster
    if gl_finish is 0 in config.
    * Better support for Chex Quest,
    * Fixed the classic "Long Wall" rendering error.
* Sun Mar 29 2015
  - Avoid strange inequality in Provides tag
* Mon Nov 11 2013
  - Update to snapshot SVN4355
    * Added "Fix clipping problems in large levels" option.
    * Added "gl_finish" config variable.
    * Added a "Health Bar Above Monsters" option (health_bar* config
    variables; GL only).
    * Added a "Things appearance" automap option. Possible values:
    "classic", "scaled" and "icons".
    * Added "notarget" and "fly" cheat codes.
    * Added MBF's "-beta" codepointers.
    * Added a new HUD.
    * Added "shaders" sector light mode.
    * Support "Classic Doom" WAD files of Doom 3 BFG Edition and HACX
    1.2 IWAD
    * Restricted mouse look (Heretic-style Y-shearing) now is available
    in software mode.
    * Added a crosshair. Three different crosshair graphics are for
    choice: cross, angle and dot. Extra features are changing
    crosshair colors according to the player's health and/or on sight
    of a target.
    * "Use GL surface for software mode" mode now works much faster if
    gl_finish is 0 in config.
    * Ability to use e.g. doom1.wad as a resource for a doom2 IWAD,
    e.g. freedoom (prboom-plus -iwad freedoom.wad -file doom1.wad).
* Sun Mar 24 2013
  - Update to new upstream release
    * Added device selection to portmidi player. Controlled by the
    snd_mididev config variable. See stdout.txt for list of
    available devices.
    * Added a progress bar for demo skipping during re-recording.
    * Added key binding options for start/stop and fast-forward when
    watching demos.
    * Added a key binding option to restart the current map.
    * Added a "Default compatibility level" GUI entry.
    * Support for 16 sprite rotations.
    * New HUDs. HUDs definitions are moved to the
    "prboom-plus.wad/-prbhud-" lump.
  - Remove prboom-protos.diff, merged upstream
* Fri May 25 2012
  - Corrected typo in spec file
* Fri May 25 2012
  - Added BuildRequires automake
* Wed Aug 03 2011
  - Enable missing USE_GLU_TESS for the self-referencing sector hack
    to be rendered.
* Mon Jun 20 2011
  - Update to new upstream release
    * Support was added for sound fonts, OPL2 emulation, mouse wheel,
    changing resolution on the fly, interpolation of automap, and the
    "use GL surface for software mode" video option for the ability
    to use hardware vsync in software mode.
* Tue Nov 16 2010
  - Update to new upstream release
    * Support for textured automap was added. Compatibility with Doom
    1.2 was improved. New HUDs and bugs were fixed.
* Mon Aug 23 2010
  - Update to new upstream release
    * A lot of compatibility and improvements, many bug fixes, and
    several new features were added, including support for DeePBSP and
    uncompressed ZDBSP nodes and dynamic music changing... through the
    new MUSINFO lump. On the GLBoom+ front, there is support for GZDoom
    skyboxes, custom detail texture definitions, and blending of
    animated flats and wall textures.



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Fabrice Bellet, Tue Nov 9 10:26:55 2021