we have a perfectly serviceable distfile, with a perfectly valid licence.
just because it hasn't been touched in years is not a good enough reason
to nuke it. I have some software I haven't touched in years which still
works, and it's not as if this takes a long time in bulks
Kobo Redux is a frantic '80s style 2D shooter with the look and feel a
'90s arcade cabinet, the smoothness of current technology, and a matching
soundtrack. The gameplay is fast, intense and unforgiving, while trying to
tone down the frustrating quirkiness of the actual games of the '80s. A true
challenge in the spirit of the arcade era!
The full game, which provides improved graphics and music, can be purchased
from: https://olofson.itch.io/kobo-redux
tweaks + ok bcallah@
ok awolk@, with feedback and help from sthen@
CorsixTH is a reimplementation of the 1997 Bullfrog business sim Theme
Hospital. As well as faithfully recreating the original, CorsixTH adds
support for modern operating systems, high resolutions, and much more.
CorsixTH requires game assets from Theme Hospital to work properly.
OK abieber@
Port changes:
- bump version
- install new ref_gl1 / ref_gl3 shared libraries into
/usr/local/lib/yquake2
- patch the Makefile to not pass -Wl,--no-undefined to
the linker, change already merged upstream:
https://github.com/yquake2/yquake2/pull/213
- patch backends/generic/vid.c to dlopen libraries
from /usr/local/lib/yquake2 instead of relying
on Sys_GetBinaryDir() that thinks the OS can tell
it the executable path
Regarding the .so changes, please see the following 2 github links
- https://github.com/yquake2/yquake2/pull/213
- https://github.com/yquake2/yquake2/issues/214
especially the second one. In short, it's possible that upstream will
add a way to define /usr/local/lib/yquake2 as a compile time option
which would make this patch obsolete. Note that I did not move the game.so
file on purpose, as upstream mentioned in 213 that mods expect it to be
in that specific spot.
If you want to test the new renderer just execute the game with:
$ quake2 +vid_renderer gl3
after first run it will be added to your config, or you can add it
yourself by adding:
set vid_renderer "gl3"
to:
/home/mulander/.yq2/baseq2/config.cfg
Upstream changelog:
Quake II 7.00 to 7.01:
- Fix build of GL3 for platforms without SSE.
- Fix Jennel Jaquays name in credits and quit screen.
- Make Quake II high DPI aware on Window Vista and above.
- Fix some problems with loading dependend librarys on Windows.
Quake II 6.00 to 7.00:
- 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)
Tycoon 2.
ok bentley@
OpenRCT2 is an open source re-implementation of RollerCoaster Tycoon 2
and the original RollerCoaster Tycoon, construction and management
simulation games that simulate amusement park management. You can also
build your own roller coasters.
OpenRCT2 requires game files from RollerCoaster Tycoon 2 in order to
work properly. It will also use files from the original RollerCoaster
Tycoon if available.