Freedoom is a freely licensed game pack for the Doom engine, split in two parts.
Phase 1 is the first part of the single-player game, containing four chapters
which are nine levels each, smoothly paced for beginner players. It is
compatible with mods for the original Doom and The Ultimate Doom.
Phase 2 is the second major part of the single-player game, a massive 32-level
chapter expanding upon the same concepts present in Phase 1, as well as
containing additional monsters and the double-barreled shotgun! The levels in
this game tend to demand more skillful play than the previous chapters. It is
compatible with mods for Doom II.
FreeDM is a fast-paced competitive deathmatch game, part of the Freedoom
project. Rather than the usual single-player focused levels, these contain
no monsters and are intended for deathmatch only. It is compatible with mods
for Doom II.
ok landry@
OK abieber@
Port changes:
- bump version
- everything now lives under /usr/local/share/yquake2
this has been asked by upstream and outlined in
their porting guide that was created after
I started complaining that they want relative
paths between the binaries:
https://github.com/yquake2/yquake2/blob/master/stuff/packaging.md#where-you-should-put-the-executables
- adding a new wrapper for the quake2 binary
to cd into the port directory before executing it
as we provide no way for a binary to get its executable
directory
- drop the patch that hardcoded the executable directory
upstream accounted for us not supporting that feature
and defaults to returning cwd (./) instead of bailing
out with an error
- modified the q2ded rc.d script to account for the need
of changing the working directory before starting the
server
- note I am not providing a separate wrapper for q2ded
in /usr/bin on purpose - I don't see a need for running
it outside of the rc.d scripts for any reasons other
than debugging and that's rare enough that people can
just cd to the game folder themselves
- we can drop the Makefile compilation flag diff as
upstream took our patch
Upstream changelog:
Quake II 7.01 to 7.02:
- 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.
ok schwarze@
You are a lone adventurer in a strange world, where geometry does not
work in the expected way. Gather as much treasure as you can before the
nasty monsters get you. Explore about 50 different worlds, each with its
own unique treasures, enemies, and terrain obstacles. Your quest is to
find the legendary treasure, the Orbs of Yendor. Collect one of them to
win! Or just ignore your quest and collect smaller treasures.
The twist is the unique, unusual geometry of the world: it is one of
just few games which takes place on the hyperbolic plane. Witness a grid
composed of hexagons and heptagons, straight lines which seem to be
parallel, but then they diverge and never cross, triangles whose angles
add up to less than 180 degrees, how extremely unlikely is it to reach
the same place twice, and how the world seems to be rotated when you do
return. All this matters for the gameplay. The game is inspired by the
roguelike genre (although in a very minimalist way), works of M. C.
Escher, and by puzzle games such as Deadly Rooms of Death.
Unknown Horizons is a 2D realtime strategy simulation with an emphasis on
economy and city building. Expand your small settlement to a strong and
wealthy colony, collect taxes and supply your inhabitants with valuable
goods. Increase your power with a well balanced economy and with strategic
trade and diplomacy.
ok kirby@
FIFE is a free, open-source cross-platform game engine. It features
hardware-accelerated 2D graphics, integrated GUI, audio support, lighting,
map editor supporting top-down and isometric maps, pathfinding, virtual
filesystem and more!
Games utilizing FIFE are programmed through Python scripting layer on top of
the base C++ API. Games can be also programmed using the C++ layer directly.
ok kirby@
Fifechan is a lightweight cross platform GUI library written in C++
specifically designed for games. It has a small yet powerful built in set of
extendable GUI Widgets allowing users to create virtually unlimited types of
widgets. Fifechan supports rendering in SDL, OpenGL, or Allegro out of the
box or it can be adapted to use any rendering engine the user requires.
Events are pushed to Fifechan which allows users to use any input library
they wish or they could use the built in input handling through either SDL
input or Allegro input. The primary goal for Fifechan is to keep it
extendable, lightweight and still be powerful enough to use in all types of
games out of the box.
ok kirby@
Old software, runtime broken for an indeterminate amount of time.
Play scorched3d instead, or the original Scorched Earth in DOSBox or in
the browser at archive.org.
ok naddy@