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yamagi-quake2-8.60-bp161.1.2 RPM for ppc64le

From OpenSuSE Leap 16.1 for ppc64le

Name: yamagi-quake2 Distribution: SUSE Linux Enterprise 16
Version: 8.60 Vendor: openSUSE
Release: bp161.1.2 Build date: Sun Sep 14 20:57:45 2025
Group: Amusements/Games/3D/Shoot Build host: reproducible
Size: 2845919 Source RPM: yamagi-quake2-8.60-bp161.1.2.src.rpm
Packager: https://bugs.opensuse.org
Url: https://www.yamagi.org/quake2/
Summary: Enhanced Quake 2 Source Port
Yamagi Quake II is an enhanced client for id Software's Quake II. The
main focus is an unchanged single player experience; the gameplay and
graphics are unaltered. It also features: anisotropic filtering and
multi-sample anti-aliasing, widescreen aspect ratio and unlimited
screen size, compatibility with most mods, optional support for
retexturing packs and HUD scaling.

Provides

Requires

License

GPL-2.0-only

Changelog

* Sun Sep 14 2025 Martin Hauke <mardnh@gmx.de>
  - Update to version 8.60
    * Vastly improved level loading times in single-player. Set
      sv_optimize_mp_loadtime to 7 to enable in multiplayer.
    * Sort the resolution list in the video menu.
    * Update the entity files with more map fixes for hangar1,
      jail2, jail4, mine1 and mine2.
    * Fix loop sound of BSP models always playing at origin.
      See cvar s_bsp_soundpos for more info and options.
    * Fix the `soundlist` command.
    * Make frustrums znear value configureable through the
      `gl_znear` cvar. Setting it to values less than the default
      `4` may fix problems with weapon models getting clipped by
      the player view, at risk of heavy glitches.
    * Failed SFX allocations are no longer a fatal error.
    - Clean temporary entities on renderer restart. Fixes possible
      crashes when restarting or changing the renderer.
    * Implement gamma correction for the OpenGL 1.4 renderer build
      against SDL 3.
    * Implement minimum light level for the OpenGL 1.4 renderer.
      Can be used to illuminate dark scenes.
    * Vastly improved gyro support. (by ceski)
    * Improve labeling of gamepad buttons when build against SDL3.
      protocultor)
    * Fix glitches in the Software renderer when build against SDL3.
    * Improved feeling and customization of analog sticks on gamepad.
    * Fixed GL1 multitexturing in surfaces using multiple light
      styles.
    * Fix plasma beam rendering incorrectly with left / center handed
      weapon.
    * Fix monsters acting confused while following combat points.
* Sat May 17 2025 Martin Hauke <mardnh@gmx.de>
  - Update to versino 8.51
    * Fix savegame and mod incompatibilities when Yamagi Quake II is
      complied in C23 mode. With this fix applied savegames written
      by unfixed binaries will crash the client. It is advised to
      complete the current run before upgrading. The official Windows
      binaries were not affected by this problem. Other platforms
      mostly if they build the binaries with GCC 15 which enables
      C23 mode by default.
    * Fix memory leaks in the mod selection menu.
    * General code cleanup around `bool` handling.
* Mon Apr 21 2025 Carsten Ziepke <kieltux@gmail.com>
  - Add BuildRequires pkgconfig(gl), fixes building for Leap
* Wed Apr 02 2025 Martin Hauke <mardnh@gmx.de>
  - Update to version 8.50
    * Consistent bindings between multiple gamepad types.
    * Improved menu navigation with gamepads.
    * The SDL 3 code now supports the stable SDL 3 API. Several bugs
      with SDL 3 were fixed.
    * Water warp effect for the OpenGL 1.4 renderer.
    * Add a sound backend selector to the menu.
    * Fix several problems with HTTP downloads.
    * Better navigation in input fields in the menu. Support left and
      right navigation, add support for the ctrl-l,c,x,v shortcuts.
    * Performance optimizations for the OpenGL 1.4 renderer,
      especially on embedded and mobile GPUs. Includes an alternative
      GL ES 1.0 renderer.
    * Several fixes to gl1_stereo.
    * Fix the SDL2 sound backend not working with modern backends.
    * Make the Windows key bindable.
    * Support true randomness when shuffling audio tracks.
    * Fix leaking temporary spawnflags into entities spawned
      mid-level.
    * Support the unofficial GL4 renderer lib in the video menu.
    * Clipboard support for the console and better navigation in the
      console line editor.
    * Support player models inside pak files in the menu.
    * Support 24 bit PCX files.
    * Check if an entity file matches the current map before loading
      it. This fixes problems with loading entity files from Quake II
      against Quake II Remaster maps and the other way round.
  - Build with support for SDL3 on TW
* Sun Jan 26 2025 Martin Hauke <mardnh@gmx.de>
  - Update to version 8.41
    * Fix an endless loop in the OpenGL 1.4 renderer crashing the
      game and blocking further progress under some circumstances.
    * Don't force a platform dependend, hard coded SDL audio driver,
      let SDL choose the driver instead. This may fix the SDL audio
      backend on some platforms. The driver can still be overridden
      by setting `s_sdldriver` to something else than `auto`.
      Under Windows `s_sdldriver` defaults `directsound` because
      `auto` may choose an incompatible driver.
* Sat Jul 27 2024 Martin Hauke <mardnh@gmx.de>
  - 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 <dimstar@opensuse.org>
  - Use %autosetup macro. Allows to eliminate the usage of deprecated
    %patchN
* Sun Dec 03 2023 Dirk Müller <dmueller@suse.com>
  - 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 <mardnh@gmx.de>
  - 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 <dap.darkness@gmail.com>
  - BuildRequre sdl2 stuff via pkgconfig(*).
* Sun May 29 2022 Martin Hauke <mardnh@gmx.de>
  - 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 <mardnh@gmx.de>
  - 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 <vortex@z-ray.de>
  - patched systemwide support (systemwide.patch)
* Mon Jun 14 2021 Martin Hauke <mardnh@gmx.de>
  - 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 <dmueller@suse.com>
  - 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 <mardnh@gmx.de>
  - 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 <mardnh@gmx.de>
  - 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 <mardnh@gmx.de>
  - 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 <mardnh@gmx.de>
  - 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 mardnh@gmx.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 mardnh@gmx.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 mardnh@gmx.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 mardnh@gmx.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 mardnh@gmx.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 mardnh@gmx.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.jones@gmail.com
  - Fix broken appdata xml
* Sat Jun 24 2017 mardnh@gmx.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 bwiedemann@suse.com
  - fix reproducible builds again
* Fri Jun 09 2017 mardnh@gmx.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 bwiedemann@suse.com
  - use convert -strip to not have timestamps in png files
    to make build fully reproducible
* Fri Feb 10 2017 luke.nukem.jones@gmail.com
  - Add appdata.xml
* Fri Dec 16 2016 luke.nukem.jones@gmail.com
  Update 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 rpm@fthiessen.de
  - Install into _libexecdir
  - Install icons into icon-theme directory (hicolor)
* Mon Aug 01 2016 mardnh@gmx.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 rpm@fthiessen.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 jengelh@inai.de
  - Update description to highlight the user-visible changes rather
    than implementation details.
* Fri Jul 15 2016 luke.nukem.jones@gmail.com
  - Cleanup and prepare for Factory submission
* Sun Jul 10 2016 luke.nukem.jones@gmail.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.jones@gmail.com
  - Update to version 5.33
    + Add OGG volume slider in settings menu
    + Fixed some bugs in volume settings
  - Remove unnessesary patch file
* Wed Jan 01 2014 gber@opensuse.org
  - Initial packaging

Files

/usr/bin/yq2ded
/usr/bin/yquake2
/usr/libexec/yamagi-quake2
/usr/libexec/yamagi-quake2/baseq2
/usr/libexec/yamagi-quake2/baseq2/game.so
/usr/libexec/yamagi-quake2/baseq2/yq2.cfg
/usr/libexec/yamagi-quake2/ref_gl1.so
/usr/libexec/yamagi-quake2/ref_gl3.so
/usr/libexec/yamagi-quake2/yq2ded
/usr/libexec/yamagi-quake2/yquake2
/usr/share/appdata/yamagi-quake2.appdata.xml
/usr/share/applications/yquake2.desktop
/usr/share/doc/packages/yamagi-quake2
/usr/share/doc/packages/yamagi-quake2/CHANGELOG
/usr/share/doc/packages/yamagi-quake2/README.md
/usr/share/icons/hicolor/128x128/apps/yquake2.png
/usr/share/icons/hicolor/16x16/apps/yquake2.png
/usr/share/icons/hicolor/256x256/apps/yquake2.png
/usr/share/icons/hicolor/32x32/apps/yquake2.png
/usr/share/icons/hicolor/64x64/apps/yquake2.png
/usr/share/icons/hicolor/96x96/apps/yquake2.png
/usr/share/icons/hicolor/scalable/apps/yquake2.svg
/usr/share/licenses/yamagi-quake2
/usr/share/licenses/yamagi-quake2/LICENSE


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Fabrice Bellet, Tue Apr 14 22:30:11 2026