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| Name: RigelEngine | Distribution: openSUSE Tumbleweed |
| Version: 0.9.1 | Vendor: openSUSE |
| Release: 5.1 | Build date: Mon Apr 21 16:42:54 2025 |
| Group: Amusements/Games/Action/Arcade | Build host: reproducible |
| Size: 2493399 | Source RPM: RigelEngine-0.9.1-5.1.src.rpm |
| Packager: https://bugs.opensuse.org | |
| Url: https://github.com/lethal-guitar/RigelEngine | |
| Summary: A modern reimplementation of the game Duke Nukem II | |
A modern reimplementation of the game Duke Nukem II, originally released in 1993 for MS-DOS by Apogee Software. You need the original game's data files in order to play, e.g. the freely available shareware version.
GPL-2.0-only
* Mon Apr 21 2025 Carsten Ziepke <kieltux@gmail.com>
- Add BuildRequires pkgconfig(x11), fixes building
- Rebase enforcement gcc for Leap
* Sun Aug 25 2024 Martin Hauke <mardnh@gmx.de>
- Add patch:
* RigelEngine-fix-build-with-gcc14.patch
* Wed May 15 2024 Dominique Leuenberger <dimstar@opensuse.org>
- Use %autosetup macro: allows us to eliminate usage of deprecated
%patchN syntax.
* Fri Apr 07 2023 Martin Hauke <mardnh@gmx.de>
- Add patch:
* RigelEngine-fix-build-with-gcc13.patch
* Sat Dec 10 2022 Martin Hauke <mardnh@gmx.de>
- Update to version 0.9.1
Bug fixes
* Fixed a crash that could occur in level 1 of episode 2, in
theory also in other levels but it was so far only observed in
E2L1.
* Fixed being able to shoot destructible walls through 4-tile
wide walls using the regular shot.
- Update to version 0.9.0
New features
* Added a "Classic" gameplay style/mode. It doesn't support
widescreen mode or smooth motion, but is 100% accurate to the
original. Quick-saving and high-resolution mods are still
supported. See Classic Mode vs. Enhanced Mode for more details.
* Implemented the gameplay demo (plays during the attract mode
loop at the beginning of the game or after waiting for
30 seconds in the main menu).
* Implemented the original game's cloak effect, replacing the
previously used alpha transparency.
* Implemented the original game's slide-in animation when
showing message boxes.
* Added an option to disable the radar overlay when using the
"Remixed 1" HUD style.
* Added an option to disable aspect ratio correction when using
pixel-perfect upscaling (aka integer scaling). This is to
allow running RigelEngine on a 4:3 CRT at original (or close
to) resolution.
* It's now possible to confirm quitting by pressing enter instead
of Y (but the latter also still works).
* Pressing ESC while in-game now brings up the in-game menu (this
was previously only accessible by using a gamepad). Pressing Q
now does what ESC used to do, i.e. bringing up the "Quit"
dialog without going through the menu.
Parity improvements
* Fixed (very) minor discrepancies in the color palette.
* Added missing horizontal parallax for vertically autoscrolling
backdrops.
* Fixed oversight in player movement: In the original, Duke cannot
move left/right when hanging from a pipe as long as the fire
button is held down.
* It was possible for an enemy to get hit by multiple player shots
per frame, but this isn't possible in the original. Now Rigel
doesn't allow that anymore either.
* Hint machine messages cannot be interrupted by other messages
in the original game, but this was possible in Rigel-now fixed.
* Handling of shootable walls now matches the original.
* The watchbot (jumpy robot with a big eye) was jumping too
frequently, it now matches the original.
* Fixed discrepancies in behavior for the wall walker enemy.
* Fixed discrepancies in behavior for the green cat/dog creature.
* Fixed discrepancies in behavior for the spiked dragon/lizard
creature.
* Fixed discrepancy in the cooldown period for manual scrolling
after firing a shot.
* Fixed player starting location being off by one in levels where
the player starts out facing left.
* Fixed incorrect animation speeds for Rigelatin space ship
engine fire, shallow water, and rotating floor spikes.
* After being released from their box, certain items have a brief
period during which they can't be picked up yet. This was
missing in RigelEngine.
Bug fixes
* Fixed graphical glitches (bright lines appearing next to certain
sprites) that could occur on some systems when high-res graphic
replacements were used.
* Fixed being able to walk through walls under specific
circumstances.
* In widescreen mode, when using one of the remixed HUD options,
the classic HUD will be shown as fallback in case the current
screen resolution's aspect ratio is not wide enough for the
selected HUD style. In that case, it was possible to walk
behind the right side of the HUD (i.e., the gameplay area
extended beyond the HUD). This is now fixed.
* Framerate drops could cause the game to advance a few frames
into the future without respecting player input. This is now
improved.
- Drop patch
* fix-build.patch
* Sun May 29 2022 Martin Hauke <mardnh@gmx.de>
- Update to version 0.8.5
New features
* Implemented a mod manager. Mods can now be organized into
directories, and each mod can be enabled/disabled in the
options menu. See Modding Support for more details.
* Added additional "remixed" HUD styles in widescreen mode.
* Added additional upscaling filters: Sharp bilinear, pixel
perfect (integer scaling). Note that using mods with high-res
replacement graphics currently forces nearest neighbor
filtering.
* The game now writes a log file into the user directory.
* Gamepad controls are now explained in the options menu.
* The top-level in-game menu (reachable via gamepad) now shows
the current episode, level and difficulty in the title.
Improvements
* Improved the look of the classic HUD in widescreen mode, by
extending the left side to cover the length of the screen.
* Reworked quick saving/loading gamepad controls, to make
loading quick saves possible without needing to open the menu.
The select/back button now acts as a modifier. When pressed
together with shoot, a quick save is made. Pressing the
button together with jump loads the last quick save.
Bug fixes
* Fixed destructible level geometry remaining visible after
being destroyed in certain cases
* Fixed brief camera movement after turning wide-screen mode
on/off or changing the window size
* Fixed slime blob containers sometimes not animating.
* Fixed sprites flickering in and out of existence in certain
circumstances
* The episode 2 boss would keep flying when killed in mid-flight
This is now fixed.
- Add patch:
* fix-build.patch
* Fri Apr 01 2022 Martin Hauke <mardnh@gmx.de>
- Update to version 0.8.4
Smooth motion mode improvements
* Moving parts of the level (falling rocks, doors, ...) are now
moving smoothly as well.
* Fixed glitches (jittering top part) with the smash hammer and
grabber claw.
Modding support improvements
* It's now possible to replace STATUS.MNI with a PNG image that
can be original or higher resolution. This allows changing
various fonts and UI elements, including parts of the HUD.
* Replacements for actors used by the HUD can now be high
resolution.
Other improvements
* Improved performance on Raspberry Pi, especially when under
water areas are visible.
* Blocked off the area to the left of the HUD in widescreen
mode to avoid potentially showing out-of-bounds parts of the
map.
* Further improved digitized sound effect quality by replacing
the ADPCM decoding code with the exact same algorithm as
implemented in the SoundBlaster firmware, based on disassembly
of the latter
* Improved the sound test UI
Bug fixes
* Fixed camera moving too far down when falling into a
bottomless pit in widescreen mode
* Fixed important parts at the bottom of the level (like lava
pools) being hidden in certain cases in widescreen mode (e.g.
in E3L1)
* Fixed visual glitches on GL ES devices like Raspberry Pi and
Odroid Go (overly pixelated backdrop during scrolling, white
lines visible next to certain enemies during the damage
flash effect)
* Fixed missing fade-in effect when using the teleporter
* Fixed incorrect rendering of high-res replacement backdrops
when vertical auto-scrolling is used
* Fixed position of dialog boxes (quit confirm, game paused
etc.) in widescreen mode
* Fixed visual glitch when entering a menu while smooth motion
is enabled
* Sat Jan 01 2022 Martin Hauke <mardnh@gmx.de>
- Update to version 0.8.3
New features
* Added the Nuked OPL3 AdLib emulator as an alternative to DBOPL
(selectable in the Sound options). Nuked OPL3 is more
accurate but also uses more CPU. The difference in CPU load has
little impact on most systems, but it does matter on low-end
devices like Raspberry Pi Zero.
* Added a "sound test" button to the Sound options (play a chosen
sound effect)
Improvements
* Improved sound effect quality for certain digital sounds
(SB_nn.MNI files in VOC format) by using a more accurate ADPCM
decoding algorithm (same as DosBox's SoundBlaster emulation).
* Slightly improved sound effect quality for AdLib sounds by
running the emulator at the native OPL2 frequency (49716 Hz).
* In widescreen mode, the camera now tries to avoid showing
out-of-bounds parts of the map if possible, by restricting
downward scrolling unless it's necessary to keep the player on
screen.
* Added 75 to the list of pre-defined FPS limits for the FPS
limiter.
Bug fixes
* Fixed a soft-lock that could occur when killing a ceiling
sucker at exactly the same time as it sucked up Duke.
* When dying due to shooting an airlock and then respawning at a
checkpoint, Duke would remain in the spinning animation. This
is now fixed.
* Fixed a small visual glitch appearing during the fade-out of
the intro movie.
* The credits screen shown during the attract mode loop didn't
react to any key press aside from ESC, this is now fixed.
* Under certain circumstances, the main menu would respond to a
keypress that happened during the intro or another menu. This
is now fixed.
* Fixed visual glitches (bright lines between tiles) that could
occur at certain resolutions/window sizes when using high-res
replacement graphics.
* Fixed an issue that made high-resolution backdrop replacements
appear as low resolution under certain circumstances.
* Fixed right side of the HUD being partially cut off at certain
window sizes/resolutions.
- Drop not longer needed patches:
* fix-find-boost-program_options.patch
* Sun Nov 21 2021 Martin Hauke <mardnh@gmx.de>
- Update to version 0.8.2
New features
* Added a smooth scrolling and movement mode. When this is
enabled, the game is taking full advantage of the display
framerate (60 FPS or higher) by interpolating object and
camera movement during rendering (internal game logic is
still running at 15 FPS). This is currently still work in
progress, see known issues.
* The engine has a built-in screenshot function now. Press F12
to take a screenshot. It will be saved as PNG in either your
Duke Nukem II game files directory, or in the user profile
directory if the former is not writable.
* It's now possible to skip the bonus screen after finishing a
level by pressing Enter or Esc (or controller button A or B).
* Added an option to the Enhancements tab to skip the intro
when RigelEngine starts (same as the -s command line option).
* Added information about currently active gamepads to the
options menu
Improvements
* In widescreen mode, out of bounds areas are now drawn in
black instead of showing the background.
* Replacement backgrounds (mods) can now be wider than the
original art they are replacing, and will be displayed
correctly (without distortion)
* For auto-scrolling backgrounds, the scroll position is now
saved/restored when quick saving/loading.
* The game will now run even if the intro movie files
(NUKEM2.F1, .F2 etc.) are missing. The movies will be
skipped instead of exiting the game.
* Game physics are more correct now w.r.t. the original code
when it comes to items falling down.
Bug fixes
* Fixed the "wall dance" glitch. This glitch allows Duke to move
through walls using a specific sequence of moves.
* Fixed spiders sometimes not latching on to Duke when touching
him.
* Fixed items getting stuck in the ceiling when the box was shot
while hidden behind a rock that would later fall down (e.g. in
N2).
* Fixed missing animation for the Computer merchandise pickup.
* Fixed a glitch when starting a level while having high
resolution mods enabled, where the graphics would briefly show
as low resolution.
* Fixed in-game messages not being affected by screen shake when
in widescreen mode.
- Remove patches:
* 749.patch
* Sun Sep 26 2021 Martin Hauke <mardnh@gmx.de>
- Add patches:
* 749.patch (Fix threads not found on Tumbleweed)
* fix-find-boost-program_options.patch
/usr/bin/RigelEngine /usr/share/licenses/RigelEngine /usr/share/licenses/RigelEngine/AUTHORS.md /usr/share/licenses/RigelEngine/LICENSE.md /usr/share/licenses/RigelEngine/README.md
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