On Fri, Jan 15, 2016 at 09:45:29AM -0500, Brandon Mercer wrote:
> On Fri, Jan 15, 2016 at 11:31:01PM +1100, Jonathan Gray wrote:
> > On Fri, Jan 15, 2016 at 07:18:51AM -0500, Brandon Mercer wrote:
> > > On Thu, Jan 14, 2016 at 12:25:24PM -0500, Ted Unangst wrote:
> > > > Brandon Mercer wrote:
> > > > > Inspired by the recent dhewm3 work, I decided to try quake2 again only
> > > > > to find that it does not work. There was some dialogue by folks 
> > > > > earlier
> > > > > to get the existing port, that has been broken for the better part of
> > > > > two years, replaced with yquake2. Because yquake2 is different than
> > > > > quake2, I propose we import this new, working version and then delete
> > > > > the existing port. This diff was sent out by jsg@ some time ago 
> > > > > before a
> > > > > fun bikeshedding session. Looking for OK's to import this: 
> > > > 
> > > > I'm not sure who to blame, but trying to run full screen in dwm results 
> > > > in a
> > > > 640x480 window *and* dwm scrunching all of its windows into that space 
> > > > too.
> > > > Everything was jammed into a tiny corner. Like a clown car of xterms.
> > > 
> > > Ok, based on the feedback recieved, here is an updated version of jsg's
> > > original diff. 
> > > 
> > > This changes:
> > >  - SHARED_ONLY
> > >  - Adds audio/openal dep
> > >  - Includes a README
> > >  - Includes a small script to launch game
> > > 
> > > Does this look ready? 
> > 
> > The script is missing from the diff you sent.
> 
> Sorry, I was battling cvs a bit. Here's the complete diff. 
> 
> > I wonder how the ctf (offical mod) and xatrix/rogue (mission pack)
> > distfiles should be handled.  They should all be creating additional
> > game.so files, should they be integrated in the yquake2 port later
> > or be additional ports such as yquake2-ctf, yquake2-xatrix etc?
> 
> I'd like to see the official mods integrated. My initial goal was to
> have this yquake2 port integrated without a bikeshedding session, and
> then quickly remove the broken quake2 port. Is having them as a FLAVOR
> practical? Then the pkgs would get created, and people can add them as
> desired? Again, hopefully this doesn't turn into a bikeshed session. 

FLAVORs doesn't really make sense, they could just be built
unconditionally.  But yes these could be handled later.

> 
> Also, Thanks to abieber@ for the README and startup script. 

The README has multiple errors noted below:

> diff -N pkg/README
> --- /dev/null 1 Jan 1970 00:00:00 -0000
> +++ pkg/README        14 Jan 2016 20:33:03 -0000
> @@ -0,0 +1,12 @@
> +$OpenBSD: README,v 1.1.1.1 2016/01/14 20:33:03 bmercer Exp $
> +
> ++-----------------------------------------------------------------------
> +| Running ${FULLPKGNAME} on OpenBSD
> ++-----------------------------------------------------------------------
> +
> +To play yquake2 on OpenBSD, you need the original game CD key and *.pk3
> +files.

This would be better phrased as
"To run yquake2 on OpenBSD, you need the original Quake II data files"

cd keys and pk3 files are quake3 things.

> +
> +Copy the game data (*.[cfg,dll,lst,pak])to ~/.yq2/baseq2/ then start up
> +yquake2!
> +

The pak files from the last point release, pak0.pak and the video
directory from the cd/steam/gog are required as described here:

https://github.com/yquake2/yquake2/blob/master/README#L93

And the README should probably direct people to install them to

/usr/local/share/yquake2/baseq2/ instead.

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