On Fri, Jan 15, 2016 at 10:40:07AM -0500, Brandon Mercer wrote:
> On Sat, Jan 16, 2016 at 02:03:53AM +1100, Jonathan Gray wrote:
> > 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 ${FULLPKGNAME} on OpenBSD
> > > ++-----------------------------------------------------------------------
> > > +
> > > +To play yquake2 on OpenBSD, you need the original game CD key and *.pk3
> > > +files.
> > 
> > This would be better phrased as
> > "To run yquake2 on OpenBSD, you need the original Quake II data files"
> > 
> 
> Ok, how does this look? I'm only attaching the README this time. 
> 
> Index: pkg/README
> ===================================================================
> RCS file: pkg/README
> diff -N pkg/README
> --- /dev/null 1 Jan 1970 00:00:00 -0000
> +++ pkg/README        15 Jan 2016 15:33:24 -0000
> @@ -0,0 +1,13 @@
> +$OpenBSD: README,v 1.1.1.1 2016/01/14 20:33:03 bmercer Exp $
> +
> ++-----------------------------------------------------------------------
> +| Running ${FULLPKGNAME} on OpenBSD
> ++-----------------------------------------------------------------------
> +
> +To run yquake2 on OpenBSD, you need the original Quake II data files.
> +
> +Copy pak0.pak and the video directory to /usr/local/share/yquake2/baseq2/
> +and start up yquake2. Additional information can be found here:
> +
> +https://github.com/yquake2/yquake2/blob/master/README#L93
> +

I'd be fine with that if it were "*.pak" to include the point release
pak files that should be bundled with the steam/gog releases.

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