mirror of
https://github.com/DrBeef/Quake2Quest.git
synced 2024-11-10 06:41:53 +00:00
Positional Tracking & other stuff..
This commit is contained in:
parent
5befda9c61
commit
3bcafe27ca
22 changed files with 96 additions and 1196 deletions
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@ -1300,7 +1300,7 @@ void VR_Init()
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{
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//Initialise all our variables
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playerYaw = 0.0f;
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showingScreenLayer = false;
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showingScreenLayer = true;
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remote_movementSideways = 0.0f;
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remote_movementForward = 0.0f;
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remote_movementUp = 0.0f;
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@ -1315,19 +1315,18 @@ void VR_Init()
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//Create Cvars
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vr_snapturn_angle = Cvar_Get( "vr_snapturn_angle", "45", CVAR_ARCHIVE);
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vr_reloadtimeoutms = Cvar_Get( "vr_reloadtimeoutms", "200", CVAR_ARCHIVE);
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vr_positional_factor = Cvar_Get( "vr_positional_factor", "2800", CVAR_ARCHIVE);
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vr_positional_factor = Cvar_Get( "vr_positional_factor", "2000", CVAR_ARCHIVE);
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vr_walkdirection = Cvar_Get( "vr_walkdirection", "0", CVAR_ARCHIVE);
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vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE);
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vr_weapon_recoil = Cvar_Get( "vr_weapon_recoil", "0", CVAR_ARCHIVE);
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vr_weapon_stabilised = Cvar_Get( "vr_weapon_stabilised", "0", 0);
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vr_lasersight = Cvar_Get( "vr_lasersight", "0", CVAR_ARCHIVE);
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vr_fov = Cvar_Get( "vr_fov", "107", CVAR_ARCHIVE);
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vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE);
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vr_enable_crouching = Cvar_Get( "vr_enable_crouching", "0.85", CVAR_ARCHIVE);
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vr_height_adjust = Cvar_Get( "vr_height_adjust", "0.0", CVAR_ARCHIVE);
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vr_flashlight_model = Cvar_Get( "vr_flashlight_model", "1", CVAR_ARCHIVE);
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vr_mirror_weapons = Cvar_Get( "vr_mirror_weapons", "0", CVAR_ARCHIVE);
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vr_weaponscale = Cvar_Get( "vr_weaponscale", "0.4", CVAR_ARCHIVE);
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vr_weaponscale = Cvar_Get( "vr_weaponscale", "0.6", CVAR_ARCHIVE);
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//The Engine (which is a derivative of Quake) uses a very specific unit size:
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//Wolfenstein 3D, DOOM and QUAKE use the same coordinate/unit system:
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@ -6,7 +6,6 @@ cvar_t *vr_weapon_pitchadjust;
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cvar_t *vr_weapon_recoil;
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cvar_t *vr_weapon_stabilised;
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cvar_t *vr_lasersight;
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cvar_t *vr_fov;
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cvar_t *vr_control_scheme;
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cvar_t *vr_enable_crouching;
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cvar_t *vr_height_adjust;
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@ -223,14 +223,14 @@ void HandleInput_Right(ovrMobile * Ovr, double displayTime )
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//player is facing for positional tracking
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float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
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float multiplier = (vr_positional_factor->value) / (cl_forwardspeed->value *
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((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? 1.5f : 1.0f));
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vec2_t v;
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rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
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positionDeltaThisFrame[2] * multiplier, (cl.refdef.viewangles[YAW] - hmdorientation[YAW]), v);
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//positional_movementSideways = v[0];
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//positional_movementForward = v[1];
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positionDeltaThisFrame[2] * multiplier, /*cl.refdef.viewangles[YAW]*/ - hmdorientation[YAW], v);
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positional_movementSideways = v[0];
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positional_movementForward = v[1];
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ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
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positional_movementSideways,
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@ -250,7 +250,7 @@ void HandleInput_Right(ovrMobile * Ovr, double displayTime )
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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sendButtonActionSimple("inven");
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sendButtonActionSimple("invuse");
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}
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}
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else
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@ -184,6 +184,8 @@ void Matrix3x4_OriginFromMatrix( cmatrix3x4 in, float *out );
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#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, matrix4x4_identity )
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#define Matrix4x4_Copy( out, in ) Q_memcpy( out, in, sizeof( matrix4x4 ))
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void Matrix4x4_Concat (matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2);
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void Matrix4x4_CreateTranslate (matrix4x4 out, double x, double y, double z);
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void Matrix4x4_VectorTransform( cmatrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorITransform( cmatrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorRotate( cmatrix4x4 in, const float v[3], float out[3] );
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@ -342,6 +342,47 @@ void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec
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out[3][3] = 1.0f;
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}
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void Matrix4x4_CreateTranslate (matrix4x4 out, double x, double y, double z)
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{
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out[0][0]=1.0f;
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out[0][1]=0.0f;
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out[0][2]=0.0f;
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out[0][3]=x;
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out[1][0]=0.0f;
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out[1][1]=1.0f;
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out[1][2]=0.0f;
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out[1][3]=y;
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out[2][0]=0.0f;
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out[2][1]=0.0f;
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out[2][2]=1.0f;
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out[2][3]=z;
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out[3][0]=0.0f;
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out[3][1]=0.0f;
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out[3][2]=0.0f;
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out[3][3]=1.0f;
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}
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void Matrix4x4_Concat (matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2)
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0] + in1[0][3] * in2[3][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1] + in1[0][3] * in2[3][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2] + in1[0][3] * in2[3][2];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3] * in2[3][3];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0] + in1[1][3] * in2[3][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1] + in1[1][3] * in2[3][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2] + in1[1][3] * in2[3][2];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3] * in2[3][3];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0] + in1[2][3] * in2[3][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1] + in1[2][3] * in2[3][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2] + in1[2][3] * in2[3][2];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3] * in2[3][3];
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out[3][0] = in1[3][0] * in2[0][0] + in1[3][1] * in2[1][0] + in1[3][2] * in2[2][0] + in1[3][3] * in2[3][0];
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out[3][1] = in1[3][0] * in2[0][1] + in1[3][1] * in2[1][1] + in1[3][2] * in2[2][1] + in1[3][3] * in2[3][1];
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out[3][2] = in1[3][0] * in2[0][2] + in1[3][1] * in2[1][2] + in1[3][2] * in2[2][2] + in1[3][3] * in2[3][2];
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out[3][3] = in1[3][0] * in2[0][3] + in1[3][1] * in2[1][3] + in1[3][2] * in2[2][3] + in1[3][3] * in2[3][3];
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}
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale )
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{
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float angle, sr, sp, sy, cr, cp, cy;
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@ -1518,7 +1518,7 @@ void CL_InitLocal (void)
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rate = Cvar_Get ("rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE); // FIXME
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msg = Cvar_Get ("msg", "1", CVAR_USERINFO | CVAR_ARCHIVE);
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hand = Cvar_Get ("hand", "0", CVAR_USERINFO | CVAR_ARCHIVE);
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fov = Cvar_Get ("fov", "107", CVAR_USERINFO | CVAR_ARCHIVE);
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fov = Cvar_Get ("fov", "104", CVAR_USERINFO | CVAR_ARCHIVE);
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gender = Cvar_Get ("gender", "male", CVAR_USERINFO | CVAR_ARCHIVE);
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gender_auto = Cvar_Get ("gender_auto", "1", CVAR_ARCHIVE);
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gender->modified = false; // clear this so we know when user sets it manually
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@ -1595,7 +1595,7 @@ static void SV_SetWeapon_Client6DOF(edict_t *ent)
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vec3_t origin;
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vec3_t weaponoffsetQ2;
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vec3_t offset;
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VectorSet(offset, 0, 0, 8);
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VectorSet(offset, 0, 0, ent->viewheight-8);
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convertFromVRtoQ2(weaponoffset, offset, weaponoffsetQ2);
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VectorCopy(ent->s.origin, origin);
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VectorAdd(weaponoffsetQ2, origin, ent->s.origin);
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@ -488,12 +488,12 @@ typedef struct
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{
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pmtype_t pm_type;
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short origin[3]; // 12.3
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short velocity[3]; // 12.3
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float origin[3]; // 12.3
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float velocity[3]; // 12.3
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byte pm_flags; // ducked, jump_held, etc
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byte pm_time; // each unit = 8 ms
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short gravity;
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short delta_angles[3]; // add to command angles to get view direction
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float gravity;
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float delta_angles[3]; // add to command angles to get view direction
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// changed by spawns, rotating objects, and teleporters
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} pmove_state_t;
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@ -512,7 +512,7 @@ typedef struct usercmd_s
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byte msec;
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byte buttons;
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short angles[3];
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short forwardmove, sidemove, upmove;
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float forwardmove, sidemove, upmove;
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byte impulse; // remove?
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byte lightlevel; // light level the player is standing on
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} usercmd_t;
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@ -439,11 +439,11 @@ void MSG_WriteDeltaUsercmd (sizebuf_t *buf, usercmd_t *from, usercmd_t *cmd)
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MSG_WriteShort (buf, cmd->angles[2]);
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if (bits & CM_FORWARD)
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MSG_WriteShort (buf, cmd->forwardmove);
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MSG_WriteFloat(buf, cmd->forwardmove);
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if (bits & CM_SIDE)
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MSG_WriteShort (buf, cmd->sidemove);
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MSG_WriteFloat (buf, cmd->sidemove);
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if (bits & CM_UP)
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MSG_WriteShort (buf, cmd->upmove);
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MSG_WriteFloat (buf, cmd->upmove);
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if (bits & CM_BUTTONS)
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MSG_WriteByte (buf, cmd->buttons);
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@ -872,11 +872,11 @@ void MSG_ReadDeltaUsercmd (sizebuf_t *msg_read, usercmd_t *from, usercmd_t *move
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// read movement
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if (bits & CM_FORWARD)
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move->forwardmove = MSG_ReadShort (msg_read);
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move->forwardmove = MSG_ReadFloat (msg_read);
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if (bits & CM_SIDE)
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move->sidemove = MSG_ReadShort (msg_read);
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move->sidemove = MSG_ReadFloat (msg_read);
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if (bits & CM_UP)
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move->upmove = MSG_ReadShort (msg_read);
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move->upmove = MSG_ReadFloat (msg_read);
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// read buttons
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if (bits & CM_BUTTONS)
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@ -1080,7 +1080,19 @@ precision of the network channel and in a valid position.
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*/
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void PM_SnapPosition (void)
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{
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int sign[3];
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//NO SNAPPING - BREAKS POSITIONAL TRACKING
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int i;
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for (i=0 ; i<3 ; i++) {
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pm->s.origin[i] = pml.origin[i] * 8.0f;
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}
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for (i=0 ; i<3 ; i++) {
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pm->s.velocity[i] = pml.velocity[i] * 8.0f;
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}
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return;
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/*
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int sign[3];
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int i, j, bits;
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short base[3];
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// try all single bits first
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@ -1118,6 +1130,7 @@ void PM_SnapPosition (void)
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// go back to the last position
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VectorCopy (pml.previous_origin, pm->s.origin);
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// Com_DPrintf ("using previous_origin\n");
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*/
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}
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#if 0
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@ -1288,8 +1301,8 @@ void Pmove (pmove_t *pmove)
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// set mins, maxs, and viewheight
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PM_CheckDuck ();
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if (pm->snapinitial)
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PM_InitialSnapPosition ();
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//if (pm->snapinitial)
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// PM_InitialSnapPosition ();
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// set groundentity, watertype, and waterlevel
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PM_CatagorizePosition ();
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@ -757,31 +757,23 @@ void R_DrawAliasModel (entity_t *e)
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}*/
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if ( currententity->flags & RF_WEAPONMODEL )
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{
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qglMatrixMode( GL_PROJECTION );
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qglPushMatrix();
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qglLoadIdentity();
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MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 0.1, 8192);
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qglPushMatrix ();
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e->angles[PITCH] = -e->angles[PITCH]; // sigh.
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R_RotateForEntity (e);
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e->angles[PITCH] = -e->angles[PITCH]; // sigh.
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if ( currententity->flags & RF_WEAPONMODEL )
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{
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if ( r_lefthand->value == 1.0F ) {
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qglScalef(-vr_weaponscale->value, vr_weaponscale->value, vr_weaponscale->value);
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} else {
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qglScalef(vr_weaponscale->value, vr_weaponscale->value, vr_weaponscale->value);
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}
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qglMatrixMode( GL_MODELVIEW );
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if ( r_lefthand->value == 1.0F ) {
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qglCullFace( GL_BACK );
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}
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}
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qglPushMatrix ();
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e->angles[PITCH] = -e->angles[PITCH]; // sigh.
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R_RotateForEntity (e);
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e->angles[PITCH] = -e->angles[PITCH]; // sigh.
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if ( r_lefthand->value == 1.0F ) {
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qglCullFace( GL_BACK );
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}
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}
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// select skin
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if (currententity->skin)
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@ -856,11 +848,6 @@ void R_DrawAliasModel (entity_t *e)
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if ( ( currententity->flags & RF_WEAPONMODEL ) )
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{
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qglMatrixMode( GL_PROJECTION );
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qglPopMatrix();
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qglMatrixMode( GL_MODELVIEW );
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if ( r_lefthand->value == 1.0F ) {
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qglCullFace(GL_FRONT);
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}
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@ -1,48 +0,0 @@
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#!/bin/sh
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# Generate quake2.spec
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# $1 is version
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# $2 is release
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# $3 is arch
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# $4 is install dir (assumed to be in /var/tmp)
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cat <<EOF
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%define name quake2-ctf
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%define version ${1}
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%define release ${2}
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%define arch ${3}
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%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
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Name: %{name}
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Version: %{version}
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Release: %{release}
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Vendor: id Software
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Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
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URL: http://www.idsoftware.com/q2ctf/
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Source: quake2-ctf-%{version}.tar.gz
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BuildArchitectures: noarch
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Group: Games
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Copyright: Restricted
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Icon: quake2.gif
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BuildRoot: /var/tmp/%{name}-%{version}
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Summary: Quake2 Capture the Flag for Linux
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%description
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Quake II Capture The Flag (Q2CTF) is a multiplayer addon for Quake2 that
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features a simple set of rules for team based play. It features eight unique
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maps and special powerups to enhance and make the gameplay more exciting.
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Q2CTF requires the full retail version of Quake II installed in order to
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play. Once installed, you simple need to connect to a Quake2 game server
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that is running the Q2CTF addon.
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%install
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%files
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%attr(644,root,root) $4/ctf/pak0.pak
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%attr(644,root,root) $4/ctf/pak1.pak
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%attr(644,root,root) $4/ctf/ctf2.ico
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%attr(644,root,root) $4/ctf/readme.txt
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%attr(644,root,root) $4/ctf/server.cfg
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EOF
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@ -1,348 +0,0 @@
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#!/bin/sh
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# Generate quake2.spec
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# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-data
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.idsoftware.com/
|
||||
Source: quake2-data-%{version}.tar.gz
|
||||
BuildArchitectures: noarch
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 for Linux
|
||||
|
||||
%description
|
||||
|
||||
Quake2
|
||||
|
||||
Shortly after landing on an alien surface you learn that hundreds of your men
|
||||
have been reduced to just a few. Now you must fight your way through heavily
|
||||
fortified military installations, lower the city's defenses and shut down
|
||||
the enemy's war machine. Only then will the fate of humanity be known.
|
||||
|
||||
LARGER, MISSION-BASED LEVELS
|
||||
|
||||
You have a series of complex missions, what you do in one level could affect
|
||||
another. One false move and you could alert security, flood an entire
|
||||
passageway, or worse.
|
||||
|
||||
SUPERIOR ARTIFICIAL INTELLIGENCE
|
||||
|
||||
This time the enemy has IQs the size of their appetites. The can evade your
|
||||
attack, strategically position themselves for an ambush and hunt your ass
|
||||
down.
|
||||
|
||||
IN-YOUR-FACE SOUND AND GRAPHICS
|
||||
|
||||
hear distant combat explosions and rockets whizzing past your head. And with
|
||||
a compatible 3-D graphics accelerator, experience smoother 16-bit graphics and
|
||||
real-time lighting effects.
|
||||
|
||||
WICKED MULTIPLAYER CAPABILITIES
|
||||
|
||||
More than 32 players, friends or foes, can do at it in a bloody deathmatch via
|
||||
LAN and over the internet.
|
||||
|
||||
This package contains the data files needed to run Quake2.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/baseq2/pak0.pak
|
||||
%attr(644,root,root) $4/baseq2/pak1.pak
|
||||
%attr(644,root,root) $4/baseq2/pak2.pak
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_sshotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_sshotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_sshotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/athena.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/athena_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/brianna.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/brianna_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/cobalt.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/cobalt_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/ensign.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/ensign_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/jezebel.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/jezebel_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/jungle.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/jungle_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/lotus.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/lotus_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/stiletto.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/stiletto_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/tris.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/venus.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/venus_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/voodoo.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/voodoo_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/female/weapon.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/weapon.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/cipher.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/cipher_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/claymore.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/claymore_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/flak.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/flak_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/grunt.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/grunt_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/howitzer.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/howitzer_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/major.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/major_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/nightops.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/nightops_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/pointman.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/pointman_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/psycho.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/psycho_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/rampage.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/rampage_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/razor.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/razor_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/recon.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/recon_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/scout.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/scout_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/sniper.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/sniper_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/tris.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/viper.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/viper_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/male/weapon.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/weapon.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/bump1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/death1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/death2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/death3.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/death4.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/drown1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/fall1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/fall2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/gurp1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/gurp2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/jump1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/oni911.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/oni911_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain100_1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain100_2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain25_1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain25_2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain50_1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain50_2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain75_1.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/pain75_2.wav
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/ps9000.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/ps9000_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/tris.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/tyr574.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/tyr574_i.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/weapon.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/weapon.pcx
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/weapon.pcx.pcx
|
||||
%attr(644,root,root) "$4/docs/Commercial Exploitation.doc"
|
||||
%attr(644,root,root) $4/docs/Manual.html
|
||||
%attr(644,root,root) "$4/docs/QII License Information.doc"
|
||||
%attr(644,root,root) "$4/docs/Quake II License.doc"
|
||||
%attr(644,root,root) "$4/docs/Release Notes.doc"
|
||||
%attr(644,root,root) $4/docs/commexp.txt
|
||||
%attr(644,root,root) $4/docs/license.txt
|
||||
%attr(644,root,root) $4/docs/licinfo.txt
|
||||
%attr(644,root,root) $4/docs/readme.doc
|
||||
%attr(644,root,root) $4/docs/readme.txt
|
||||
%attr(644,root,root) $4/docs/release.txt
|
||||
%attr(644,root,root) $4/docs/quake2_manual/bottom.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/credits.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/customer_support.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_barracuda_shark.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_berserker.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_brains.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_enforcer.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_flyer.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_gladiator.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_gunner.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_icarus.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_iron_maiden.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_light_guard.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_machinegun_guard.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_medic.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_mutant.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_parasite.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_shotgun_guard.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_tank.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_tank_commander.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/enemy_technician.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/adrenaline.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/amor_body.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/armor_combat.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/armor_jacket.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/armor_shard.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/bandoleer.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/barracuda_shark.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/berserker.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/bfg.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/blaster.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/bluekey.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/bottom_id_link_transparent.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/brains.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/breather.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/bullets.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/buttons.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/cells.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/chaingun.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/cloaker.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/commandant_james.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/credits_main.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/door.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/elevator_base_exit_sign.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/enemy_groupshot.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/energy_armour.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/enforcer.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/envirosuit.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/explosive_barrels.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/first_aid.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/flyer.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/gladiator.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/goggles.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/grenades.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/grenade_launcher.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/gunner.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/hand_grenade.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/heavy_pack.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/hyper_blaster.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/icarus.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/invisibility.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/invulnerability.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/iron_maiden.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/lava.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/lever.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/light_guard.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/machinegun.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/machinegun_guard.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/main_cover_image.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/manual_back.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/manual_bottom.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/manual_cover_image.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/manual_top.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/medic.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/medkit.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/mega_health.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/menu.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/multiplayer_main.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/multiplayer_menu1.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/multiplayer_screen1.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/mutant.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/no_data.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/parasite.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/player_properties_screen1.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/quad_damage.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/rail_gun.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/rockets.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/rocket_launcher.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/scope.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/secret_door.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/shells.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/shotgun.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/shotgun_guard.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/sights.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/silencer.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/slime.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/start_network_server_screen1.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/stimpack.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/story_main.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/strogg_environ_1.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/strogg_environ_2.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/strogg_environ_3.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/supershotgun.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/tank.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/tank_commander.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/technician.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/top_nav_imagemap.gif
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/unit_exit_door.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/images/water.jpg
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief2.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief3.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief4.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief5.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief6.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief7.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief8.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/intel_brief_enemy.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/main.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/multiplayer.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/page_index.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/setup_controls_screenmenus.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/story.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/technical_information.html
|
||||
%attr(644,root,root) $4/docs/quake2_manual/top_nav.html
|
||||
|
||||
EOF
|
||||
|
|
@ -1,182 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2-patch.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-patch
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.idsoftware.com/
|
||||
Source: quake2-patch-%{version}.tar.gz
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 for Linux
|
||||
|
||||
%description
|
||||
|
||||
Quake2
|
||||
|
||||
Shortly after landing on an alien surface you learn that hundreds of your men
|
||||
have been reduced to just a few. Now you must fight your way through heavily
|
||||
fortified military installations, lower the city's defenses and shut down
|
||||
the enemy's war machine. Only then will the fate of humanity be known.
|
||||
|
||||
LARGER, MISSION-BASED LEVELS
|
||||
|
||||
You have a series of complex missions, what you do in one level could affect
|
||||
another. One false move and you could alert security, flood an entire
|
||||
passageway, or worse.
|
||||
|
||||
SUPERIOR ARTIFICIAL INTELLIGENCE
|
||||
|
||||
This time the enemy has IQs the size of their appetites. The can evade your
|
||||
attack, strategically position themselves for an ambush and hunt your ass
|
||||
down.
|
||||
|
||||
IN-YOUR-FACE SOUND AND GRAPHICS
|
||||
|
||||
hear distant combat explosions and rockets whizzing past your head. And with
|
||||
a compatible 3-D graphics accelerator, experience smoother 16-bit graphics and
|
||||
real-time lighting effects.
|
||||
|
||||
WICKED MULTIPLAYER CAPABILITIES
|
||||
|
||||
More than 32 players, friends or foes, can do at it in a bloody deathmatch via
|
||||
LAN and over the internet.
|
||||
|
||||
----
|
||||
|
||||
Quake2 for Linux supports the following video subsystems:
|
||||
|
||||
- SVGALib Console Graphics (ref_soft.so)
|
||||
- Requires SVGALib 1.2.0 or later
|
||||
- X11 Window Graphics (ref_softx.so)
|
||||
- X11R5 or later, XShm shared memory extension supported
|
||||
- 3DFX fxMesa with Mesa 3-D (ref_gl.so)
|
||||
- Mesa 3-D 2.6 or later, specifically compiled for 3DFX support
|
||||
Mesa 3-D 2.6 compiled with 3DFX support is provided with this archive.
|
||||
- Generic glX (X11) based OpenGL (ref_glx.so)
|
||||
- Requires a glX based hardware accelerated OpenGL implementation.
|
||||
Mesa 3-D 2.6 supports this on 3DFX hardware.
|
||||
|
||||
Also included is a specific 3DFX mini-OpenGL implementation for running Quake2
|
||||
on 3DFX hardware.
|
||||
|
||||
For 3DFX based hardware, 3DFXs GLIDE drivers for Linux are required.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/README
|
||||
%attr(644,root,root) $4/readme.txt
|
||||
%attr(644,root,root) $4/3.20_Changes.txt
|
||||
%attr(4755,root,root) $4/quake2
|
||||
%attr(755,root,root) $4/ref_soft.so
|
||||
%attr(755,root,root) $4/ref_softx.so
|
||||
%attr(755,root,root) $4/ref_gl.so
|
||||
%attr(755,root,root) $4/ref_glx.so
|
||||
%attr(755,root,root) $4/baseq2/game%{arch}.so
|
||||
%attr(755,root,root) $4/xatrix/game%{arch}.so
|
||||
%attr(755,root,root) $4/rogue/game%{arch}.so
|
||||
%attr(755,root,root) $4/lib3dfxgl.so
|
||||
%attr(755,root,root) $4/libMesaGL.so.2.6
|
||||
%attr(755,root,root) $4/libMesaGL.so.2
|
||||
%attr(755,root,root) $4/libMesaGL.so
|
||||
%attr(755,root,root) $4/libGL.so
|
||||
%attr(644,root,root) $4/baseq2/pak2.pak
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/crakhor/w_sshotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/cyborg/w_sshotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/female/w_sshotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/a_grenades.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_bfg.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_blaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_chainfist.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_chaingun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_disrupt.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_etfrifle.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_glauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_grapple.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_hyperblaster.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_machinegun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_phalanx.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_plasma.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_plauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_railgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_ripper.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_rlauncher.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_shotgun.md2
|
||||
%attr(644,root,root) $4/baseq2/players/male/w_sshotgun.md2
|
||||
%attr(644,root,root) /etc/quake2.conf
|
||||
|
||||
%post
|
||||
chmod 1777 $4/baseq2
|
||||
chmod 1777 $4/ctf
|
||||
chmod 1777 $4/xatrix
|
||||
EOF
|
||||
|
|
@ -1,80 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-rogue-video
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software/Rogue Entertainment
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.rogue-ent.com/
|
||||
Source: quake2-rogue-video-%{version}.tar.gz
|
||||
BuildArchitectures: noarch
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 Mission Pack #2: Ground Zero Video Files
|
||||
|
||||
%description
|
||||
|
||||
Mission Pack Features
|
||||
|
||||
The Alien Assault Continues.
|
||||
Take out the Big Gun, sounded simple enough, except the Stroggs were waiting.
|
||||
You and a few Marines like you, are the lucky ones. The Gravity Well, the
|
||||
Stroggs' newest weapon in its arsenal against mankind, is operational. You've
|
||||
made it down in one piece and are still able to contact the fleet. With the
|
||||
fleet trapped around Stroggos, five percent of ground forces surviving, and
|
||||
that number dwindling by the second, your orders have changed: Free your
|
||||
comrades in orbit. Destroy the Gravity Well!
|
||||
|
||||
New Enemies
|
||||
|
||||
Get ready to face the toughest horde of Stroggs, straight from the bio-vats.
|
||||
The Stalker, Turrets, Daedalus, Medic Commander, Carrier and the Queen Bitch
|
||||
herself, the Black Widow.
|
||||
|
||||
14 Entirely new levels and 10 new deathmatch levels
|
||||
|
||||
Brand new real estate with the same dynamic sense of reality and dramatic
|
||||
visuals as Quake II. These new environments will challenge even the biggest
|
||||
Quake II aficionado.
|
||||
|
||||
New Power-ups
|
||||
|
||||
Tag 'em and Bag 'em. Deathmatch specific power-ups: the Vengeance Sphere,
|
||||
Hunter Sphere, and Anti-matter Bomb. With everything that we've cooked up for
|
||||
you here, you're sure to annihilate anyone or anything foolish enough to
|
||||
call you foe.
|
||||
|
||||
New Weapons
|
||||
|
||||
The Chainsaw, ETF Rifle, and Plasma Beam. If you can't get the job done with
|
||||
these babies, it's time to go back to Basic.
|
||||
|
||||
Accept no substitutes!
|
||||
Official, id-authorized mission packs outpace the rest!
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/rogue/video/logo.cin
|
||||
%attr(644,root,root) $4/rogue/video/rend.cin
|
||||
%attr(644,root,root) $4/rogue/video/reu1_.cin
|
||||
%attr(644,root,root) $4/rogue/video/reu2_.cin
|
||||
%attr(644,root,root) $4/rogue/video/reu3_.cin
|
||||
%attr(644,root,root) $4/rogue/video/reu4_.cin
|
||||
%attr(644,root,root) $4/rogue/video/rintro.cin
|
||||
|
||||
EOF
|
||||
|
|
@ -1,80 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-rogue
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.idsoftware.com/
|
||||
Source: quake2-rogue-%{version}.tar.gz
|
||||
BuildArchitectures: noarch
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 for Linux
|
||||
|
||||
%description
|
||||
|
||||
Mission Pack Features
|
||||
|
||||
The Alien Assault Continues.
|
||||
Take out the Big Gun, sounded simple enough, except the Stroggs were waiting.
|
||||
You and a few Marines like you, are the lucky ones. The Gravity Well, the
|
||||
Stroggs' newest weapon in its arsenal against mankind, is operational. You've
|
||||
made it down in one piece and are still able to contact the fleet. With the
|
||||
fleet trapped around Stroggos, five percent of ground forces surviving, and
|
||||
that number dwindling by the second, your orders have changed: Free your
|
||||
comrades in orbit. Destroy the Gravity Well!
|
||||
|
||||
New Enemies
|
||||
|
||||
Get ready to face the toughest horde of Stroggs, straight from the bio-vats.
|
||||
The Stalker, Turrets, Daedalus, Medic Commander, Carrier and the Queen Bitch
|
||||
herself, the Black Widow.
|
||||
|
||||
14 Entirely new levels and 10 new deathmatch levels
|
||||
|
||||
Brand new real estate with the same dynamic sense of reality and dramatic
|
||||
visuals as Quake II. These new environments will challenge even the biggest
|
||||
Quake II aficionado.
|
||||
|
||||
New Power-ups
|
||||
|
||||
Tag 'em and Bag 'em. Deathmatch specific power-ups: the Vengeance Sphere,
|
||||
Hunter Sphere, and Anti-matter Bomb. With everything that we've cooked up for
|
||||
you here, you're sure to annihilate anyone or anything foolish enough to
|
||||
call you foe.
|
||||
|
||||
New Weapons
|
||||
|
||||
The Chainsaw, ETF Rifle, and Plasma Beam. If you can't get the job done with
|
||||
these babies, it's time to go back to Basic.
|
||||
|
||||
Accept no substitutes!
|
||||
Official, id-authorized mission packs outpace the rest!
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/rogue/pak0.pak
|
||||
%attr(644,root,root) $4/rogue/docs/license.doc
|
||||
%attr(644,root,root) $4/rogue/docs/license.txt
|
||||
%attr(644,root,root) $4/rogue/docs/readme.htm
|
||||
%attr(644,root,root) $4/rogue/docs/readme.txt
|
||||
%attr(644,root,root) $4/rogue/docs/release.htm
|
||||
%attr(644,root,root) $4/rogue/docs/release.txt
|
||||
|
||||
EOF
|
||||
|
|
@ -1,81 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-video
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.idsoftware.com/
|
||||
Source: quake2-video-%{version}.tar.gz
|
||||
BuildArchitectures: noarch
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 Video Data for Linux
|
||||
|
||||
%description
|
||||
|
||||
Quake2
|
||||
|
||||
Shortly after landing on an alien surface you learn that hundreds of your men
|
||||
have been reduced to just a few. Now you must fight your way through heavily
|
||||
fortified military installations, lower the city's defenses and shut down
|
||||
the enemy's war machine. Only then will the fate of humanity be known.
|
||||
|
||||
LARGER, MISSION-BASED LEVELS
|
||||
|
||||
You have a series of complex missions, what you do in one level could affect
|
||||
another. One false move and you could alert security, flood an entire
|
||||
passageway, or worse.
|
||||
|
||||
SUPERIOR ARTIFICIAL INTELLIGENCE
|
||||
|
||||
This time the enemy has IQs the size of their appetites. The can evade your
|
||||
attack, strategically position themselves for an ambush and hunt your ass
|
||||
down.
|
||||
|
||||
IN-YOUR-FACE SOUND AND GRAPHICS
|
||||
|
||||
hear distant combat explosions and rockets whizzing past your head. And with
|
||||
a compatible 3-D graphics accelerator, experience smoother 16-bit graphics and
|
||||
real-time lighting effects.
|
||||
|
||||
WICKED MULTIPLAYER CAPABILITIES
|
||||
|
||||
More than 32 players, friends or foes, can do at it in a bloody deathmatch via
|
||||
LAN and over the internet.
|
||||
|
||||
----
|
||||
|
||||
This package contains the optional Quake2 video files that are played during
|
||||
the game.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/baseq2/video/end.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou1_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou2_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou3_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou4_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou5_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou6_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou7_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/eou8_.cin
|
||||
%attr(644,root,root) $4/baseq2/video/idlog.cin
|
||||
%attr(644,root,root) $4/baseq2/video/ntro.cin
|
||||
|
||||
EOF
|
||||
|
|
@ -1,72 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-xatrix-video
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software/Xatrix Entertainment
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.xatrix.com/
|
||||
Source: quake2-xatrix-video-%{version}.tar.gz
|
||||
BuildArchitectures: noarch
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 Mission Pack #1: The Reckoning Video Files for Linux
|
||||
|
||||
%description
|
||||
|
||||
Mission Pack Features
|
||||
|
||||
The Reckoning is sure to get your heart pumping...well, if you can avoid
|
||||
getting gibbed by the Strogg. Check out just some of the features below that
|
||||
will give you the cardiac workout you need!
|
||||
|
||||
18 ARDUOUS LEVELS TO CONQUER & 7 BRUTAL DEATHMATCH EXCLUSIVE LEVELS
|
||||
|
||||
Dive into a series of mission-based campaigns and ransack your way through
|
||||
three all-new hazardous episodes. Experience bioluminescent life forms,
|
||||
stalagmites and stalactites and other breathtaking environments.
|
||||
|
||||
FRESH FOES TO DEFEAT
|
||||
|
||||
Gekks are lighting-fast creatures that will hunt you down, leaping from the
|
||||
shadows to claw or bite. Though innocent looking, the Repair Bot has the
|
||||
ability to awaken dead Strogg from eternal sleep.
|
||||
|
||||
ADDED WEAPONS TO WIELD
|
||||
|
||||
The Phalanx Particle Canon emits a pulsing stream of deadly energy into
|
||||
unsuspecting foes.
|
||||
|
||||
The Trap sucks nearby enemies inside and turns them into food cubes for
|
||||
player consumption.
|
||||
|
||||
The Ion Ripper fires a blast of glowing boomerangs capable of ricocheting
|
||||
off of walls to track targets.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/xatrix/video/idlog.cin
|
||||
%attr(644,root,root) $4/xatrix/video/logo.cin
|
||||
%attr(644,root,root) $4/xatrix/video/xin.cin
|
||||
%attr(644,root,root) $4/xatrix/video/xout.cin
|
||||
%attr(644,root,root) $4/xatrix/video/xu1.cin
|
||||
%attr(644,root,root) $4/xatrix/video/xu2.cin
|
||||
%attr(644,root,root) $4/xatrix/video/xu3.cin
|
||||
%attr(644,root,root) $4/xatrix/video/xu4.cin
|
||||
|
||||
EOF
|
||||
|
|
@ -1,73 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2-xatrix
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software/Xatrix Entertainment
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.xatrix.com/
|
||||
Source: quake2-xatrix-%{version}.tar.gz
|
||||
BuildArchitectures: noarch
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 Mission Pack #1: The Reckoning for Linux
|
||||
|
||||
%description
|
||||
|
||||
Mission Pack Features
|
||||
|
||||
The Reckoning is sure to get your heart pumping...well, if you can avoid
|
||||
getting gibbed by the Strogg. Check out just some of the features below that
|
||||
will give you the cardiac workout you need!
|
||||
|
||||
18 ARDUOUS LEVELS TO CONQUER & 7 BRUTAL DEATHMATCH EXCLUSIVE LEVELS
|
||||
|
||||
Dive into a series of mission-based campaigns and ransack your way through
|
||||
three all-new hazardous episodes. Experience bioluminescent life forms,
|
||||
stalagmites and stalactites and other breathtaking environments.
|
||||
|
||||
FRESH FOES TO DEFEAT
|
||||
|
||||
Gekks are lighting-fast creatures that will hunt you down, leaping from the
|
||||
shadows to claw or bite. Though innocent looking, the Repair Bot has the
|
||||
ability to awaken dead Strogg from eternal sleep.
|
||||
|
||||
ADDED WEAPONS TO WIELD
|
||||
|
||||
The Phalanx Particle Canon emits a pulsing stream of deadly energy into
|
||||
unsuspecting foes.
|
||||
|
||||
The Trap sucks nearby enemies inside and turns them into food cubes for
|
||||
player consumption.
|
||||
|
||||
The Ion Ripper fires a blast of glowing boomerangs capable of ricocheting
|
||||
off of walls to track targets.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/xatrix/pak0.pak
|
||||
%attr(644,root,root) $4/xatrix/docs/license.doc
|
||||
%attr(644,root,root) $4/xatrix/docs/license.txt
|
||||
%attr(644,root,root) $4/xatrix/docs/manual.doc
|
||||
%attr(644,root,root) $4/xatrix/docs/manual.txt
|
||||
%attr(644,root,root) $4/xatrix/docs/readme.htm
|
||||
%attr(644,root,root) $4/xatrix/docs/readme.txt
|
||||
%attr(644,root,root) $4/xatrix/docs/release.htm
|
||||
%attr(644,root,root) $4/xatrix/docs/release.txt
|
||||
|
||||
EOF
|
||||
|
|
@ -1,75 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate q2ded.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name q2ded
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.idsoftware.com/
|
||||
Source: q2ded-%{version}.tar.gz
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 Dedicated Server for Linux
|
||||
|
||||
%description
|
||||
|
||||
Quake2
|
||||
|
||||
Shortly after landing on an alien surface you learn that hundreds of your men
|
||||
have been reduced to just a few. Now you must fight your way through heavily
|
||||
fortified military installations, lower the city's defenses and shut down
|
||||
the enemy's war machine. Only then will the fate of humanity be known.
|
||||
|
||||
LARGER, MISSION-BASED LEVELS
|
||||
|
||||
You have a series of complex missions, what you do in one level could affect
|
||||
another. One false move and you could alert security, flood an entire
|
||||
passageway, or worse.
|
||||
|
||||
SUPERIOR ARTIFICIAL INTELLIGENCE
|
||||
|
||||
This time the enemy has IQs the size of their appetites. The can evade your
|
||||
attack, strategically position themselves for an ambush and hunt your ass
|
||||
down.
|
||||
|
||||
IN-YOUR-FACE SOUND AND GRAPHICS
|
||||
|
||||
hear distant combat explosions and rockets whizzing past your head. And with
|
||||
a compatible 3-D graphics accelerator, experience smoother 16-bit graphics and
|
||||
real-time lighting effects.
|
||||
|
||||
WICKED MULTIPLAYER CAPABILITIES
|
||||
|
||||
More than 32 players, friends or foes, can do at it in a bloody deathmatch via
|
||||
LAN and over the internet.
|
||||
|
||||
----
|
||||
|
||||
This archive contains a Quake2 dedicated server for Linux Alpha based systems.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/README
|
||||
%attr(644,root,root) $4/readme.txt
|
||||
%attr(644,root,root) $4/3.20_Changes.txt
|
||||
%attr(755,root,root) $4/q2ded
|
||||
%attr(755,root,root) $4/baseq2/game%{arch}.so
|
||||
# %attr(755,root,root) $4/ctf/game%{arch}.so
|
||||
%attr(755,root,root) $4/xatrix/game%{arch}.so
|
||||
%attr(755,root,root) $4/rogue/game%{arch}.so
|
||||
EOF
|
||||
|
|
@ -1,102 +0,0 @@
|
|||
#!/bin/sh
|
||||
# Generate quake2.spec
|
||||
# $1 is version
|
||||
# $2 is release
|
||||
# $3 is arch
|
||||
# $4 is install dir (assumed to be in /var/tmp)
|
||||
cat <<EOF
|
||||
%define name quake2
|
||||
%define version ${1}
|
||||
%define release ${2}
|
||||
%define arch ${3}
|
||||
%define builddir \$RPM_BUILD_DIR/%{name}-%{version}
|
||||
Name: %{name}
|
||||
Version: %{version}
|
||||
Release: %{release}
|
||||
Vendor: id Software
|
||||
Packager: Dave "Zoid" Kirsch <zoid@idsoftware.com>
|
||||
URL: http://www.idsoftware.com/
|
||||
Source: quake2-%{version}.tar.gz
|
||||
Group: Games
|
||||
Copyright: Restricted
|
||||
Icon: quake2.gif
|
||||
BuildRoot: /var/tmp/%{name}-%{version}
|
||||
Summary: Quake2 for Linux
|
||||
|
||||
%description
|
||||
|
||||
Quake2
|
||||
|
||||
Shortly after landing on an alien surface you learn that hundreds of your men
|
||||
have been reduced to just a few. Now you must fight your way through heavily
|
||||
fortified military installations, lower the city's defenses and shut down
|
||||
the enemy's war machine. Only then will the fate of humanity be known.
|
||||
|
||||
LARGER, MISSION-BASED LEVELS
|
||||
|
||||
You have a series of complex missions, what you do in one level could affect
|
||||
another. One false move and you could alert security, flood an entire
|
||||
passageway, or worse.
|
||||
|
||||
SUPERIOR ARTIFICIAL INTELLIGENCE
|
||||
|
||||
This time the enemy has IQs the size of their appetites. The can evade your
|
||||
attack, strategically position themselves for an ambush and hunt your ass
|
||||
down.
|
||||
|
||||
IN-YOUR-FACE SOUND AND GRAPHICS
|
||||
|
||||
hear distant combat explosions and rockets whizzing past your head. And with
|
||||
a compatible 3-D graphics accelerator, experience smoother 16-bit graphics and
|
||||
real-time lighting effects.
|
||||
|
||||
WICKED MULTIPLAYER CAPABILITIES
|
||||
|
||||
More than 32 players, friends or foes, can do at it in a bloody deathmatch via
|
||||
LAN and over the internet.
|
||||
|
||||
----
|
||||
|
||||
Quake2 for Linux supports the following video subsystems:
|
||||
|
||||
- SVGALib Console Graphics (ref_soft.so)
|
||||
- Requires SVGALib 1.2.0 or later
|
||||
- X11 Window Graphics (ref_softx.so)
|
||||
- X11R5 or later, XShm shared memory extension supported
|
||||
- 3DFX fxMesa with Mesa 3-D (ref_gl.so)
|
||||
- Mesa 3-D 2.6 or later, specifically compiled for 3DFX support
|
||||
Mesa 3-D 2.6 compiled with 3DFX support is provided with this archive.
|
||||
- Generic glX (X11) based OpenGL (ref_glx.so)
|
||||
- Requires a glX based hardware accelerated OpenGL implementation.
|
||||
Mesa 3-D 2.6 supports this on 3DFX hardware.
|
||||
|
||||
Also included is a specific 3DFX mini-OpenGL implementation for running Quake2
|
||||
on 3DFX hardware.
|
||||
|
||||
For 3DFX based hardware, 3DFXs GLIDE drivers for Linux are required.
|
||||
|
||||
%install
|
||||
|
||||
%files
|
||||
|
||||
%attr(644,root,root) $4/README
|
||||
%attr(4755,root,root) $4/quake2
|
||||
%attr(755,root,root) $4/ref_soft.so
|
||||
%attr(755,root,root) $4/ref_softx.so
|
||||
%attr(755,root,root) $4/ref_gl.so
|
||||
%attr(755,root,root) $4/ref_glx.so
|
||||
%attr(755,root,root) $4/baseq2/game%{arch}.so
|
||||
%attr(755,root,root) $4/xatrix/game%{arch}.so
|
||||
%attr(755,root,root) $4/rogue/game%{arch}.so
|
||||
%attr(755,root,root) $4/ctf/game%{arch}.so
|
||||
%attr(755,root,root) /usr/lib/lib3dfxgl.so
|
||||
%attr(755,root,root) /usr/lib/libMesaGL.so.2.6
|
||||
%attr(644,root,root) /etc/quake2.conf
|
||||
|
||||
%post
|
||||
chmod 1777 $4/baseq2
|
||||
chmod 1777 $4/ctf
|
||||
chmod 1777 $4/xatrix
|
||||
chmod 1777 $4/rogue
|
||||
EOF
|
||||
|
|
@ -139,10 +139,10 @@ import android.support.v4.content.ContextCompat;
|
|||
public void create()
|
||||
{
|
||||
//This will copy the shareware version of quake2 if user doesn't have anything installed
|
||||
copy_asset("/sdcard/Quake2Quest/baseq2", "pak0.pak");
|
||||
copy_asset("/sdcard/Quake2Quest/baseq2", "config.cfg");
|
||||
copy_asset("/sdcard/Quake2Quest/baseq2", "autoexec.cfg");
|
||||
copy_asset("/sdcard/Quake2Quest", "commandline.txt");
|
||||
copy_asset("/sdcard/baseq2", "pak0.pak");
|
||||
copy_asset("/sdcard/baseq2", "config.cfg");
|
||||
copy_asset("/sdcard/baseq2", "autoexec.cfg");
|
||||
copy_asset("/sdcard/baseq2", "commandline.txt");
|
||||
|
||||
//GLES3JNILib.setCallbackObjects(null, this);
|
||||
|
||||
|
@ -150,11 +150,11 @@ import android.support.v4.content.ContextCompat;
|
|||
commandLineParams = new String("quake2");
|
||||
|
||||
//See if user is trying to use command line params
|
||||
if(new File("/sdcard/Quake2Quest/commandline.txt").exists()) // should exist!
|
||||
if(new File("/sdcard/baseq2/commandline.txt").exists()) // should exist!
|
||||
{
|
||||
BufferedReader br;
|
||||
try {
|
||||
br = new BufferedReader(new FileReader("/sdcard/Quake2Quest/commandline.txt"));
|
||||
br = new BufferedReader(new FileReader("/sdcard/baseq2/commandline.txt"));
|
||||
String s;
|
||||
StringBuilder sb=new StringBuilder(0);
|
||||
while ((s=br.readLine())!=null)
|
||||
|
|
Loading…
Reference in a new issue