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 +