Commit graph

17 commits

Author SHA1 Message Date
tnn
02c2b5dd43 g*/*: revbump(1) for libsndfile 2022-03-28 10:44:05 +00:00
adam
b6d9bd86bc revbump for icu and libffi 2021-12-08 16:01:42 +00:00
nia
e3451cd85e games: Replace RMD160 checksums with BLAKE2s checksums
All checksums have been double-checked against existing RMD160 and
SHA512 hashes
2021-10-26 10:43:43 +00:00
nia
9cd4d06302 games: Remove SHA1 hashes for distfiles 2021-10-07 14:07:10 +00:00
adam
5e7c36d9d2 revbump for boost-libs 2021-09-29 19:00:02 +00:00
nia
01e05d4ecf Recursive revbump for audio/jack 2021-09-08 21:04:53 +00:00
adam
da0a125726 revbump for boost-libs 2021-04-21 13:24:06 +00:00
nia
3bf0193e0b dhewm3: Update to 1.5.1
Update savegame format (see #303 and #344)
        old savegames still work, but new savegames can't be loaded with older versions of dhewm3!
    Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
    dhewm3 now supports the Doom3 Demo gamedata
        See below for installation instructions
        This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
    Create the game window on the display the cursor is currently on (when using more than one display)
    Added r_fullscreenDesktop CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
    Fullscreen modes that are not at the current desktop resolution should work better now
        including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
    Several sound-related bugfixes:
        Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
        Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
        Looping .wav sounds with leadin now work (#291)
        The game still works if no sound devices are available at all (#292)
        Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
    Restore "Carmack's Reverse" Z-Fail stencil shadows; use glStencilOpSeparate() if available
        That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
        This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
        Based on Code by Leith Bade and Pat Raynor.
        The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
    New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
    (On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
    Fix lingering messages in HUD after loading savegame
        Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
    Fixed clipping bug in delta1 (see #328)
    Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
    Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
    Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
    Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
    Proper handling of paths with dots in directory names (#299, #301)
        Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
        Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
    idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so if one of the paths, like fs_cdpath, was empty)
    Don't use translation in Autosave filenames (see #305)
        In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
2021-03-19 09:43:15 +00:00
leot
b13a568190 *: revbump for libsndfile 2020-08-18 17:57:24 +00:00
adam
d62c903eea revbump after updating security/nettle 2020-05-22 10:55:42 +00:00
adam
7d4b705c63 revbump after boost update 2020-05-06 14:04:05 +00:00
wiz
f669fda471 *: recursive bump for libffi 2020-03-08 16:47:24 +00:00
jmcneill
de683cfd5e Replace alloca patches with USE_LANGUAGES=gnu++11, suggested by joerg 2020-01-26 00:21:16 +00:00
jmcneill
ce85b96d3e Use __builtin_alloca instead of alloca. Fixes build w/ gcc8. 2020-01-25 14:38:51 +00:00
jperkin
26c1bffc9f *: Recursive revision bump for openssl 1.1.1. 2020-01-18 21:48:19 +00:00
ryoon
eedd1e806f *: Recursive revbump from devel/boost-libs 2020-01-12 20:19:52 +00:00
nia
0ac1e48eeb games: Add dhewm3.
dhewm 3 is a Doom 3 GPL source port. The goal of dhewm 3 is bring DOOM 3
with the help of SDL to all suitable platforms.

Compared to the original version of Doom 3, dhewm3 has many bugfixes, supports
EAX-like sound effects on all operating systems and hardware (via OpenAL
Softs EFX support), has much better support for widescreen resolutions and
has 64-bit support.

Note that while the Doom 3 source code has been released under GPL, you
still need to legally own the game and provide dhewm3 the game data to play.
2019-12-14 19:16:39 +00:00