yamagi-quake2 - Enhanced Quake 2 Source Port
|Download size||822.86 KB|
|Installed size||2.81 MB|
Yamagi Quake II is an enhanced client for id Software's Quake II. The main focus is an unchanged single player experience; the gameplay and graphics are unaltered. It also features: anisotropic filtering and multi-sample anti-aliasing, widescreen aspect ratio and unlimited screen size, compatibility with most mods, optional support for retexturing packs and HUD scaling.
- Add the Games repository:
# zypper addrepo http://widehat.opensuse.org/opensuse/repositories/games/openSUSE_Tumbleweed/ games
- Install yamagi-quake2 rpm package:
# zypper install yamagi-quake2
2019-02-07 - email@example.com - Update to version 7.40 * Add support for HTTP downloads. Both the r1q2 and q2pro URL schemes are supported, if a file is unavailable over HTTP the download code falls back to UDP. * Savegames can be removed through the menu by pressing 'del' on the selected savegame. * Support external entity files. * Some fixes to OGG/Vorbis music playback. The music keeps playing after s_restart and ogg_shuffle is handled correctly by the menu. * Another round of timing fixes. Average frame times are now taken into account when taking an educated guess on the next frames render time. And the display refresh rate detection no longer cripple working GPU drivers in an efford to work around bugs in older version of AMDs. * A lot of fixes to the internal memory management. The game is now much more memory efficient, this allows playing of extremly big maps without crashes. This is largly based upon work done by Denis Pauk. * New and much more detailed documentation. * Enhancements to the software renderer. Retexturing packs are now supported, general cleanup and bugfixes.
2018-10-02 - firstname.lastname@example.org - Update to version 7.30 + Removed support for SDL 1.2. + Removed static dependencies to libogg, libvorbis and libz. + Fixed several bugs regarding render- and fullscreen switch. + A lot of fixes and improvements to the software renderer. It's now able to render the whole game without artifacts and much faster than before.
2018-07-14 - email@example.com - Update to version 7.21 + Fix some render glitches in the software renderer. (by Denis Pauk) + Render the weapon independent of the current field of view, otherwise the weapon distorts with very high FOV settings. The weapons FOV can be set through r_gunfov, it defaults to 90. + Rework the OGG/Vorbis backend. This fixes several annoying bugs, and adds support for alternative track <=> file mappings. Use this to implement support for the audio tracks supplied by the GOG.com version of Quake II.
2018-03-11 - firstname.lastname@example.org - Update to version 7.20 + Add the soft renderer back. This feature is considered experimental. The porting of the old soft renderer code to SDL and it's cleanup were done by Denis Pauk. + Rename several cvars to be consistent across different renderers. The configuration file will be converted at the first start, when an old cvar name is used a message is printed. + Make the client unicode compatible. Yamagi Quake II can now be installed into pathes with unicode characters in it. On Windows the user name of the current account may contain unicode characters. As a side effect the game can run on ReFS volumes. While '+set basedir' is still supported, the unicode compatible '-datadir' should be used. + Another round of timing fixes. The game is now capable of holding the requestes or vsync framerate even on slow machines and with problematic GL drivers. + Fix server side mod handling, their configs are now saved to the correct directories and the configs are reexeced at mod startup.
2017-12-10 - email@example.com - Update to version 7.10 + Joystick support including haptic feedback. This fantastic work was done by Denis Pauk. The dirty work is done by SDL, how good or bad a joystick or gamepad is supported depends on SDLs support for it. + Fix the old SDL sound backend, s_openal set to 0 is working again. + Fix possible Vorbis buffer underruns if too many sound samples are in flight. This occured only in large multi player games with at least 6 custom models. + Fix a possible crash on Windows if MSAA was set to a value not supported by the driver. + It's now possible to play through the whole game on a Raspberry PI and other ARM boards. Please note that the RPIs hardware is really limited. Only the OpenGL 1.4 renderer is supported and the framerate is highly dependend on the screen resolution.
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