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File dhewm3.changes of Package dhewm3
------------------------------------------------------------------- Sat Aug 3 17:49:33 UTC 2024 - Martin Hauke <mardnh@gmx.de> - Update to version 1.5.4 * dhewm3-mods now contains game libs for several new mods: * Blood Mod v1.5 * Perfected Doom3 (ROE) v7 * Sikkmod v1.2 and Sikkmod RoE v1.1 * A brand new settings menu that uses Dear ImGui. * "Soft" Particles (that don't "cut" into geometry but fade smoothly), based on code from The Dark Mod 2.04. * r_enableDepthCapture: Enable capturing depth buffer to texture, needed for the soft particles. * Replaced dependency on (external) zlib with integrated miniz. * HighDPI/Retina support. * Allow inverted mouse look (horizontally, vertically or both) with m_invertLook. * CVar to allow always run in single player (still drains stamina though!): in_allowAlwaysRunInSP. * VSync can be enabled/disabled on the fly, without restarting the renderer (still with r_swapInterval or in the menu, of course; needs SDL2). * Allow enabling/disabling HRTF with s_alHRTF. * s_alOutputLimiter: Configure OpenAL's output-limiter which temporarily reduces the overall volume when too many too loud sounds play at once, to avoid issues like clipping. * s_scaleDownAndClamp: Clamp and reduce volume of all sound to prevent clipping or temporary downscaling by OpenAL's output limiter. * If r_windowResizable is set, the dhewm3 window (when in windowed mode..) can be freely resized. * Fixed screenshots when using native Wayland (SDL_VIDEODRIVER=wayland). * If you enter the map command in the console, without any arguments, the current map name is printed. * Support OpenGL debug contexts and messages. (GL_ARB_debug_output). Can be enabled with r_glDebugContext 1. * Changing that CVar requires a vid_restart (or set it as startup argument). - Remove Patch: * dhewm3-fix-desktop-files.patch (fixed upstream) ------------------------------------------------------------------- Fri Mar 29 11:10:26 UTC 2024 - Martin Hauke <mardnh@gmx.de> - Update to version 1.5.3 * Support for gamepads. See Configuration.md for more information. * Support different file formats for screenshots by setting the r_screenshotFormat CVar (0 = TGA, still the default, 1 = BMP, 2 = PNG, 3 = JPG). r_screenshotJpgQuality and r_screenshotPngCompression allow configuring how JPG/PNG are compressed. * Fixed problems with lights after loading a savegame. * Fix volume of some weapon sounds, like chaingun being too quit. * Fix MD3 model support * Several new CMake options: + To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer + Hardlink the game code into the executable (instead of using game DLLs, only supports base or d3xp then; needed for Undefined Behavior Sanitizer) + Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja) * Fix several compiler warnings * Updated stb_image and stb_vorbis * Updated minizip (from zlib/contrib) to latest upstream code * Added in_namePressed CVar to print currently pressed key/button (useful for binding keys in the console or configs). - Add patch * dhewm3-fix-desktop-files.patch - Packages desktop files - Adjust URL ------------------------------------------------------------------- Wed Jun 15 16:42:19 UTC 2022 - Mia Herkt <mia@0x0.st> - Update to 1.5.2: * Gamma and Brightness are now applied in the shaders instead of by setting hardware gamma. Can be disabled (so hardware gamma is used again) with `r_gammaInShaders 0` * Cycle through multiple Quicksave slots instead of immediately overwriting the last Quicksave. The `com_numQuicksaves` CVar allows setting the number of QuickSaves (gh#dhewm/dhewm3#392) * Make r_locksurfaces work It doesn't do exactly what its description and name suggests: it renders everything that is *currently* visible from the position/view the player had when setting `r_locksurfaces 1`. Originally it was supposed to render exactly the surfaces that *were* visible then, but I couldn't get that to work. This is pretty similar, but there may be differences with opened doors and such. (gh#dhewm/dhewm3#357) * Keyboard input improvements (mostly SDL2-only): - Support (hopefully) all keyboard keys on all kinds of keyboard layouts by using scancodes for otherwise unknown keys - Support typing in non-ASCII characters, if supported by Doom3 (it supports ISO-8859-1) - Support the clipboard also on non-Windows platforms You can paste text from the clipboard into the console or other edit fields with `Shift+Insert` - Explicit support for Right Ctrl, Alt and Shift keys (can be bound to different actions than their left counterparts) - Added `in_grabKeyboard` CVar to make sure dhewm3 gets *all* keyboard input Prevents the Windows-key or Alt-Tab or whatever from taking focus from the game - Added `in_ignoreConsoleKey` - if set to `1`, the console is only opened with Shift+Esc, and the "console key" (that key between Esc, 1 and Tab) can be freely bound to an action (and its char can be typed in the console without closing it). - Added (SDL2-only) "auto" option for `in_kbd`: When not disabling the console key, dhewm3 will try to automatically detect it if `in_kbd` is set to "auto" (now default) * Reworked mouse-input and -grabbing code, using absolute mouse mode in fullscreen GUIs (except for the PDA, because it's implemented weirdly). This made releasing the mouse in the main menu possible, as now the ingame cursor is at the same position as the system cursor. * `s_alReverbGain` CVar to reduce EFX reverb effect intensity (gh#dhewm/dhewm3#365) * Pause (looped) sounds when entering menu (gh#dhewm/dhewm3#330) * Fixes for looped sounds (gh#dhewm/dhewm3#390) * Replace libjpeg with stb_image and libogg/libvorbis(file) with stb_vorbis - Now the only required external dependencies should be OpenAL, SDL, zlib and optionally libCURL (and of course the C and C++ runtimes) * (Optionally) use libbacktrace on non-Windows platforms for more useful backtraces in case of crashes (usually linked statically) * Fixed endless loop (game locking up at startup) if graphics settings couldn't be applied (gh#dhewm/dhewm3#386) * Fixed some warnings and uninitialized variables * Work around dmap bug caused by GCC using FMA "optimizations" (gh#dhewm/dhewm3#147) * Prevent dhewm3 from being run as root on Unix-like systems to improve security * Replaced most usages of `strncpy()` with something safer to prevent buffer overflows (remaining cases should be safe). * Console output is now logged to `dhewm3log.txt` (last log is renamed to `dhewm3log-old.txt`) - On Windows it's in `My Documents/My Games/dhewm3/` - On Mac it's in `$HOME/Library/Application Support/dhewm3/` - On other Unix-like systems like Linux it's in `$XDG_DATA_HOME/dhewm3/` (usually `$HOME/.local/share/dhewm3/`) * Improved compatibility with Wayland (gh#dhewm/dhewm3#426) * Work around assertion in AlphaLabs4 due to "ride_of_death" yeeting the dead "monster_zsec_shotgun_12" into the void (gh#dhewm/dhewm3#409) * Support loading some mods known to need `fs_game_base d3xp` via Mods menu (currently, *The Lost Mission* and *LibreCoop d3xp* are supported) * Disable assertion in idSampleDecoderLocal::DecodeOGG() that triggered when starting a new Classic Doom3 game (gh#dhewm/dhewm3#461) ------------------------------------------------------------------- Sun Mar 14 10:09:33 UTC 2021 - Martin Hauke <mardnh@gmx.de> - Update to 1.5.1: * Update savegame format. Old savegames still work, but new savegames can't be loaded with older versions of dhewm3! * dhewm3 now supports the Doom3 Demo gamedata. * 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. * Several sound-related bugfixes. * Restore "Carmack's Reverse" Z-Fail stencil shadows; use glStencilOpSeparate() if available. * New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled. * Fix lingering messages in HUD after loading savegame. * Fixed clipping bug in delta1. * Improve compatibility with some custom scripts. * Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu. * Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD. * Proper handling of paths with dots in directory names. * 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. - Remove patch * 0001-Remove-use-of-date-time-macros.patch (fixed by upstream) ------------------------------------------------------------------- Thu Oct 17 17:29:10 UTC 2019 - Richard Brown <rbrown@suse.com> - Remove obsolete Groups tag (fate#326485) ------------------------------------------------------------------- Sat Feb 23 02:22:12 UTC 2019 - Martin Herkt <9+suse@cirno.systems> - Update to 1.5.0 (no changelog) - Drop 0002-Lower-release-build-optimizations-to-O2.patch ------------------------------------------------------------------- Tue Jul 3 17:32:37 UTC 2018 - 9+suse@cirno.systems - Use %license macro - Add 0002-Lower-release-build-optimizations-to-O2.patch * Fixes some undefined behavior caused by higher optimization levels. Picked from git master. ------------------------------------------------------------------- Wed Jun 28 05:49:14 UTC 2017 - jengelh@inai.de - Trim redundant mentions from summary and description. ------------------------------------------------------------------- Sat Jun 24 01:00:13 UTC 2017 - 9@cirno.systems - Initial commit, 1.4.1 * Fixed some (kinda rare) crashes due to assertion errors, especially observed in the last boss fights of both doom3 and the Resurrection of Evil Addon. * Improved compatibility with AZERTY keyboards (the row of keys with 1...9, 0 is now usable) * Fixed a crash (at least on FreeBSD) when loading Resurrection of Evil's last level * Video resolutions in menu now sorted, added 2880x1800 * Support for up to 8 mouse buttons
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