3
0
Fork 0
forked from mirrors/nixpkgs
Commit graph

14 commits

Author SHA1 Message Date
Eelco Dolstra 7219a09001 * ioquake: updated to 1.34rc3.
* rss-glx: fixed the build.
* Removed the OpenGL wrapper stuff, it's no longer needed (thanks to
  the RUNPATH you just need to put the appropriate libGL.so in the
  LD_LIBRARY_PATH). 

svn path=/nixpkgs/trunk/; revision=12093
2008-06-14 20:55:48 +00:00
Eelco Dolstra ec882e97d5 * Use a non-corrupt copy of linuxq3apoint-1.31.x86.run.
* Make the baseq3 files a fixed-output derivation, so that if
  (say) stdenv changes, it doesn't have to be rebuilt.  This
  is nice because the baseq3 directory is pretty big.

svn path=/nixpkgs/trunk/; revision=8781
2007-05-27 14:57:59 +00:00
Eelco Dolstra cee7711f32 * Fixed the Q3A URLs.
svn path=/nixpkgs/trunk/; revision=8778
2007-05-27 10:36:02 +00:00
Eelco Dolstra bbe62e266b * Remove references to dontMakeInstall.
svn path=/nixpkgs/trunk/; revision=7500
2006-12-27 18:24:26 +00:00
Eelco Dolstra 6006d61835 * Added a bunch of descriptions.
svn path=/nixpkgs/trunk/; revision=6705
2006-10-11 16:45:55 +00:00
Eelco Dolstra 9f898a586b * Copy even more files (in particular from losser.st-lab.cs.uu.nl,
can't assume that it will live forever).

svn path=/nixpkgs/trunk/; revision=4624
2006-01-30 16:11:00 +00:00
Eelco Dolstra 3389f4bc36 * Copy lots of files to nix.cs.uu.nl.
svn path=/nixpkgs/trunk/; revision=4623
2006-01-30 16:04:03 +00:00
Eelco Dolstra 3ba77c1b40 * Get the Unreal Tournament 2004 demo to work with the new scheme for
handling OpenGL.

svn path=/nixpkgs/trunk/; revision=4616
2006-01-30 11:44:39 +00:00
Eelco Dolstra 7f74c406c4 * In Quake 3, by default use Mesa as the OpenGL implementation. But
allow the OpenGL implementation to be overriden through the
  OPENGL_DRIVER environment variable.  If it is not set, we use the
  implementation installed in the profile
  /nix/var/nix/profiles/opengl, allowing easy late binding by the
  user, e.g.,

    $ nix-env -p /nix/var/nix/profiles/opengl -i nvidia-sys-opengl

  might install the NVidia OpenGL implementation.

  The code that does this is not specific to Quake 3: it has been
  factored out into build-support/opengl/mesa-switch.sh.  Presumably
  any application that requires hardware-accelerated OpenGL needs it.

* Add the Quake 3 demo to the cache.

svn path=/nixpkgs/trunk/; revision=4612
2006-01-28 00:41:16 +00:00
Eelco Dolstra 3263d078dd * Get the Quake 3 demo data to work with the open source Quake 3.
quake3/demo takes care of downloading and patching the required PAK
  files.  quake3/wrapper calls the Quake binary with a synthesised
  directory of symlinks to activated PAK files.  This should make it
  easy to plug in the commercial PAKs, or third-party mods.

svn path=/nixpkgs/trunk/; revision=4611
2006-01-27 23:51:36 +00:00
Eelco Dolstra 6557c84b19 * Fix the fix.
svn path=/nixpkgs/trunk/; revision=4601
2006-01-26 18:53:45 +00:00
Armijn Hemel 691e719ef0 fix the Nix expression, so it evaluates correctly...
svn path=/nixpkgs/trunk/; revision=4599
2006-01-26 18:50:25 +00:00
Eelco Dolstra d24417654c * Put a tarball of the Quake 3 sources somewhere.
svn path=/nixpkgs/trunk/; revision=4596
2006-01-26 15:31:37 +00:00
Eelco Dolstra 059858741c * Added basic Quake 3. Some wrapper stuff is still needed to get it
to work "out of the box" with hardware acceleration and either the
  shareware or full PAK files.  But with some hackery, I have gotten
  it to work with both Mesa software rendering and NVidia hardware
  rendering.

svn path=/nixpkgs/trunk/; revision=4595
2006-01-26 14:43:05 +00:00