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vkquake-1.34.1-1.1 RPM for armv7hl

From OpenSuSE Ports Tumbleweed for armv7hl

Name: vkquake Distribution: openSUSE Tumbleweed
Version: 1.34.1 Vendor: openSUSE
Release: 1.1 Build date: Fri Apr 3 10:44:03 2026
Group: Amusements/Games/3D/Shoot Build host: reproducible
Size: 1949034 Source RPM: vkquake-1.34.1-1.1.src.rpm
Packager: http://bugs.opensuse.org
Url: https://github.com/Novum/vkQuake
Summary: Quake 1 port using Vulkan instead of OpenGL for rendering
vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows.
Game data must be placed in ~/.vkquake/id1 .

Provides

Requires

License

GPL-2.0-or-later

Changelog

* Fri Apr 03 2026 Martin Hauke <mardnh@gmx.de>
  - Update to version 1.34.0
    * This is a fix release for a blocking bug where AMD RT-capable
      cards were unable to start the game at all.
* Fri Mar 27 2026 Martin Hauke <mardnh@gmx.de>
  - Update to version 1.34.0
    Improvements:
    * Better dynamic shadow quality & dynamic enemy shadows : RT
      shadows are now also projected from animated models, not just
      level geometry.
    * Animated wind cubmap skies (from Ironwail).
    * Modern HUD inspired by Ironwail.
    * Added Error Reporting enhancements for problems triggering
      either assert failures, Host_Error or Sys_Error.
    Fixes:
    * Enable anisotropic filtering for warp textures.
    * Fix crash on launch reading out of bounds when loading some
      WAV files (from QS).
    * Reset r_skyfog between maps.
    * Fixed usage of gl_picmip high values.
    * Stricter heuristics for non-map BSP (from Ironwail).
    * Fix svc_clientdata weapon byte potentially not being written
      (from QS).
    * Do not apply priority-based image loading on sky textures.
    * COM_FindFile only output warnings with developer > 1.
    * Search extension from the end of map name ( from QS).
    * Fix savegame corruption in 1.33.1 (or so we hope !).
    * Push MAX_MODELS overflow warning to new QS limit = 4096.
* Tue Jan 06 2026 Martin Hauke <mardnh@gmx.de>
  - Update to version 1.33.1
    Fixes:
    * MD3 skinfile did not matched surface names properly.
    * MD3/MD5 multiple skins were broken.
    * Make View model rendered last (before UI) all the time.
    * Some FTE extensions fixes.
* Sun Dec 14 2025 Martin Hauke <mardnh@gmx.de>
  - Update to version 1.33.0
    Fixes
    * Allow centerprint to be larger than 40 chars (from Ironwail).
    * Remove usage of spirv-remap.
    * Try to load texture from bsp when external Wad load.
    Changes / New features :
    * MD3 model support. Supported features includes skins,
      multi-surfaces, RGBA textures and so on, with the exception of
      the Quake 3 Shader system.
    * Remove 32bit support
    * Many more internal refactorings and cleanups
  - Drop patch:
    * sprirv-remap.patch (not longer needed)
* Mon Oct 27 2025 Michael Pujos <pujos.michael@gmail.com>
  - added sprirv-remap.patch to fix compilation failing since glslang 16.0.0
* Sun Jun 22 2025 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.32.3.1
    * Fixes:
    - revert sezero/quakespasm#124 causing crashes
  - Update to version 1.32.3
    * Fixes:
    - sezero/quakespasm#124 : Physics/Lerp/Timing Bug Introduced in 0.85.5
    - #792 : Detach worker threads
    - #794 : Split update_lightmap shaders in two groups. Fixes rendering
      issues on RasberryPi
    - #795 : Crash in Image_LoadImage attempting to load skyboxes
      Fixes the loading crash of Boss Faction
    * Improvements:
    - Added command line option : -pinnedworkers worker0, worker1, ...
      to limit and pin the worker threads on particular cores.
      Useful to get a nice a boost on P-Core / E-core architectures, when
      limiting to E-cores AND pinning give interesting boost, because
      apparently Win11 at least can't help migrating them all the time
      everywhere.
      Examples :
    - -pinnedworkers 2,8,10,4,11 instantiates 5 workers, pinned on cores
      2,8,10,4,11 respectively.
    - On a i5-13500 made of 6x2 P-Cores (core 0-11) + 8 E-cores (cores 12-20)
      the best perf in Windows 11 is indeed
    - pinnedworkers 0,1,2,3,4,5,6,7,8,9,10 (leaving 1 free P-Core)
    - General performance improvements for many-cores, probably only visible
      on the few behemoth levels we all know of
    - Other many-core performance improvements oriented to ARM targets
      (Apple Sillicon, RasberryPi)
    - Code cleanups
    - Library updates, thanks to @sezero as usual
* Thu May 01 2025 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.32.2
    * Fixes:
    - #767 : Deactivate transparent surface optimization (r_drawwater_fast 0)
      in order to fix non-water (lava, slime...etc.) transparency issues
      on particular levels. This has no apparent performance impact so
      r_drawwater_fast 0 is the default until a better solution arises
    - #785: Dot crosshair enables player footstep sounds in Scourge of Armagon
    - #787 : Added sv_fte_recursivehullckeck (default 1) to allow deactivation
      of FTE physics optimizations, for some levels with bad item placement
      (stuck in walls, falling through surfaces...etc)
    * Improvements:
    - #777 : MDL external skins support. (from QSS)
    - This change brings vkQuake roughly at the level of QSS w.r.t external
      textures support for BSP levels, BSP models, MDL & MD5 models
      Other minor external textures support adjustments
    - #784 : added DP_SV_NODRAWTOCLIENT and DP_SV_DRAWONLYTOCLIENT extensions. (from QSS)
    - Added more Crosshair choices
    - Added labels to Sliders (from QS). Added a Max FPS slider in particular
      with a more natural scale
    - Code cleanups
    - Library updates
* Wed Mar 05 2025 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.32.1
    * Fixes:
    - #772: Performance regression when host_maxfps > 72 visible on
      especially large levels (you know what they are)
    - #764: Align modern hud closer to the remaster and render keys for
      hipnotic as well
    - #779: Erroneous assertion triggered
    * Improvements:
    - Boost fps on especially large levels by enabling sv_fastpushmove 1
      by default. Can be disabled (0) at any time if something goes wrong
    - #765: Standalone MD5 support. Mods can now use MD5 in QuakeC explicitly
      as *.md5mesh the same way *.mdl was used before. The 2 types of models
      can be mixed in the same progs.dat of course
    - Code cleanups
    - Library updates
* Sun Jan 12 2025 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.32.0
    * Fixes:
    - #755: A VERY important, long-standing bug in the GPU Memory
      allocator fixed by @Novum, that could create all kinds of
      graphics corruption and even random crashes
    - #747: Fix Vulkan crashes when taking screenshots
    - #752, #761: MD5 models now manage 32bit textures correctly
      for both skins and fullbrights
    * Improvements:
    - #753: Add external WAD, WAD3, and Half-life format support.
      This great addition was brought by @Toodles2You, many thanks.
      This feature was also added to Quakespasm !
    - Removed most of the size limits for models, the one remaining
      is a 32K limit on model vertices. (from Ironwail)
    - Code cleanups
    - Library updates
* Fri Nov 08 2024 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.31.3
    * Improvements:
    - Library updates : vkQuake is now using mpg123 by default instead
      of mad for mp3 support
    * Fixes:
    - #740: Fix broken saves in Mjolnir
    - #718: Fix MD5 models to support multi-meshes. Quake Remaster models
      were fine because mono-mesh, but other addons exist bringing multi-mesh
      MD5 models
    - Some smaller fixes here and there.
* Wed Oct 02 2024 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.31.2
    * Improvements
    - Added proper nomonsters 1 option : Don't spawn monsters when starting a map
    - Add ability to bind function keys (F1-F12) in Key Bindings menu
    - Key Bindings now able to remap the usual Quake shortcuts bounded to
      function keys before
    - Allow any supported music type to play
    - Library updates
    - Code cleanups
    * Fixes
    - #734: Fix a potentially game-breaking bug, manifesting itself as
      frozen entities, or even game events not triggered at all
    - Vulkan fixes by @Novum
    - Remove "CDAudio disabled at compile time" message
    - Some smaller fixes here and there
* Fri Aug 02 2024 Michael Pujos <pujos.michael@gmail.com>
  - Update to version 1.31.1.1
    * Improvements
    - Removed option Game > Load last save = fast, replaced by the addition
      of Game > Fast loading = on/off applicable to all loading actions:
      With Fast loading = on, loading the same level over and over become
      almost instantaneous, even for monster levels, like The Immortal Lock
    - Library updates
    - Code cleanups
    * Fixes
    - Various Linux build fixes (makefile)
    - Moving Elevators hurting player and monsters, with fixes by @andrei-drexler
      (sv_gamefix_elevators CVAR) and others
    - Remove Sky_ClipPoly: MAX_CLIP_VERTS hardcoded limit
    - Sound resample compute can overflow with very big sounds
    - Host_error: ed_alloc: no free edicts due to edicts "leak", showing up on big levels in particular
* Sat Jun 22 2024 Michael Pujos <pujos.michael@gmail.com>
  - updated build to use meson rather than plain Makefiles
  - removed fix_maybe-uninitialized_error.patch not needed anymore
  - Update to version 1.31.0
    * Improvements
    - Support r_skyalpha
    - Added Support for JPEG and PNG texture format
    - Support demos larger than 2 GiB
    - Many performance optimizations by @andrei-drexler from Ironwail
    - Increased internal limits on the number of models, triangles,
      sounds...etc. for the most demanding mods
    - We can now play Slayers Testaments.
    - Increase chase cam target trace distance for large open maps
    - Add set and seta commands
    - Add 2+3 arg forms of the toggle command
    - Backport angled sprites code from FTEQW
    - Tweak scr_viewsize 130 (hide pause, momentarily show notices)
    - Multithreading performance improvements by @Novum and @temx
    - Library updates
    - Code cleanups
    * Fixes
    - Clear button status on map load to prevent stray fires/jumps
    - Fix Dutch angle VP_PARALLEL_UPRIGHT sprites
    - Fix potential buffer overflow in COM_Parse
    - Fix potential buffer overflow in Mod_LoadAliasFrame
    - Fix potential infinite loop in S_PaintChannels
    - Work around some collision issues by @Macil
    - Give the cvars generated from float+vector autocvars prettier
      default/initial values
    - Fix viewmodel interpolation with >10Hz animations
    - Remove annoying '... is unbound, hit F4 to set' message
    - Fix 'S_FindName: out of sfx_t' errors when switching Mods / maps
* Sun May 19 2024 Carsten Ziepke <kieltux@gmail.com>
  - Fix building for openSUSE Leap, use gcc11
* Fri May 05 2023 Jaime Marquínez Ferrándiz <jaime.marquinez.ferrandiz@fastmail.net>
  - Add fix_maybe-uninitialized_error.patch
* Sat Mar 18 2023 Martin Hauke <mardnh@gmx.de>
  - Update to version 1.30.1
    * Add a workaround for AMD driver bug causing corrupted sky and
      a minor Vulkan correctness fix.
* Tue Mar 14 2023 Michael Pujos <pujos.michael@gmail.com>
  - removed patch fix-aarch64-build.patch, not needed anymore
  - requires vulkan-devel >= 1.2.162
  - Update to version 1.30.0
    * Support for remastered models (Needs data from remastered Quake)
    * Support for dynamic lightmap shadows (requires an RT capable GPU)
    * Reworked all option menus
    * Support for modern HUD style
    * Transparency sorting (thanks @temx)
    * Dynamic lights are now computed in world instead of texel space for more consistent light sizes
    * New GPU memory allocator
    * Improved level load times

Files

/usr/bin/vkquake
/usr/share/appdata/vkquake.appdata.xml
/usr/share/applications/vkquake.desktop
/usr/share/doc/packages/vkquake
/usr/share/doc/packages/vkquake/fitzquake080.txt
/usr/share/doc/packages/vkquake/fitzquake080sdl.txt
/usr/share/doc/packages/vkquake/fitzquake085.txt
/usr/share/doc/packages/vkquake/readme.md
/usr/share/licenses/vkquake
/usr/share/licenses/vkquake/LICENSE.txt
/usr/share/pixmaps/vkquake.png


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Fabrice Bellet, Mon Apr 27 23:15:04 2026