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| Name: yamagi-quake2 | Distribution: openSUSE Tumbleweed |
| Version: 8.70 | Vendor: openSUSE |
| Release: 2.3 | Build date: Sun May 17 13:57:06 2026 |
| Group: Amusements/Games/3D/Shoot | Build host: reproducible |
| Size: 2402100 | Source RPM: yamagi-quake2-8.70-2.3.src.rpm |
| Packager: https://bugs.opensuse.org | |
| Url: https://www.yamagi.org/quake2/ | |
| Summary: Enhanced Quake 2 Source Port | |
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.
GPL-2.0-only
* Sun May 17 2026 Carsten Ziepke <kieltux@gmail.com>
- Use SDL3 also for Leap 16, SDL3 is now default SDL version
* Fri May 15 2026 Martin Hauke <mardnh@gmx.de>
- Update to version 8.70
* The default SDL version is now 3.0. SDL 2.0 is still supported
as an optional build flag. There are no plans to remove SDL 2.0
support in the foreseeable future, however new features may not
be implemented for it.
* The map list maps.lst is now searched in all folders.
* 'centerview' was improved to operate more like under Quake I.
Instead of snapping back to center immediately, the view now
returns to the center in a progressive way. The old behavior
can be restored by setting 'cl_centertime 0'.
* Several improvements to the build system, most notably separate
dirs for debug and release builds.
* Optional support for XDG directories on unixoid platform. If no
~/.yq2/ directory exists, gamedata, savegames, etc are written
to $XDG_DATA_HOME/YamagiQ2.
* Most errors regarding sound playback are no longer fatal. The
client will survive most broken sound entities sent by the
server.
* Make the entity limit less restrictive. The client and server
now support up to 32768 entities. Due to limitations of the
network protocol only the entities 4096 and lower can play
sounds. The 'maxentities' cvar needs to be increased to make
use of the raised entity limit in single player or when hosting
a server.
* More load time optimizations were implemented, making level
loading times even shorter in single-player mode.
In multi-player mode basic load time optimizations are now
enabled by default, yielding a huge improvement in loading
times.
* Several improvements to the controller / gamepad support.
Rework the gamepad menu, slight reform of Flick Sticks,
dampened rumble when using gyro and the gamepad used by the
game can be selected with the 'in_initjoy' cvar.
* The crosshair color can now be configured. Predefined colors
can be selected through the options menu, arbitrary colors
can be configured with the 'crosshair_color_r',
'crosshair_color_g' and 'crosshair_color_b' cvars.
* Fix lerping with lasers. This makes moving lasers much
smoother.
* More mapfixes for cool1.
* Solve long standing problems with OpenAL HRTF caused by
occlusion.
* Huge stability and robustness improvements to the savegame
system.
* The 'pause on focus loss' menu option was removed to free up
one menu slot. The setting is still available as the
'vid_pauseonfocuslost' cvar.
* The server can now handle configstring index overflows.
Overflows are no longer fatal instead warnings are printed to
the console.
* A lot of smaller bug fixes, code cleanups and robustness
improvements.
* Sun Sep 14 2025 Martin Hauke <mardnh@gmx.de>
- Update to version 8.60
* Vastly improved level loading times in single-player. Set
sv_optimize_mp_loadtime to 7 to enable in multiplayer.
* Sort the resolution list in the video menu.
* Update the entity files with more map fixes for hangar1,
jail2, jail4, mine1 and mine2.
* Fix loop sound of BSP models always playing at origin.
See cvar s_bsp_soundpos for more info and options.
* Fix the `soundlist` command.
* Make frustrums znear value configureable through the
`gl_znear` cvar. Setting it to values less than the default
`4` may fix problems with weapon models getting clipped by
the player view, at risk of heavy glitches.
* Failed SFX allocations are no longer a fatal error.
- Clean temporary entities on renderer restart. Fixes possible
crashes when restarting or changing the renderer.
* Implement gamma correction for the OpenGL 1.4 renderer build
against SDL 3.
* Implement minimum light level for the OpenGL 1.4 renderer.
Can be used to illuminate dark scenes.
* Vastly improved gyro support. (by ceski)
* Improve labeling of gamepad buttons when build against SDL3.
protocultor)
* Fix glitches in the Software renderer when build against SDL3.
* Improved feeling and customization of analog sticks on gamepad.
* Fixed GL1 multitexturing in surfaces using multiple light
styles.
* Fix plasma beam rendering incorrectly with left / center handed
weapon.
* Fix monsters acting confused while following combat points.
* Sat May 17 2025 Martin Hauke <mardnh@gmx.de>
- Update to versino 8.51
* Fix savegame and mod incompatibilities when Yamagi Quake II is
complied in C23 mode. With this fix applied savegames written
by unfixed binaries will crash the client. It is advised to
complete the current run before upgrading. The official Windows
binaries were not affected by this problem. Other platforms
mostly if they build the binaries with GCC 15 which enables
C23 mode by default.
* Fix memory leaks in the mod selection menu.
* General code cleanup around `bool` handling.
* Mon Apr 21 2025 Carsten Ziepke <kieltux@gmail.com>
- Add BuildRequires pkgconfig(gl), fixes building for Leap
* Wed Apr 02 2025 Martin Hauke <mardnh@gmx.de>
- Update to version 8.50
* Consistent bindings between multiple gamepad types.
* Improved menu navigation with gamepads.
* The SDL 3 code now supports the stable SDL 3 API. Several bugs
with SDL 3 were fixed.
* Water warp effect for the OpenGL 1.4 renderer.
* Add a sound backend selector to the menu.
* Fix several problems with HTTP downloads.
* Better navigation in input fields in the menu. Support left and
right navigation, add support for the ctrl-l,c,x,v shortcuts.
* Performance optimizations for the OpenGL 1.4 renderer,
especially on embedded and mobile GPUs. Includes an alternative
GL ES 1.0 renderer.
* Several fixes to gl1_stereo.
* Fix the SDL2 sound backend not working with modern backends.
* Make the Windows key bindable.
* Support true randomness when shuffling audio tracks.
* Fix leaking temporary spawnflags into entities spawned
mid-level.
* Support the unofficial GL4 renderer lib in the video menu.
* Clipboard support for the console and better navigation in the
console line editor.
* Support player models inside pak files in the menu.
* Support 24 bit PCX files.
* Check if an entity file matches the current map before loading
it. This fixes problems with loading entity files from Quake II
against Quake II Remaster maps and the other way round.
- Build with support for SDL3 on TW
* Sun Jan 26 2025 Martin Hauke <mardnh@gmx.de>
- Update to version 8.41
* Fix an endless loop in the OpenGL 1.4 renderer crashing the
game and blocking further progress under some circumstances.
* Don't force a platform dependend, hard coded SDL audio driver,
let SDL choose the driver instead. This may fix the SDL audio
backend on some platforms. The driver can still be overridden
by setting `s_sdldriver` to something else than `auto`.
Under Windows `s_sdldriver` defaults `directsound` because
`auto` may choose an incompatible driver.
* Sat Jul 27 2024 Martin Hauke <mardnh@gmx.de>
- Update to version 8.40
* Implement `g_quick_weap`. If set to 1, both weapprev and
weapnext commands will count how many times they have been
called, making possible to skip weapons by quickly tapping one
of these keys.
* Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4.
* Sort player skins case insensitive.
* Implement `cl_showspeed` to show the current player speed.
* Add texture filtering options to the video menu.
* Implement `cl_laseralpha` to control how transparent laser
beams are.
* Experimental support for SDL 3. Requires SDL 3.1.2.
* Reimplement multitexturing for the OpenGL 1.4 renderer.
Controlled by `gl1_multitexture`, enabled by default.
* Optimize dynamic lights and texture allocation in the
OpenGL 1.4 renderer.
* Implement gyro tightening for gamepads and joysticks.
* Support long player skin names.
- Add a very simple download filter. Files ending in .dll,
.dylib and .so are always filtered to prevent code injection.
* Don't load OpenAL and cURL libraries if thy are configured
with a full or relative path.
* Work around naggy help icons.
* Group draw call in GL1. This yields huge performance gains on
slow GPUs.
* Tue Feb 20 2024 Dominique Leuenberger <dimstar@opensuse.org>
- Use %autosetup macro. Allows to eliminate the usage of deprecated
%patchN
* Sun Dec 03 2023 Dirk Müller <dmueller@suse.com>
- update to 8.30:
* Use the same model loading code in all renderers.
* Remove the unused `msg` cvar and the corresponding server
side infrastructure. The cvar was never implemented in Quake II,
but existing bits could be used for attacks against the client.
* Add `cl_audiopaused`. When set to `1` the audio stops when
the game is paused.
* Add `ogg_pausewithgame`. When set to `1` the background music
stops when the game is paused. (by apartfromtime)
* New logo files, matching the original Quake II logo.
* Support for RISCV64 (by David Carlier)
* Fix resetting Mods back to baseq2 when running with
`-portable`.
* Alternative playback modes for OGG/Vorbis background music:
once, sequential, random. (by apartfromtime)
* Support gyro aiming for Switch controllers with SDL < 2.0.14.
(by protocultor)
* Fixed stand-ground gladiators not attacking within a certain
range.
* Fixed monsters seeing players during intermissions.
* Several fixes to Makron. (by BjossiAlfreds)
* Optional high dpi awareness when running under Wayland.
Requires a Wayland compositor supporting fractional-scale-v1
and at least SDL 2.26. Set `vid_highdpiawareness 1` to enable.
* Fix lava surfaces not glowing.
* Add a cheat protected cvar `g_swap_speed`. Allows to skip
frames of "putting down weapon" and "raising weapon" animations,
speeding them up.
* Support of RGBA png/jpg image with r_retexturing as
cinematic.
/usr/bin/yq2ded /usr/bin/yquake2 /usr/libexec/yamagi-quake2 /usr/libexec/yamagi-quake2/baseq2 /usr/libexec/yamagi-quake2/baseq2/game.so /usr/libexec/yamagi-quake2/baseq2/yq2.cfg /usr/libexec/yamagi-quake2/ref_gl1.so /usr/libexec/yamagi-quake2/ref_gl3.so /usr/libexec/yamagi-quake2/yq2ded /usr/libexec/yamagi-quake2/yquake2 /usr/share/appdata/yamagi-quake2.appdata.xml /usr/share/applications/yquake2.desktop /usr/share/doc/packages/yamagi-quake2 /usr/share/doc/packages/yamagi-quake2/CHANGELOG /usr/share/doc/packages/yamagi-quake2/README.md /usr/share/icons/hicolor/128x128/apps/yquake2.png /usr/share/icons/hicolor/16x16/apps/yquake2.png /usr/share/icons/hicolor/256x256/apps/yquake2.png /usr/share/icons/hicolor/32x32/apps/yquake2.png /usr/share/icons/hicolor/64x64/apps/yquake2.png /usr/share/icons/hicolor/96x96/apps/yquake2.png /usr/share/icons/hicolor/scalable/apps/yquake2.svg /usr/share/licenses/yamagi-quake2 /usr/share/licenses/yamagi-quake2/LICENSE
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