Commit Graph

3469 Commits

Author SHA1 Message Date
Armijn Hemel
d9ec01e77f add scummvm (scummvm.sf.net)
svn path=/nixpkgs/trunk/; revision=6079
2006-08-08 23:39:03 +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
Eelco Dolstra
82e678362f * "." -> "source".
svn path=/nixpkgs/trunk/; revision=4335
2005-12-05 14:11:09 +00:00
Eelco Dolstra
b6befed50e * Updated SDL, NASM and Generator to the latest versions.
* Moved Generator to the misc/emulators directory.

svn path=/nixpkgs/trunk/; revision=4330
2005-12-03 01:33:18 +00:00
Eelco Dolstra
454707da23 * catamaran.labs.cs.uu.nl -> nix.cs.uu.nl.
svn path=/nixpkgs/trunk/; revision=3660
2005-08-22 08:39:27 +00:00
Eelco Dolstra
023e502340 * The latest Generator (Genesis / Mega Drive emulator). No longer
crashes when not started in full-screen mode.

svn path=/nixpkgs/trunk/; revision=3316
2005-07-12 11:40:16 +00:00
Eelco Dolstra
e42507d182 * Move tarballs to catamaran so that we are no longer dependent on a
gazillion different servers.  Resurrected some 25 missing files.

svn path=/nixpkgs/trunk/; revision=2237
2005-02-15 14:44:19 +00:00
Eelco Dolstra
dc29a4ac48 * Added SDL, Simple DirectMedia Layer.
* Added NASM, the Netwide Assembler.
* Added Generator, an emulator for Sega Genesis / Mega Drive machines.
  Built with XVideo patch. Strangely it crashes with a GDK error when
  started in normal mode.  However, with the "-a" switch (arcade mode)
  it works, and subsequently switching back to windowed mode (Ctrl-F)
  also works.

svn path=/nixpkgs/trunk/; revision=1509
2004-09-26 18:12:51 +00:00
Eelco Dolstra
8e22f2f58b * Unreal Tournament 2004 Demo. Also a binary-only component.
An interesting complication is that we have to change the ELF type
  of the executable from `Linux' to `SVR4', otherwise the
  `ld-linux.so.2' trick to override the glibc used doesn't work
  (apparently `Linux' is not a recognised ELF type!).

  UT doesn't work with software Mesa, so right now we impurily use
  `/usr/lib/libGL.so'.  I cannot really test whether it works with
  hardware Mesa, since it barfs with an error about missing OpenGL
  extensions.  But that's probably because I'm testing this on an
  iBook over an SSH connection to a Linux machine.

svn path=/nixpkgs/trunk/; revision=1047
2004-06-09 18:06:29 +00:00
Eelco Dolstra
ce53f3736e * Quake 3 Arena Demo. The goal is to show that Nix can also be used
to deploy existing binary-only components.

  We use the `ld-linux.so.2 PROGRAM' trick to force the use of our own
  glibc, and set LD_LIBRARY_PATH to point to the required libraries
  (X11, Mesa).

  Since Mesa is software-only, Q3A is rather slow.  I'll have to
  figure out how to use the Mesa from XFree86 (X.Org), since it knows
  how to use DRI (or at least speak the GLX protocol).  Unfortunately
  the xlibs people haven't modularised that part of XFree86 yet.

  Also, the flag `+set s_initsound 0' has to be passed to Quake to
  disable sound, otherwise it segfaults on startup.  It doesn't do
  this with the normal glibc, which is strange.  Maybe it tries to
  dynamically load some sound library or something.

svn path=/nixpkgs/trunk/; revision=1046
2004-06-09 17:59:46 +00:00
Eelco Dolstra
57c5759250 * Missing file.
svn path=/nixpkgs/trunk/; revision=902
2004-04-01 20:20:09 +00:00