Revisions of RigelEngine
buildservice-autocommit
accepted
request 832729
from
Dirk Stoecker (dstoecker)
(revision 11)
baserev update by copy to link target
Dirk Stoecker (dstoecker)
accepted
request 832529
from
Martin Hauke (mnhauke)
(revision 10)
- Update to version 0.6.2 General improvements * More robust sound format handling, fixing issues on some platforms where the audio device does not support 16-bit signed integer PCM output (e.g. web browsers) * It's now possible to navigate the options menu using a keyboard Gamepad support improvements * All menus, including the options menu, can now be navigated via gamepad. * The highscore name entry screen can now be exited using a gamepad. * When in-game, the "start" button on a gamepad now brings up a pause menu, allowing saving, loading, modifying options etc. without needing a keyboard. * When saving the game using a gamepad, a name is automatically generated for the saved game to avoid the need for a keyboard. The name contains episode, level, and difficulty. Bug fixes * When dying in a boss level after activating the boss, the music was not reset back to the pre-boss music. * The hint machine could be activated even without having the hint globe (by pressing up) - Drop patch: * rigelengine-fix-nlohmann-json-hpp.patch (included upstream)
buildservice-autocommit
accepted
request 830848
from
Martin Hauke (mnhauke)
(revision 9)
baserev update by copy to link target
Martin Hauke (mnhauke)
accepted
request 830797
from
Guillaume GARDET (Guillaume_G)
(revision 8)
- Use openGL ES on %arm and aarch64 - Fix build on %arm and aarch64 with: * rigelengine-fix-nlohmann-json-hpp.patch
buildservice-autocommit
accepted
request 818731
from
Factory Maintainer (factory-maintainer)
(revision 7)
baserev update by copy to link target
Dominique Leuenberger (dimstar_suse)
accepted
request 815799
from
Martin Hauke (mnhauke)
(revision 6)
initialized devel package after accepting 815799
Dirk Stoecker (dstoecker)
accepted
request 817384
from
Martin Hauke (mnhauke)
(revision 5)
- Update to version 0.6.1 General improvements * It's now possible to set the difficulty when launching into a specific level via the command line (example: -l L2 --difficulty easy) OpenGL support improvements * The minimum required GLSL version is now 130 instead of 150, allowing the game to run on older GPUs which support OpenGL 3.0 but not GLSL 150. * More robust OpenGL initialization error handling * OpenGL ES support was broken and is now fixed, allowing the game to run on some older GPUs and on a Raspberry Pi (not optimized yet) * Fixed a crash when running the game on Linux with Mesa software rendering Bug fixes * Fixed camera position being wrong upon respawning * Fixed missing animation for walking turkey - Adjust BR: cmake >= 3.12 is needed - Limit gcc9 usage to Leap 15
Dmitriy Perlow (DarkSS)
accepted
request 814590
from
Martin Hauke (mnhauke)
(revision 4)
- Use gcc9 on Leap systems
Dmitriy Perlow (DarkSS)
accepted
request 814289
from
Martin Hauke (mnhauke)
(revision 3)
- Update to version 0.6.0-beta Overview * As of this release, the full game (Shareware and registered version content) can be completed without any known issues, making RigelEngine feature complete in terms of gameplay. * In addition, gamepad/controller support was further improved. Gamepad support improvements * Force field card readers, door locks, and teleporters can be triggered by moving the analog stick up. Previously, this worked only with the D-Pad * Improved analog stick sensitivity for piloting Duke's ship * It's now possible to use the analog stick for menu navigation, in addition to the D-Pad Bug fixes * It was possible for a ceiling sucker to try to eat Duke while he was already dying, which would lead to a crash. This is now fixed. * Fixed an inconsistency in the way blowing fans work. This was making certain areas in the game harder to reach than intended (e.g. the upper left edge allowing access to a laser pickup near the exit of O7) * Duke would fail to attach to climbing pipes in certain circumstances, making some jumps in O1 harder than intended. * Fixed initial camera offset being slightly wrong on some levels * Fixed red birds sometimes getting stuck after reaching the ground * Fixed some inconsistencies in how the red bird behaves * The water effect shader did not compile for OpenGL ES, making the game unplayable in GL ES mode (e.g. on a Raspberry Pi). * Fixed cloak not being removed when dying while cloaked
Dirk Stoecker (dstoecker)
accepted
request 791390
from
Martin Hauke (mnhauke)
(revision 2)
- Update to version 0.5.2-beta New features * When starting RigelEngine for the first time, a graphical file browser UI is shown. This allows choosing the location of the Duke Nukem II data files required for playing the game. The chosen location is stored in the user profile, so this only has to be done once. * Adds a button to the options menu to choose a different Duke Nukem II installation (only in main menu's options menu). Bug fixes * Added missing rocket fire sounds for episode 3 boss enemy * Stopped explosion sprites from incorrectly appearing in N4 and N8 * Fix and ed missing water animations * Fixed collision detection for player shots, which makes it possible to properly shoot the first burnable wall in M5 with a rocket launcher * Fixed collision detection for dynamic geometry, which fixed issues in N5 - Drop patch: * 0001-Fix-building-with-Gcc-9.patch
Michael Vetter (jubalh)
accepted
request 774811
from
Martin Hauke (mnhauke)
(revision 1)
Initial package for RigelEngine
Displaying revisions 21 - 31 of 31