Involved Projects and Packages
A peg solitaire game in which you jump over pieces in order to remove them from the board, ultimately trying to eliminate all but one. The boards are randomly generated, with 100 levels of difficulty. The game auto-saves, and has undo-redo capability. Pieces can move horizontally, vertically, and diagonally.
Pentobi is a computer opponent for the board game Blokus with
support for Classic, Duo, Junior, Trigon, and Nexos game variants.
Different levels of playing strength are available. Pentobi can
save and load games along with comments and move variations.
Postal is an isometric shooter giving you the opportunity to run a
rampage on a town killing everyone before they killed you.
This package only includes the binary files. You still need the
data files from the original game.
Q-Zandronum is a fork of Zandronum 3.0 with improved netcode,
configurable movement and many small tweaks.
Game data must be placed in ~/.config/zandronum/ .
The Quakespasm engine, a modern version of the Quake 1 engine which tries to stay close to stock.
Quakespasm-Spiked (aka: QSS) - a Quake Engine based on QuakeSpasm.
* Based on QuakeSpasm, offering familiarity.
* Retains Quakespasm's look and feel.
* Superior networking (server just needs port 26000 forwarded
through NATs, without having to deal with DMZ nonsense).
* High framerates no longer affect physics.
* Expanded limits vs Quakespasm.
* Plethora of SSQC extensions (to make the impossible
* Simple CSQC support, for mod-specific huds and menus!
* Optional fancy particle system (compatible with FTE+DP).
* Optional PNG texture replacements (not just tga).
* MD3 model support, basic IQM support.
* PK3 support.
* Ogg vorbis for sound effects as well as just music.
* Fixes 'sticky walls' bug.
* Skyrooms ("_skyroom" "x y z paralax rotspeed rotx roty rotz"
* Per-entity BSP Contents overrides
(eg: self.skin = CONTENTS_WATER;).
* Supports lightmap scaling, BSPX lits, and lots more stuff!
* Increased lightstyle limit (beyond 255). Requires updated
* Increased lightstyles-per-face limit (up to 16). Requires
updated light util.
* Voicechat (can be embedded into demos).
* Provides misc_model support, for mods that do not.
Game data must be placed in ~/.quakespasm/id1 .
Reversed-engineered source port from Raptor: Call Of The Shadows,
developed by Cygnus Studio (now Mountain King Studios) and
released in 1994 by Apogee.
Note: This package only includes the binary files.
You still need the data files from the original
"Raptor: Call Of The Shadows" to play the game.
Raze, a source port of EDuke32 implementing several systems as found
in the GZDoom source port. It combines EDuke32, PCExhumed, NBlood,
and RedNukem in a single package, delivered as 5 seperate game modules,
amongst various stability and renderer improvements.
The main features of Raze are:
* Polymost is used as the primary renderer, significantly rewritten
and seperated from OpenGL, utilizing a new texture manager.
Polymost is used in this capacity to generate polygons and sending
them off to the backend, which is OpenGL 3.3 with the option to
use OpenGL 4.5 features. This ensures that new renderer features
can be added to the same backend, but where a different renderer
other than Polymost can be used.
* GZDoom's post-processing effects framework is incorporated,
allowing effects such as bloom and faking increased color ranges
with dithering to be possible.
* A replaced and revamped file system, based on the WAD manager used
* ZMusic from GZDoom is used as music system
* The menu code from GZDoom is used as a generic system across all
* Games are in in their own modules and do not interact with eachother.
Renderer, sound system and input are used universally across the
* Controller support is included, using the existing ZDoom controller
* Multiplayer and networking however have a different implementation
per game, and thus this was left as-is.
* OSD and configuration maintenance replaced with ZDoom's console and
Game data must be placed in ~/.config/raze .
DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG)
is a source port based on RBDOOM-3-BFG and enchance the experience of
Ultimate DOOM, DOOM 2 and DOOM 3.
Note, to play the original game, you'll need a copy of the game data.
The package can also be used with free map data, like the demomap from
A free and open source game engine capable of running Star Wars: Knights
of the Old Republic and its sequel, The Sith Lords.
We aim to provide an engine that is flexible and modern, and can be used to:
* Play KotOR and TSL from beginning to end
* Create mods that drastically change the gameplay or improve the visuals
NOTE: To play supported games with reone you need the original game files.
A modern reimplementation of the game Duke Nukem II, originally released in
1993 for MS-DOS by Apogee Software.
You need the original game's data files in order to play, e.g. the freely
available shareware version.
The package is based off icculus Rise of the Triad source port.
This source port of Rise of the Triad features the following:
* Now runs off of SDL2!
* Support for resolutions from 320x200 all the way to 3840x2160
* Adaptive HUD positioning (no more status bar being off to the side)
* HUD scaling (HUD scaling for bottomless HUD coming later)
* Support for bordered and borderless windowed modes
New gameplay options:
* Blitzguards being outfitted with any weapon from the missile/magic
weapon arsenal! Yes, that means Blitzguards can use excalibats too!
* You can now pick up ammo from dropped missile weapons!
* A special respawning enemy game mode called ZomROTT, where you have
to gib your enemies to keep them from coming back!
* Toggleable Auto Aim
* Auto Aim for Missile Weapons
* ...and more
The ROTT engine is a derivative of the Wolfenstein 3D one, inheriting
level design limits like orthogonal walls and flat floor and ceiling
heights throughout a map. However, the engine did pioneer panoramic
skies, simulated dynamic lighting, fog, bullet holes, breakable glass
walls, and synthetic level-over-level environments through use of
individual collision objects.
To play Rise of the Triad with rottexpr you need the original game files!
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
the design in 3D. It features tons of levels, enemies, speed,
and quite a lot of the fun that the original Sonic games provided.
A cross platform source port of the System Shock source code.
NOTE: Original System Shock game files are needed.
TuxPuck is an air hockey game and clone of the Amiga/Atari ST game Shufflepuck
Café. The player moves a bat around a table and tries to knock the puck past
the opponent's defense. After either party has reached 15 points, the match is
TyrQuake is a port of id Software's Quake engine which attempts to
maintain the original look and feel of the game while also providing
support for modern platforms and user created content.
Currently TyrQuake is implemented as five separate programs; two
NetQuake clients (tyr-quake and tyr-glquake), two Quakeworld clients
(tyr-qwcl and tyr-glqwcl) and a Quakeworld server (tyr-qwsv). The 'gl'
notation indicates the OpenGL accelerated clients and the non-gl ver-
sions use a software-only renderer.
* Includes the NetQuake & QuakeWorld engines, with both software and
* Greatly improved OpenGL performance, especially on low-end systems.
* Coloured lighting, skyboxes, mask (fence) textures.
* Music playback from ogg, mp3, flac and wav files.
* Switch games (mods) on the fly, no restart required.
* Support for very detailed maps, including BSP2 support.
* Support for FitzQuake and BJPQuake network protocols (including
* Model interpolation, lighting improvements.
* Full entity/liquid alpha support (including the software renderer).
* Improved console with extensive command completion.
The Quake game data is needed to play and must be acquired
separately. See README.SUSE for details.
Vangers is a video game that combines elements of the racing and
Note: This package only includes the binary files.
You still need the data files (Steam/GOG/CD) from the original
"Vangers: One for the Road" game to play the game.
Vanilla Conquer is a fully portable version of the first generation
C&C engine and is capable of running both Tiberian Dawn and Red Alert
on multiple platforms. It can also be used for mod development for
the Remastered Collection.
The main focus of Vanilla Conquer is to keep the default out-of-box
experience faithful to what the games were back when they were
released and work as a drop-in replacement for the original
executables while also providing bug fixes, compatiblity and quality
of life improvements.
Note: This package only includes the binary files.
You still need the data files from the original C&C games to play
Vitetris is a terminal-based Tetris game. It can be played by one or
two players, over the network or on the same keyboard.
Vitetris comes with more features and options than might be expected
from a simple text mode game. Full input control, customizable
appearance, netplay where both players can choose difficulty (level
and height) -- unless you must have sound (or just don't like Tetris),
you won't be disappointed.
Rotation, scoring, levels and speed should resemble the early Tetris
games by Nintendo, with the addition of a short lock delay which
makes it possible to play at higher levels. (It does not make it
possible to prevent the piece from ever locking by abusing lock delay
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.
Compared to QuakeSpasm vkQuake also features a software Quake like underwater effect, has better color precision, generates mipmap for water surfaces at runtime and has native support for anti-aliasing and AF.
vkQuake also serves as a Vulkan demo application that shows basic usage of the API. For example it demonstrates render passes & sub passes, pipeline barriers & synchronization, compute shaders, push & specialization constants, CPU/GPU parallelism and memory pooling.