Accepting request 744732 from home:KAMiKAZOW

Update to 0.12.1

OBS-URL: https://build.opensuse.org/request/show/744732
OBS-URL: https://build.opensuse.org/package/show/games/freedoom?expand=0&rev=29
This commit is contained in:
Jan Engelhardt 2019-11-04 14:11:07 +00:00 committed by Git OBS Bridge
parent 4b1afcf697
commit 8cac01f823
6 changed files with 82 additions and 80 deletions

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-------------------------------------------------------------------
Fri Nov 1 10:48:12 UTC 2019 - Markus S <kamikazow@opensuse.org>
- Update to 0.12.1
* Archive no longer OpenGPG-signed by upstream
* We now have a manual rendered to beautiful PDF format. Thanks to
Simon Howard, the projects founder.
* A strong focus on vanilla compatibility has been sought for this
release. Most, if not all, levels should work now.
* _Final Doom_ compatibility de-emphasized. Where it creates
conflicts with _Doom II_ mods or texture definitions, we prefer
the _Doom II_ side of things. _Final Doom_-specific maps and mods
may never look completely right in _Freedoom_, as a result.
* _FreeDM_ has seen a major overhaul, with most maps being modified,
with new additions and removals of the weaker levels. It now
benefits from the use of Aquatex and Egyptian textures in some of
its levels, giving a more vibrant feel than before.
* _Phase 1_ gets a lot of mapping love in this round, fleshing out
the levels and tweaking difficulty levels so easy, normal, and
hard are all accounted for. There is a new C3M5 by Mortrixs.
* _Phase 2_ MAP01 saw an overhaul, simplifying its design in
significant ways to improve the flow around the level.
* Two maps in _Phase 2_ were replaced due to being recreations of
_Doom II_ maps. Jayexetee and GooseJelly get credits for the new
ones, in MAP06 and MAP26.
* Maps in _Phase 2_ in general have had some slight re-arrangement
based on difficulty levels and themes. A new MAP06 by Jayexetee
is included, the old one taking the MAP18 slot.
* All levels are now guaranteed to have co-op and deathmatch starts.
* New power-up (stealth, overdrive, and ultra-overdrive) sprites.
* New necromancer (arch-vile) sprites by Urric.
* Some weapon and ammo sprites have been tweaked and improved.
* Completed and enhanced set of _Evilution_ and _Plutonia_ textures.
* New skull-switches by MissLav.
* New SKY4 based on an astronomy photograph.
* Tweaked player sprites and HUD face by Ferk.
* New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
* All files in-tree have been renamed from *.mus to *.mid. The file
format must always be MIDI. This makes it easy on music composers
to actually work with the files.
* Metainfo (formerly appdata) and desktop files have been brought up
to the latest standard specifications and recommendations, using
reverse-DNS for the project identifier, and a self-evaluated
content rating.
* The launch shell-script changed the `PORT` environment variable to
`DOOMPORT` to avoid conflicts with the genericly-named `PORT`. It
also builds a sensible default `DOOMWADPATH` environment variable
to assist ports that do not have a hard-coded fallback.
* The script no longer tries to look for `boom`, `zdoom`, nor
`prboom` by default, as these are ports no longer maintained.
* Freedooms build system now has a hard dependency on Python 3, in
anticipation of Python 2s end-of-life.
* We have moved from ImageMagick to Pillow, a Python library for
graphics manipulation. It provides faster build times as well as
API stability.
* GIF files have been replaced with PNG files. True PNG file format
transparency is used instead of a cyan background.
* `ASCIIDOC` and `ASCIIDOC_MAN` variables have been added to the
Makefile to control the AsciiDoc implementation used to generate
HTML and man page files.
* The HTML documentation (eg, +NEWS+ and +README+ files) are
generated with a style based on _Freedoom_s own website, rather
than the default AsciiDoc styling.
* _Phase 2_s internal DEMO1 has been replaced, thanks to some odd
vanilla quirks that could cause it to desync in some (but not all)
conditions.
* The sailor monster type is formally banished from _Freedoom_s own
levels, and remaining uses of it were removed.
* Incongruities between the actual game and manual have been fixed.
* The `make install` targets have been consolidated to behave more
similarly to how the pre-built zip distributions are: a split
between _FreeDM_ and _Phase 1+2_, rather than installing each of
the tree IWADs independently (and thus getting their own
+/usr/share/doc+ directories, for instance).
-------------------------------------------------------------------
Mon Jan 1 07:50:41 UTC 2018 - avindra@opensuse.org

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@ -17,7 +17,7 @@
Name: freedoom
Version: 0.11.3
Version: 0.12.1
Release: 0
Summary: Replacement game files for Doom game engines
License: BSD-3-Clause
@ -27,15 +27,13 @@ Url: https://freedoom.github.io/
#Git-Web: http://github.com/freedoom/freedoom
#Git-Clone: git://github.com/freedoom/freedoom
Source: https://github.com/freedoom/freedoom/releases/download/v%version/freedoom-%version.zip
Source2: https://github.com/freedoom/freedoom/releases/download/v%version/freedoom-%version.zip.asc
Source9: %name.keyring
BuildArch: noarch
BuildRequires: unzip
%description
Though the Doom engine source code is libre, the original game data
(graphics, maps, etc.) is not. Freedoom is an alternate game data set
that can be used with a Doom engine, such as prboom-plus or
that can be used with a Doom engine, such as GZDoom or
chocolate-doom, to form a free Doom-based game.
%prep
@ -52,7 +50,7 @@ install -Dpm0644 freedoom2.wad %buildroot/%_datadir/doom/freedoom2.wad
echo "NOTE: FreeDoom WAD files are no longer named doom.wad/doom2.wad, and you may need to explicitly specify them now when starting a Doom engine."
%files
%doc COPYING.txt CREDITS.txt README.html
%doc COPYING.txt CREDITS.txt freedoom-manual.pdf README.html
%_datadir/doom/
%changelog