forked from pool/RigelEngine
- Use %autosetup macro: allows us to eliminate usage of deprecated %patchN syntax. OBS-URL: https://build.opensuse.org/request/show/1174156 OBS-URL: https://build.opensuse.org/package/show/games/RigelEngine?expand=0&rev=30
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524 lines
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-------------------------------------------------------------------
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Wed May 15 07:51:09 UTC 2024 - Dominique Leuenberger <dimstar@opensuse.org>
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- Use %autosetup macro: allows us to eliminate usage of deprecated
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%patchN syntax.
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-------------------------------------------------------------------
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Fri Apr 7 20:30:59 UTC 2023 - Martin Hauke <mardnh@gmx.de>
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- Add patch:
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* RigelEngine-fix-build-with-gcc13.patch
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-------------------------------------------------------------------
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Sat Dec 10 19:13:00 UTC 2022 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.9.1
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Bug fixes
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* Fixed a crash that could occur in level 1 of episode 2, in
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theory also in other levels but it was so far only observed in
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E2L1.
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* Fixed being able to shoot destructible walls through 4-tile
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wide walls using the regular shot.
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- Update to version 0.9.0
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New features
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* Added a "Classic" gameplay style/mode. It doesn't support
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widescreen mode or smooth motion, but is 100% accurate to the
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original. Quick-saving and high-resolution mods are still
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supported. See Classic Mode vs. Enhanced Mode for more details.
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* Implemented the gameplay demo (plays during the attract mode
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loop at the beginning of the game or after waiting for
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30 seconds in the main menu).
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* Implemented the original game's cloak effect, replacing the
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previously used alpha transparency.
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* Implemented the original game's slide-in animation when
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showing message boxes.
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* Added an option to disable the radar overlay when using the
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"Remixed 1" HUD style.
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* Added an option to disable aspect ratio correction when using
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pixel-perfect upscaling (aka integer scaling). This is to
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allow running RigelEngine on a 4:3 CRT at original (or close
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to) resolution.
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* It's now possible to confirm quitting by pressing enter instead
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of Y (but the latter also still works).
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* Pressing ESC while in-game now brings up the in-game menu (this
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was previously only accessible by using a gamepad). Pressing Q
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now does what ESC used to do, i.e. bringing up the "Quit"
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dialog without going through the menu.
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Parity improvements
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* Fixed (very) minor discrepancies in the color palette.
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* Added missing horizontal parallax for vertically autoscrolling
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backdrops.
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* Fixed oversight in player movement: In the original, Duke cannot
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move left/right when hanging from a pipe as long as the fire
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button is held down.
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* It was possible for an enemy to get hit by multiple player shots
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per frame, but this isn't possible in the original. Now Rigel
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doesn't allow that anymore either.
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* Hint machine messages cannot be interrupted by other messages
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in the original game, but this was possible in Rigel-now fixed.
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* Handling of shootable walls now matches the original.
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* The watchbot (jumpy robot with a big eye) was jumping too
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frequently, it now matches the original.
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* Fixed discrepancies in behavior for the wall walker enemy.
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* Fixed discrepancies in behavior for the green cat/dog creature.
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* Fixed discrepancies in behavior for the spiked dragon/lizard
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creature.
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* Fixed discrepancy in the cooldown period for manual scrolling
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after firing a shot.
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* Fixed player starting location being off by one in levels where
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the player starts out facing left.
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* Fixed incorrect animation speeds for Rigelatin space ship
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engine fire, shallow water, and rotating floor spikes.
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* After being released from their box, certain items have a brief
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period during which they can't be picked up yet. This was
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missing in RigelEngine.
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Bug fixes
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* Fixed graphical glitches (bright lines appearing next to certain
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sprites) that could occur on some systems when high-res graphic
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replacements were used.
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* Fixed being able to walk through walls under specific
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circumstances.
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* In widescreen mode, when using one of the remixed HUD options,
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the classic HUD will be shown as fallback in case the current
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screen resolution's aspect ratio is not wide enough for the
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selected HUD style. In that case, it was possible to walk
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behind the right side of the HUD (i.e., the gameplay area
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extended beyond the HUD). This is now fixed.
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* Framerate drops could cause the game to advance a few frames
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into the future without respecting player input. This is now
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improved.
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- Drop patch
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* fix-build.patch
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-------------------------------------------------------------------
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Sun May 29 12:43:47 UTC 2022 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.8.5
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New features
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* Implemented a mod manager. Mods can now be organized into
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directories, and each mod can be enabled/disabled in the
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options menu. See Modding Support for more details.
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* Added additional "remixed" HUD styles in widescreen mode.
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* Added additional upscaling filters: Sharp bilinear, pixel
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perfect (integer scaling). Note that using mods with high-res
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replacement graphics currently forces nearest neighbor
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filtering.
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* The game now writes a log file into the user directory.
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* Gamepad controls are now explained in the options menu.
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* The top-level in-game menu (reachable via gamepad) now shows
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the current episode, level and difficulty in the title.
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Improvements
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* Improved the look of the classic HUD in widescreen mode, by
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extending the left side to cover the length of the screen.
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* Reworked quick saving/loading gamepad controls, to make
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loading quick saves possible without needing to open the menu.
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The select/back button now acts as a modifier. When pressed
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together with shoot, a quick save is made. Pressing the
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button together with jump loads the last quick save.
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Bug fixes
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* Fixed destructible level geometry remaining visible after
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being destroyed in certain cases
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* Fixed brief camera movement after turning wide-screen mode
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on/off or changing the window size
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* Fixed slime blob containers sometimes not animating.
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* Fixed sprites flickering in and out of existence in certain
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circumstances
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* The episode 2 boss would keep flying when killed in mid-flight
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This is now fixed.
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- Add patch:
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* fix-build.patch
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-------------------------------------------------------------------
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Fri Apr 1 11:34:17 UTC 2022 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.8.4
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Smooth motion mode improvements
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* Moving parts of the level (falling rocks, doors, ...) are now
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moving smoothly as well.
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* Fixed glitches (jittering top part) with the smash hammer and
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grabber claw.
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Modding support improvements
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* It's now possible to replace STATUS.MNI with a PNG image that
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can be original or higher resolution. This allows changing
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various fonts and UI elements, including parts of the HUD.
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* Replacements for actors used by the HUD can now be high
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resolution.
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Other improvements
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* Improved performance on Raspberry Pi, especially when under
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water areas are visible.
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* Blocked off the area to the left of the HUD in widescreen
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mode to avoid potentially showing out-of-bounds parts of the
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map.
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* Further improved digitized sound effect quality by replacing
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the ADPCM decoding code with the exact same algorithm as
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implemented in the SoundBlaster firmware, based on disassembly
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of the latter
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* Improved the sound test UI
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Bug fixes
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* Fixed camera moving too far down when falling into a
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bottomless pit in widescreen mode
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* Fixed important parts at the bottom of the level (like lava
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pools) being hidden in certain cases in widescreen mode (e.g.
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in E3L1)
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* Fixed visual glitches on GL ES devices like Raspberry Pi and
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Odroid Go (overly pixelated backdrop during scrolling, white
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lines visible next to certain enemies during the damage
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flash effect)
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* Fixed missing fade-in effect when using the teleporter
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* Fixed incorrect rendering of high-res replacement backdrops
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when vertical auto-scrolling is used
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* Fixed position of dialog boxes (quit confirm, game paused
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etc.) in widescreen mode
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* Fixed visual glitch when entering a menu while smooth motion
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is enabled
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-------------------------------------------------------------------
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Sat Jan 1 17:29:22 UTC 2022 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.8.3
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New features
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* Added the Nuked OPL3 AdLib emulator as an alternative to DBOPL
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(selectable in the Sound options). Nuked OPL3 is more
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accurate but also uses more CPU. The difference in CPU load has
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little impact on most systems, but it does matter on low-end
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devices like Raspberry Pi Zero.
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* Added a "sound test" button to the Sound options (play a chosen
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sound effect)
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Improvements
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* Improved sound effect quality for certain digital sounds
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(SB_nn.MNI files in VOC format) by using a more accurate ADPCM
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decoding algorithm (same as DosBox's SoundBlaster emulation).
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* Slightly improved sound effect quality for AdLib sounds by
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running the emulator at the native OPL2 frequency (49716 Hz).
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* In widescreen mode, the camera now tries to avoid showing
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out-of-bounds parts of the map if possible, by restricting
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downward scrolling unless it's necessary to keep the player on
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screen.
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* Added 75 to the list of pre-defined FPS limits for the FPS
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limiter.
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Bug fixes
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* Fixed a soft-lock that could occur when killing a ceiling
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sucker at exactly the same time as it sucked up Duke.
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* When dying due to shooting an airlock and then respawning at a
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checkpoint, Duke would remain in the spinning animation. This
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is now fixed.
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* Fixed a small visual glitch appearing during the fade-out of
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the intro movie.
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* The credits screen shown during the attract mode loop didn't
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react to any key press aside from ESC, this is now fixed.
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* Under certain circumstances, the main menu would respond to a
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keypress that happened during the intro or another menu. This
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is now fixed.
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* Fixed visual glitches (bright lines between tiles) that could
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occur at certain resolutions/window sizes when using high-res
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replacement graphics.
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* Fixed an issue that made high-resolution backdrop replacements
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appear as low resolution under certain circumstances.
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* Fixed right side of the HUD being partially cut off at certain
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window sizes/resolutions.
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- Drop not longer needed patches:
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* fix-find-boost-program_options.patch
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-------------------------------------------------------------------
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Sun Nov 21 17:58:50 UTC 2021 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.8.2
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New features
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* Added a smooth scrolling and movement mode. When this is
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enabled, the game is taking full advantage of the display
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framerate (60 FPS or higher) by interpolating object and
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camera movement during rendering (internal game logic is
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still running at 15 FPS). This is currently still work in
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progress, see known issues.
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* The engine has a built-in screenshot function now. Press F12
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to take a screenshot. It will be saved as PNG in either your
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Duke Nukem II game files directory, or in the user profile
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directory if the former is not writable.
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* It's now possible to skip the bonus screen after finishing a
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level by pressing Enter or Esc (or controller button A or B).
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* Added an option to the Enhancements tab to skip the intro
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when RigelEngine starts (same as the -s command line option).
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* Added information about currently active gamepads to the
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options menu
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Improvements
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* In widescreen mode, out of bounds areas are now drawn in
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black instead of showing the background.
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* Replacement backgrounds (mods) can now be wider than the
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original art they are replacing, and will be displayed
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correctly (without distortion)
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* For auto-scrolling backgrounds, the scroll position is now
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saved/restored when quick saving/loading.
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* The game will now run even if the intro movie files
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(NUKEM2.F1, .F2 etc.) are missing. The movies will be
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skipped instead of exiting the game.
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* Game physics are more correct now w.r.t. the original code
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when it comes to items falling down.
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Bug fixes
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* Fixed the "wall dance" glitch. This glitch allows Duke to move
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through walls using a specific sequence of moves.
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* Fixed spiders sometimes not latching on to Duke when touching
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him.
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* Fixed items getting stuck in the ceiling when the box was shot
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while hidden behind a rock that would later fall down (e.g. in
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N2).
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* Fixed missing animation for the Computer merchandise pickup.
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* Fixed a glitch when starting a level while having high
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resolution mods enabled, where the graphics would briefly show
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as low resolution.
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* Fixed in-game messages not being affected by screen shake when
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in widescreen mode.
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- Remove patches:
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* 749.patch
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-------------------------------------------------------------------
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Sun Sep 26 09:30:00 UTC 2021 - Martin Hauke <mardnh@gmx.de>
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- Add patches:
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* 749.patch (Fix threads not found on Tumbleweed)
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* fix-find-boost-program_options.patch
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-------------------------------------------------------------------
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Mon Aug 23 19:39:02 UTC 2021 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.8.1
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* Fixed laser turrets beings destructible with Duke's regular
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weapon after loading a quick save.
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-------------------------------------------------------------------
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Sun Aug 22 19:40:19 UTC 2021 - Martin Hauke <mardnh@gmx.de>
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- Update to versino 0.8.0
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https://github.com/lethal-guitar/RigelEngine/releases/tag/v0.8.0
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Highlights:
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* extended modding support (swap in high fidelity replacements
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for graphics and sound)
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* more sound options (AdLib only, combined AdLib/SoundBlaster).
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- Drop patch:
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* RigelEngine-fix-build.patch (not longer needed)
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-------------------------------------------------------------------
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Sun Feb 28 19:21:30 UTC 2021 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.7.2
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New features
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* Added a "Keyboard controls" tab to the options menu, to allow
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customizing key bindings for in-game controls. On first launch,
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key bindings from the original game are imported (if present).
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* Added the Duke Nukem 3D teaser screen that appears after
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beating episode 4.
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* Added the "hype" message shown when launching the game for the
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first time.
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* Added switch to intro/demo sequence after sitting on the main
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menu without any input for a while.
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Enhancements
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* Temporary quick saving: Press F5 to quick save, F7 to load. On
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a gamepad, press "back" (small button left of Xbox
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button/Dualshock touchpad/...) to quick save, and load via the
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in-game menu. For now, quick saves are not stored on disk,
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meaning quitting or finishing the current level will delete the
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last quick save. Permanently storing quick saves is planned for
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a future update. Quick saving is an optional enhancement that
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needs to be enabled in the options menu first.
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* Improved menu navigation: Pressing ESC (or button B on a
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gamepad) while on the saved game name entry goes back to the
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save slot selection, instead of leaving the menu entirely like
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in the original.
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Bug fixes
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* Duke's ship was incorrectly drawn behind other objects like
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item boxes.
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* Fixed sporadic time skips that could occur on some platforms
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(e.g. Odroid Go Advance).
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* Fixed incorrect starting position for rockets fired downwards
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by the player while hanging on a pipe.
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* Fixed incorrect rocket smoke position for downwards-facing
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rockets fired by Duke.
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* Fixed a discrepancy in behavior for the Blue Guard
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* Fixed a player control discrepancy: It was possible to fire a
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shot during the first frame of a jump and during landing,
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which is not possible in the original.
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* Player movement now more accurately matches the original with
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regards to changing direction while looking up/crouching/aiming
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down from a pipe.
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* Drop patch (included upstream):
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* b413133c6b6e7837a4204f347cdaeccd41e187dc.patch
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-------------------------------------------------------------------
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Tue Sep 8 13:33:51 UTC 2020 - Guillaume GARDET <guillaume.gardet@opensuse.org>
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- Add upstream patch to fix build on aarch64 and %arm:
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* b413133c6b6e7837a4204f347cdaeccd41e187dc.patch
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See: https://github.com/lethal-guitar/RigelEngine/pull/588
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-------------------------------------------------------------------
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Sat Sep 5 18:49:23 UTC 2020 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.6.2
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General improvements
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* More robust sound format handling, fixing issues on some
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platforms where the audio device does not support 16-bit signed
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integer PCM output (e.g. web browsers)
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* It's now possible to navigate the options menu using a keyboard
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Gamepad support improvements
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* All menus, including the options menu, can now be navigated via
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gamepad.
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* The highscore name entry screen can now be exited using a
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gamepad.
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* When in-game, the "start" button on a gamepad now brings up a
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pause menu, allowing saving, loading, modifying options etc.
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without needing a keyboard.
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* When saving the game using a gamepad, a name is automatically
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generated for the saved game to avoid the need for a keyboard.
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The name contains episode, level, and difficulty.
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Bug fixes
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* When dying in a boss level after activating the boss, the music
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was not reset back to the pre-boss music.
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* The hint machine could be activated even without having the
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hint globe (by pressing up)
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- Drop patch:
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* rigelengine-fix-nlohmann-json-hpp.patch (included upstream)
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-------------------------------------------------------------------
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Mon Aug 31 12:23:10 UTC 2020 - Guillaume GARDET <guillaume.gardet@opensuse.org>
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- Use openGL ES on %arm and aarch64
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- Fix build on %arm and aarch64 with:
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* rigelengine-fix-nlohmann-json-hpp.patch
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-------------------------------------------------------------------
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Sat Jun 27 10:26:28 UTC 2020 - Martin Hauke <mardnh@gmx.de>
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|
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- Update to version 0.6.1
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General improvements
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* It's now possible to set the difficulty when launching into a
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specific level via the command line
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(example: -l L2 --difficulty easy)
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OpenGL support improvements
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* The minimum required GLSL version is now 130 instead of 150,
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allowing the game to run on older GPUs which support
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OpenGL 3.0 but not GLSL 150.
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* More robust OpenGL initialization error handling
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* OpenGL ES support was broken and is now fixed, allowing the
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game to run on some older GPUs and on a Raspberry Pi (not
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optimized yet)
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* Fixed a crash when running the game on Linux with Mesa
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software rendering
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Bug fixes
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* Fixed camera position being wrong upon respawning
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* Fixed missing animation for walking turkey
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-------------------------------------------------------------------
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Fri Jun 26 10:43:48 UTC 2020 - Martin Hauke <mardnh@gmx.de>
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- Adjust BR: cmake >= 3.12 is needed
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- Limit gcc9 usage to Leap 15
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-------------------------------------------------------------------
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Sun Jun 14 18:23:48 UTC 2020 - Martin Hauke <mardnh@gmx.de>
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- Use gcc9 on Leap systems
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-------------------------------------------------------------------
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Sat Jun 13 10:42:58 UTC 2020 - Martin Hauke <mardnh@gmx.de>
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- Update to version 0.6.0-beta
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Overview
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* As of this release, the full game (Shareware and registered
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version content) can be completed without any known issues,
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making RigelEngine feature complete in terms of gameplay.
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* In addition, gamepad/controller support was further improved.
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Gamepad support improvements
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|
* Force field card readers, door locks, and teleporters can be
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triggered by moving the analog stick up. Previously, this
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worked only with the D-Pad
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* Improved analog stick sensitivity for piloting Duke's ship
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* It's now possible to use the analog stick for menu navigation,
|
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in addition to the D-Pad
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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
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|
near the exit of O7)
|
|
* Duke would fail to attach to climbing pipes in certain
|
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circumstances, making some jumps in O1 harder than intended.
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* Fixed initial camera offset being slightly wrong on some levels
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* Fixed red birds sometimes getting stuck after reaching the
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ground
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* Fixed some inconsistencies in how the red bird behaves
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* The water effect shader did not compile for OpenGL ES, making
|
|
the game unplayable in GL ES mode (e.g. on a Raspberry Pi).
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* Fixed cloak not being removed when dying while cloaked
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- Update to version 0.5.3-beta
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General improvements
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* Debugging functionality is now disabled by default. This
|
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prevents accidentally hitting one of the debug feature keys
|
|
(like single step mode) during gameplay. It can be reenabled
|
|
with a command line option (-d).
|
|
Gamepad support improvements
|
|
* Analog stick movement is more reliable, especially on a PS4
|
|
ontroller, and there is much less unintended up/down motion
|
|
* The trigger buttons (LT/RT aka L2/R2) can now be used for
|
|
jumping/shooting in addition to LB/RB (aka L1/R1)
|
|
* The game will now detect a gamepad if it's plugged in or
|
|
turned on during gameplay
|
|
Bug fixes
|
|
* Conveyor belts with an upward slope (as found in level N7)
|
|
did not work
|
|
* Cloak was not effective when eaten by a snake or ceiling sucker
|
|
* When cloaked, enemy shots were flying through the player
|
|
instead of disappearing
|
|
* Enemy rocket shots were missing acceleration
|
|
* Explosion effect was missing for enemy rocket shots
|
|
* Nuclear waste barrels were not affected by gravity or conveyor
|
|
belts
|
|
* Inconsistencies in climbing pipe movement which caused
|
|
problems in level O1 are now fixed
|
|
* Hover bot spawn machine was spawning indefinitely, instead of
|
|
stopping after 30 bots
|
|
* Bonuses 2 and 7 were potentially given incorrectly if the
|
|
player died before reaching a checkpoint
|
|
* Watchbot container would disappear if the carrier was
|
|
destroyed after it had released the container
|
|
* Stair stepping movement wasn't fully matching the original,
|
|
causing an inconsistency with the conveyor belts found in O5
|
|
and O6
|
|
* Physics for items released from item boxes were incorrect,
|
|
causing problems in O5 and O6
|
|
|
|
-------------------------------------------------------------------
|
|
Sat Apr 4 16:31:46 UTC 2020 - Martin Hauke <mardnh@gmx.de>
|
|
|
|
- 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
|
|
|
|
-------------------------------------------------------------------
|
|
Sat Feb 15 18:08:04 UTC 2020 - Martin Hauke <mardnh@gmx.de>
|
|
|
|
- Initial package, version 0.5.1-beta
|
|
- Add patch:
|
|
* RigelEngine-fix-build.patch
|
|
* 0001-Fix-building-with-Gcc-9.patch
|