| Commit message (Collapse) | Author | Age |
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Renamed from `quake3game`
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Scilab note: the parameters already had pointed to nonexistent dirs
before this set of refactoring. But that config wasn't even used by
default.
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botlib abuses strcpy (source and dest overlap), and the strcpy function for 64
bit intel CPU's in the latest glibc, does not like this causing the bots to not
load.
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This is done for the sake of Yosemite, which does not have gcc, and yet
this change is also compatible with Linux.
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It actually builds fine.
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It's currently the same machine, but tarballs.nixos.org should become
an S3/CloudFront site eventually.
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svn path=/nixpkgs/branches/stdenv-updates/; revision=32383
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function, so obsolete it.
svn path=/nixpkgs/branches/stdenv-updates/; revision=31644
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coverage data.
* Quake 3 wrapper: wrap the dedicated server.
svn path=/nixpkgs/trunk/; revision=25487
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svn path=/nixpkgs/trunk/; revision=19193
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svn path=/nixpkgs/trunk/; revision=13708
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svn path=/nixpkgs/trunk/; revision=13707
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* rss-glx: fixed the build.
* Removed the OpenGL wrapper stuff, it's no longer needed (thanks to
the RUNPATH you just need to put the appropriate libGL.so in the
LD_LIBRARY_PATH).
svn path=/nixpkgs/trunk/; revision=12093
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* Make the baseq3 files a fixed-output derivation, so that if
(say) stdenv changes, it doesn't have to be rebuilt. This
is nice because the baseq3 directory is pretty big.
svn path=/nixpkgs/trunk/; revision=8781
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svn path=/nixpkgs/trunk/; revision=8778
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svn path=/nixpkgs/trunk/; revision=7500
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svn path=/nixpkgs/trunk/; revision=6705
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can't assume that it will live forever).
svn path=/nixpkgs/trunk/; revision=4624
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svn path=/nixpkgs/trunk/; revision=4623
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handling OpenGL.
svn path=/nixpkgs/trunk/; revision=4616
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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
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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
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svn path=/nixpkgs/trunk/; revision=4601
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svn path=/nixpkgs/trunk/; revision=4599
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svn path=/nixpkgs/trunk/; revision=4596
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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
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