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(-)q3cellshading/Makefile (-18 / +13 lines)
Lines 1-29 Link Here
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# New ports collection makefile for:	quake3
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# New ports collection makefile for:	q3cellshading
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# Date created:				23 August 2005
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# Date created:				8 Aug 2006
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# Whom:					pypt
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# Whom:					alepulver
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#
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#
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# $FreeBSD: ports/games/quake3/Makefile,v 1.15 2006/06/04 21:51:36 alepulver Exp $
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# $FreeBSD$
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#
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#
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PORTNAME=	quake3
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PORTNAME=	q3cellshading
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PORTVERSION=	1.32c
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PORTVERSION=	1.0
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CATEGORIES=	games
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CATEGORIES=	games
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MASTER_SITES=	http://www.proarena.com/p/ftpx/x8524/quake_3_arena/ \
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MASTER_SITES=	SF
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		http://www.planetgargoyle.com/ \
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DISTNAME=	q3cel-${PORTVERSION}-src
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		http://www.teamdarkside.net/ \
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		http://0day.icculus.org/mirrors/quake3/ \
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		http://www.olpainless.net/files/ \
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		${MASTER_SITE_IDSOFTWARE:S|$|source/|}
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DISTNAME=	${PORTNAME}-${REALVERSION}-source
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MAINTAINER=	shirshegsm@gmail.com
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MAINTAINER=	alepulver@FreeBSD.org
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COMMENT=	Quake III Arena -- first person shooter (native build)
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COMMENT=	Quake III engine with Cell Shading capabilities
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USE_ZIP=	yes
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USE_ZIP=	yes
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USE_DOS2UNIX=	yes
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USE_DOS2UNIX=	yes
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USE_GMAKE=	yes
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USE_GMAKE=	yes
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USE_GCC=	3.2+
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USE_GCC=	3.2+
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WRKSRC=		${WRKDIR}/${PORTNAME}-${REALVERSION}
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WRKSRC=		${WRKDIR}/${PORTNAME}-${PORTVERSION}
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BUILD_WRKSRC=	${WRKSRC}/code/unix
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BUILD_WRKSRC=	${WRKSRC}/code/unix
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OPTIONS=	CLIENT "Build client" on \
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OPTIONS=	CLIENT "Build client" on \
Lines 36-42 Link Here
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PLIST_SUB=	LIBDIR="${LIBDIR:S/${PREFIX}\///}"
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PLIST_SUB=	LIBDIR="${LIBDIR:S/${PREFIX}\///}"
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LIBDIR=		${PREFIX}/lib/${PORTNAME}
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LIBDIR=		${PREFIX}/lib/${PORTNAME}
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REALVERSION=	1.32b
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VM_ARCHS=	i386 powerpc
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VM_ARCHS=	i386 powerpc
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.include <bsd.port.pre.mk>
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.include <bsd.port.pre.mk>
Lines 110-116 Link Here
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do-install:
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do-install:
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.for bin in ${Q3BIN}
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.for bin in ${Q3BIN}
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	${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} ${PREFIX}/bin
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	${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} \
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		${PREFIX}/bin/${bin:C/(quake3|q3)/\1cel/}
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.endfor
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.endfor
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.if defined(WITH_GAMELIBS) || !defined(HAVE_VM_COMPILED)
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.if defined(WITH_GAMELIBS) || !defined(HAVE_VM_COMPILED)
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.for dir in baseq3 missionpack
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.for dir in baseq3 missionpack
(-)q3cellshading/distinfo (-3 / +3 lines)
Lines 1-3 Link Here
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MD5 (quake3-1.32b-source.zip) = af8aaac46cc82035e1cba632b1a16e03
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MD5 (q3cel-1.0-src.zip) = a6c66705d18906dfb4f34dbac320150f
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SHA256 (quake3-1.32b-source.zip) = 74d42070eea4c7ce47955d831327e70f480c493172b485bf7dd1a58838e92fab
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SHA256 (q3cel-1.0-src.zip) = c575a8a126c5b4723cd7fb0b3fa338e539ecaf7757ac69b470e4ed53884c8da9
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SIZE (quake3-1.32b-source.zip) = 5724791
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SIZE (q3cel-1.0-src.zip) = 5853369
(-)q3cellshading/pkg-descr (-15 / +20 lines)
Lines 1-18 Link Here
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Quake III Arena, developed by the gaming wizards at id Software,
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The goal of this project is to add Cell Shading capabilities to the Quake III
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is the third installment of one of the most popular computer game
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engine with Real-time performance.
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franchises of all time. Organic caverns, gothic cathedrals and
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futuristic spacescapes play host to Quake III Arena's unrivaled
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blend of action, strategy and jaw-dropping technology as Linux
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gamers are invited to square off against 32 of history's greatest
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warriors. Built around a revolutionary new graphics engine capable
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of delivering mind blowing 3D special effects including curved
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surfaces and volumetric fog, Quake III Arena is the final word in
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deathmatching mayhem.
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3
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This is a native build for FreeBSD. Sorry, no joystick support
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In order to provide such feature we have decided to use Kuwahara filter.
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is available at this time.
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Kuwahara filter is a noise-reduction filter that preserves edges.
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WWW: http://www.idsoftware.com/games/quake/quake3-arena/
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It uses four subquadrants to calculate the mean and variance and chooses the
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mean value for the region with the smallest variance.
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- Linas
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To increase the hand-painted effect we have decided to apply a simple blur
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shirshegsm@gmail.com
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filter to reduce hard-edges on textures and increase the flatness effect.
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To produce the cell shading effect we use no graphics card shaders, so our
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implementation could run with almost any gfx card. The edge effect is produced
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by painting backface polygons with a thick wireframe without textures and
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repaint all the scene, but this time, with textures.
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We have also implemented a different algorithm (we call it White Texture),
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which uses white textures. It looks like this and this, you can set the
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console variable r_celshadalgo to 2, and load another map, or run using the
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appropiate link that came with the release.
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WWW: http://q3cellshading.sourceforge.net/
(-)q3cellshading/pkg-plist (-3 / +3 lines)
Lines 1-6 Link Here
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%%DEDICATED%%bin/q3ded
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%%DEDICATED%%bin/q3celded
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%%CLIENT%%bin/quake3
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%%CLIENT%%bin/quake3cel
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%%SMP%%bin/quake3-smp
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%%SMP%%bin/quake3cel-smp
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%%GAMELIBS%%%%LIBDIR%%/baseq3/cgame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/cgame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/qagame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/qagame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/ui.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/ui.so

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