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authorRobin H. Johnson <robbat2@gentoo.org>2015-08-08 13:49:04 -0700
committerRobin H. Johnson <robbat2@gentoo.org>2015-08-08 17:38:18 -0700
commit56bd759df1d0c750a065b8c845e93d5dfa6b549d (patch)
tree3f91093cdb475e565ae857f1c5a7fd339e2d781e /games-fps/quakeforge/metadata.xml
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proj/gentoo: Initial commit
This commit represents a new era for Gentoo: Storing the gentoo-x86 tree in Git, as converted from CVS. This commit is the start of the NEW history. Any historical data is intended to be grafted onto this point. Creation process: 1. Take final CVS checkout snapshot 2. Remove ALL ChangeLog* files 3. Transform all Manifests to thin 4. Remove empty Manifests 5. Convert all stale $Header$/$Id$ CVS keywords to non-expanded Git $Id$ 5.1. Do not touch files with -kb/-ko keyword flags. Signed-off-by: Robin H. Johnson <robbat2@gentoo.org> X-Thanks: Alec Warner <antarus@gentoo.org> - did the GSoC 2006 migration tests X-Thanks: Robin H. Johnson <robbat2@gentoo.org> - infra guy, herding this project X-Thanks: Nguyen Thai Ngoc Duy <pclouds@gentoo.org> - Former Gentoo developer, wrote Git features for the migration X-Thanks: Brian Harring <ferringb@gentoo.org> - wrote much python to improve cvs2svn X-Thanks: Rich Freeman <rich0@gentoo.org> - validation scripts X-Thanks: Patrick Lauer <patrick@gentoo.org> - Gentoo dev, running new 2014 work in migration X-Thanks: Michał Górny <mgorny@gentoo.org> - scripts, QA, nagging X-Thanks: All of other Gentoo developers - many ideas and lots of paint on the bikeshed
Diffstat (limited to 'games-fps/quakeforge/metadata.xml')
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diff --git a/games-fps/quakeforge/metadata.xml b/games-fps/quakeforge/metadata.xml
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+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd">
+<pkgmetadata>
+ <herd>games</herd>
+ <longdescription>
+QuakeForge is a 3D graphics game engine based on id Software's legendary
+Quake and QuakeWorld game engine. Our purpose? To improve the state of
+the game by improving the engine and making it accessable to the largest
+number of players we can.
+
+Arguably the single most important issue on the minds of players today
+is the rampant cheating which is currently happening on many of the
+larger servers. It's a serious problem and it really makes a good game
+hard to find. We're working hard to fix these problems at the engine
+level.
+
+But what good is that if you have to have a copy of our client and the
+server has to run our server? There are other projects out there and
+some of them have very unique qualities. QuakeForge is cooperating with
+QSG, a group comprised of representatives from nearly every known Quake
+source project to ensure that our clients and servers run with other
+clients and servers just fine. We have all agreed to implement any
+effective cheat prevention methods.
+
+Other things we're doing include merging the two code trees, adding
+features, and improving the OpenGL renderer. And QuakeForge is still the
+most portable source tree based on the id Software code.
+</longdescription>
+ <use>
+ <flag name="wildmidi">enable libWildMidi support</flag>
+ <flag name="xdg">enable XDG support</flag>
+ </use>
+ <upstream>
+ <remote-id type="sourceforge">quake</remote-id>
+ </upstream>
+</pkgmetadata>