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        vkquake-1.36.0

        Package search / Categories / OpenBSD 8.0 release
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        OpenBSD branch
        OpenBSD 8.0 releaseCurrent snapshot

        OpenBSD 8.0 release ยท amd64

        port of Quake 1 using Vulkan instead of OpenGL

        Project homepage: https://github.com/Novum/vkQuake

        Description

        vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows. Compared to QuakeSpasm vkQuake also features a software Quake like underwater effect, has better color precision, generates mipmap for water surfaces at runtime and has native support for anti-aliasing and AF. vkQuake also serves as a Vulkan demo application that shows basic usage of the API. For example it demonstrates render passes & sub passes, pipeline barriers & synchronization, compute shaders, push & specialization constants, CPU/GPU parallelism and memory pooling.

        Package information

        Ports path
        games/vkquake
        Package architecture
        amd64
        Maintainer
        Thomas Frohwein <thfr@openbsd.org>
        Categories
        games, x11
        Available flavors
        None listed
        Only for architectures
        aarch64, amd64, arm, i386, mips64, mips64el, powerpc, powerpc64, riscv64, sparc64, alpha, hppa

        Ports list build and test dependencies as well as runtime dependencies. pkg_add selects those needed for installation.

        Direct dependencies

        Library

        • audio/mpg123
        • audio/libogg
        • audio/libvorbis
        • devel/sdl3
        • graphics/vulkan-loader

        Build

        • graphics/glslang
        • devel/gmake
        OpenBSD README

        This README contains unresolved ports variables; replace them before using its commands.

        +-------------------------------------------------------------------------------
        | Running vkquake on OpenBSD
        +-------------------------------------------------------------------------------
        
        Running vkQuake
        ===============
        
        Quake has 4 episodes that are split into 2 files:
        
        pak0.pak: contains episode 1
        pak1.pak: contains episodes 2-4
        
        These files aren't free to distribute, but pak0.pak is sufficient to run the
        game and it's freely available via the shareware version of Quake. Use 7-Zip or
        a similar file archiver to extract quake106.zip/resource.1/ID1/PAK0.PAK.
        Alternatively, if you own the game, you can obtain both .pak files from its
        install media.
        
        Now copy the .pak files to
        
        /usr/local/share/vkquake/id1/
        
        Note that the filename must be all lower case (e.g. 'pak0.pak') to work with
        vkquake.
        
        Optional - Music / Soundtrack
        -----------------------------
        The original quake had a great soundtrack by Nine Inch Nails. Unfortunately, the
        Steam version does not come with the soundtrack files. The GOG-provided files
        need to be converted before they are ready for use. In general, you'll just need
        to move a "music" folder to the correct location within your vkQuake
        installation (i.e. /usr/local/share/vkquake/id1/music). Most Quake engines play
        nicest with soundtracks placed in the id1/music subfolder vs. sound\cdtracks
        
        QuakeSpasm, the engine vkQuake is derived from, supports OGG, MP3, FLAC, and WAV
        audio formats. The Linux version of QuakeSpasm/VkQuake requires external
        libraries: libogg or libvorbis for OGG support, libmad or libmpg123 for MP3, and
        libflac for FLAC. If you already have a setup that works for the engine you're
        currently using, then you don't necessarily have to change it.
        
        To convert the WAV files to FLAC, run this command with libflac and sox
        installed in a directory containing the WAV files:
        
        for f in *.wav; do sox "$f" "${f%.wav}.flac"; done
        
        Generally, the below setup works for multiple engines, including
        Quakespasm/vkQuake:
        
        * The music files are loose files, NOT inside a pak or pk3 archive.
        
        * The files are placed inside a "music" subfolder of the "id1" folder. For
        missionpack or mod soundtracks, the files are placed in a "music" subfolder of
        the appropriate game folder. So the original Quake soundtrack files go inside
        "id1\music", Mission Pack 1 soundtrack files go inside "hipnotic\music", and
        Mission Pack 2 soundtrack files go inside "rogue\music".
        
        * The files are named in the pattern "tracknn", where "nn" is the CD track
        number that the file was ripped from. Since the soundtrack starts at the second
        CD track, MP3 soundtrack files are named "track02.mp3", "track03.mp3", etc. OGG
        soundtrack files are named "track02.ogg", "track03.ogg", etc. FLAC soundtrack
        files are named "track02.flac", "track03.flac", etc. WAV soundtrack files are
        named "track02.wav", "track03.wav", etc.
        

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