The games/vkquake port
vkquake-1.31.1 – port of Quake 1 using Vulkan instead of OpenGL (cvsweb github mirror)
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.WWW: https://github.com/Novum/vkQuake
Readme
+------------------------------------------------------------------------------- | Running ${PKGSTEM} 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 ${PREFIX}/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. ${PREFIX}/share/vkquake/id1/music). Most Quake engines play nicest with soundtracks placed in the id1/music subfolder vs. sound\cdtracks QuakeSpasm, the engine vkQuake is derived from, supports OGG, MP3, FLAC, and WAV audio formats. The Linux version of QuakeSpasm/VkQuake requires external libraries: libogg or libvorbis for OGG support, libmad or libmpg123 for MP3, and libflac for FLAC. If you already have a setup that works for the engine you're currently using, then you don't necessarily have to change it. To convert the WAV files to FLAC, run this command with libflac and sox installed in a directory containing the WAV files: for f in *.wav; do sox "$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.
Maintainer
Thomas Frohwein
Only for arches
aarch64 alpha amd64 arm hppa i386 mips64 mips64el powerpc powerpc64 riscv64 sparc64
Categories
Library dependencies
Build dependencies
Files
- /usr/local/bin/vkquake
- /usr/local/share/doc/pkg-readmes/vkquake
- /usr/local/share/vkquake/
- /usr/local/share/vkquake/id1/
- /usr/local/share/vkquake/vkquake