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Diffstat (limited to 'games-fps/duke3d/metadata.xml')
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diff --git a/games-fps/duke3d/metadata.xml b/games-fps/duke3d/metadata.xml deleted file mode 100644 index 1f342d0fbdcc..000000000000 --- a/games-fps/duke3d/metadata.xml +++ /dev/null @@ -1,61 +0,0 @@ -<?xml version="1.0" encoding="UTF-8"?> -<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd"> -<pkgmetadata> - <maintainer type="project"> - <email>games@gentoo.org</email> - <name>Gentoo Games Project</name> - </maintainer> - <longdescription> -The third chapter in the series, and the first with a 3D perspective -(the original Duke Nukem and the sequel, Duke Nukem II, are side -scrolling platform games). This game, set sometime in the early 21st -century, begins in a ravaged LA, which was overtaken by aliens while you -were abducted during Duke Nukem II. Duke, upon returning to Earth, finds -himself with another mess to clean up, and another alien race that needs -exterminating. Duke is a can-do hero who realizes that sometimes -innocent people have to die in order to save Earth, so accuracy of gun -fire is not a real concern to him. :) - -This game has a long list of cool things that haven't been attempted in -3D action games, yet. The weapons, for example, kick-butt: - - * There's a mine that can be placed on any wall and sends out a -laser trip beam-- perfect for multiplayer games. - * There's also a shrinker ray that reduces an opponent to the size -of a G.I. Joe, at which point they are foot fodder--watch them splat! - * As in Shadow Warrior, you can swim under water, and even shoot -players who are standing outside the water, or vice versa. - - What works: - * Basic gameplay seems fine. - * Sound and music. - * keyboard input. - * mouse input. - * Hi-res (what would be "VESA modes" in DOS). - * Windowed/fullscreen support. - * Save games. - * Record and playback demos compatible with the Atomic Edition (1.5). - * Shareware and retail versions should all work. - * BUILD editor works to a large degree. - * DukeBots for multiplayer AI. - * Assembly code all has portable C fallbacks, now. - * TCP/IP Networking! - * Linux/x86 port. - * Windows/x86 port. - * BeOS/x86 port. - * (incomplete) MacOS X port. - -What doesn't work/known bugs: - * Joystick input isn't working yet. - * File cases need to be exact in some places, not others. - * Engine (game?) relies on compiler treating "char" as "unsigned" by default...this needs to be flushed out, for sanity's sake. But I'm anal. :) - * Netcode handles packet loss _VERY_ poorly...it's fine for stable connections and LANs, though. - * Configuring a multiplayer game involves editing text files and filling in IP addresses. Not very user-friendly. - * Some text prompts try to read the SDL input queue instead of stdin like they should. - * Probably other stuff. Do NOT consider this stable and complete yet! -</longdescription> - <use> - <flag name="demo">Install the demo files</flag> - <flag name="pic">disable optimized assembly code that is not PIC friendly</flag> - </use> -</pkgmetadata> |