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:: OpenBSD

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:: OpenBSD Ports

puffy

Here is a small collection of OpenBSD ports that I have gathered/created. These were not originally meant for official use, just to make for easier reinstallation at later dates. However, rather than just keep them to myself, I decided to share them in case they are of any use for anyone else.

Please note that not EVERYTHING here was 100% created by me, some were pulled from ports systems of other BSDs and some are just quick updates to existing efforts by porters. I have tried to make note of these exceptions where applicable.

:: Games

name :: bsp
version :: 5.2
size :: 987 bytes
file :: file | tree
descr :: BSP is a portable nodes builder for Doom. A nodes builder is needed for creating your own PWADs, for example after you create a map with games/yadex, before it can be played, you must build the nodes in the PWAD so that the Doom engine of your choice can properly load your new level.
notes :: Thu Nov 3 21:38:21 PDT 2011 :: bump- builds/tests/installs/runs fine i386 as of today's snapshot
Sun Jan 16 14:59:22 PST 2011 :: bump- builds/tests/installs/runs fine as of Jan 15 2011 snap
Thu Aug 5 09:56:46 PDT 2010 :: bump- builds/tests/installs/runs fine as of Aug 3 2010 snap, resubmit after lock
Tue Oct 21 22:28:00 PDT 2008 :: initial revison- fresh port

name :: chocolate-doom
! :: Official port found on ports.su. The information here is for historical purposes only.
version :: 1.7.0
size :: 2567 bytes
file :: file | tree
descr :: Chocolate Doom is a portable branch of the classic doom.exe experience from the days of DOS. The author, Simon Howard, has worked to insure Chocolate Doom, which is nothing more than a directly modified version of the released iD Software source code, has zero changes that affect gameplay, look, or feel, and also re-created a DOS-like setup program to configure the game much like the original setup.exe. The project also maintains versions of the engine for Heretic, Hexen, and Strife. Chocolate Doom provides: chocolate-doom - the Doom executable chocolate-doom-setup - the Doom setup executable chocolate-heretic - the Heretic executable chocolate-heretic-setup - the Heretic setup executable chocolate-hexen - the Hexen executable chocolate-hexen-setup - the Hexen setup executable chocolate-strife - the Strife executable chocolate-strife-setup - the Strife setup executable chocolate-server - server for up to 4-player net games Due to the port re-implementing the original games as closely as possible, all original game PWADs and demos work flawlessly. Other original features include a PC-speaker driver, just like the DOS PC-speaker driver, and a working -left and -right network command parameter system for the 'surround display' setup that was obtainable with the original DOS executables over an IPX network. Check the chocolate-*(6) manpages for additional information.
notes :: Sun Aug 21 12:59:58 PDT 2011 :: removed patches by using some perl one-liners in the port Makefile instead (for ensuring chocolate-doom checks the correct location for IWADs) this was done about a week after i updated to 1.6.0.
Sat May 21 04:09:58 PDT 2011 :: updated to chocolate-doom 1.6.0, added desktop goo, modified Makefile for desktop goo extras per Stuart Henderson's direction, submitted to ports@
Sun Jan 16 14:56:38 PST 2011 :: updated to chocolate-doom 1.5.0, with CONFIGURE_STYLE fix from Alexander Hall and confirmed working on sparc64 from Jasper Lievisse Adriaanse
Thu Aug 5 09:45:26 PDT 2010 :: updated to chocolate-doom 1.4.0, submit after ports lock
Sun Mar 21 23:04:43 2010 -0700 :: received patch from Daniel Dickman updating to 1.3.0, tests good and sent to ports@
Sun Jun 7 10:09:50 2009 -0700 :: chocolate-doom 1.2.1 imported into official ports tree
Mon Sep 15 23:59:54 2008 -0700 :: initial revision- fresh port

name :: deng
version :: 1.9.10
size :: 6220 bytes
file :: file | tree
descr ::
notes :: Sat Jan 12 23:10:33 PST 2013 :: port based off dengold, this is the newer version currently being released and is working on having SDL completely replaced by QT for input, drawing, etc. This builds just fine however I have yet to figure out why the program never thinks games are installed. not sure if its a shared library issue or not, would love some assistance if anyone is curious about this!

name :: dengold
version :: 1.9.7 (git)
size :: 3671 bytes
file :: file | tree
descr :: From the SourceForge project page description: A Windows/Unix/Mac OS X game engine for 2.5d first person shooters such as DOOM, Heretic and Hexen. Lets you enjoy the original games using modern technology e.g. OpenGL, 3D models, unlimited framerate, high-resolution graphics, simulated radiosity. To use this engine you will need an original IWAD from either Doom, Ultimate Doom, Doom II, Final Doom, Heretic, or Hexen.
notes :: Sat Jan 12 23:08:55 PST 2013 :: moved to dengold, this package still works and the new version does not, so I'm keeping this around for now
Thu Nov 10 18:46:35 PST 2011 :: moved 1.8.6 to 'attic', updated to a git snapshot of 1.9.7 in their repositories. also removed deng-beta port that was also listed here in lieu of the 'stable' 1.8.6, as both the original 'stable' and the beta6.9 aren't as stable as the build right out of git repo. only tested on i386, 64bit testers welcome on this one for sure!
Thu Aug 5 09:43:12 PDT 2010 :: BROKEN- no-longer builds on -CURRENT after gcc upgrade
Sat Sep 20 22:20:12 PDT 2008 :: initial revision- fresh port

name :: deutex
version :: 4.4.902
size :: 1658 bytes
file :: file | tree
descr :: DeuTex is a wad composer for Doom, Heretic, Hexen and Strife. It can be used to extract the lumps of a wad and save them as individual files. Conversely, it can also build a wad from separate files. When extracting a lump to a file, it does not just copy the raw data, it converts it to an appropriate format (such as PPM for graphics, Sun audio for samples, etc.). Conversely, when it reads files for inclusion in pwads, it does the necessary conversions (for example, from PPM to Doom picture format). In addition, DeuTex has functions such as merging wads, etc. If you're doing any wad hacking beyond level editing, DeuTex is a must.
notes :: Fri Nov 4 10:57:52 PDT 2011 :: bump- builds/tests/installs/runs fine as of -CURRENT on i386
Sun Jan 16 14:59:59 PST 2011 :: bump- builds/tests/installs/runs fine as of Jan 15 2011 snap
Thu Aug 5 09:58:18 PDT 2010 :: bump- builds/tests/installs/runs fine as of Aug 3 2010 snap, resubmit after lock
Tue Oct 21 01:57:03 PDT 2008 :: initial revision- fresh port

name :: doom64ex
version :: 2.3
size :: 5318 bytes
file :: file | tree
descr :: Doom 64 EX is a recreation of the Nintendo(TM) 64 game Doom 64, originally created by Midway. It uses the Doom source code as its base, adding functionality expected from a game on a PC such as mouse-look, high-resolution and colour-depth output, and the ability to create custom Doom 64 mods.
notes :: Thu Aug 16 03:19:33 PDT 2012 :: not the first time i've ported this, but first time port has been complete with required tool. also a real release, so not based on svn snapshot (though i do need to beg the author to put a source file on sf.net)

name :: duke3d
version :: svn-182
size :: 1924 bytes
file :: file | tree
descr :: Icculus.org's branch of the Duke Nukem 3D source code will enable you to play the classic shoot'em'up in all of its glory, provided you have the original game data (duke3d.grp, game.con, defs.con, user.con)
notes :: Sat Mar 19 03:23:34 PDT 2011 :: very basic port of icculus.org's effort on the duke3d source code. this builds a `duke3d' binary for you; you have to provide your own game files. run the duke3d binary from within the directory containing game data. there is also a known issue with regards to the timing of the game, on i386 the game appears to be running in slow motion (but not lag as if it was using up all the cpu!) in fact, cpu usage usually sits rather low. any help on this matter would be wonderful.

name :: eduke32
! :: Official port found on ports.su. The information here is for historical purposes only.
version :: 2.0.0.2394
size :: 3784 bytes
file :: file | tree
descr ::
notes :: Sat Jan 12 23:25:44 PST 2013 :: this was imported to main ports tree last year, refer to there on this one now.
Wed Apr 4 17:19:10 PDT 2012 :: updated to revision 2394, more attention from ports@, looking for import once confirmed stable
Wed May 25 11:02:48 PDT 2011 :: updated with Antti Harri and Brynet's exiting work, thanks Brynet for submitting many patches to upstream eduke32 to make our port much simpler. this update also includes BUILD_DEPENDS on devel/nasm for i386 only, and an additional patch to make the port respect our CC and CXX. finally the port also now installs shareware data to and uses ${LOCALBASE}/share/duke3d
Sat May 21 04:05:55 PDT 2011 :: initial revision- fresh port

name :: eternity
version :: 3.40.30
size :: 5068 bytes
file :: file | tree
descr :: An advanced Doom engine, featuring the EDF definition format for advanced editing, ACS scripting, portals, rewritten menu and renderer, and more. A very nice example of the capabilities of this engine is the vaprdemo mod, available at: http://eternity.mancubus.net/vaprdemo.zip (requires Doom II IWAD)
notes :: Sat Jan 12 23:36:50 PST 2013 :: as with other doom ports here, this has been kept up-to-date, also has received some special attention from the author as our mmap helped uncover an off-by-one bug in the renderer.
Wed Apr 4 17:20:02 PDT 2012 :: updated to latest version at some point, runs good with current as of today
Tue Nov 1 23:47:40 PDT 2011 :: Initial port; not submitted. Thanks to Quasar` for help around build issues.

name :: eureka
version :: 0.88c
size :: 1675 bytes
file :: file | tree
descr :: Eureka is a Doom level (wad) editor for Unix systems running X. It is originally derived from the Yadex editor, in turn based on the DOS editor, DEU 5.21. It uses the FLTK toolkit. Eureka supports Doom alpha, Doom beta, Doom, Ultimate Doom, Doom II, Final Doom, and Heretic. There is also limited support for Hexen and Strife.
notes :: Sat Jan 12 20:35:42 PST 2013 :: initial port, not yet submitted to ports@ but builds and runs good with doom and doom2 iwads tested.

name :: glbsp
version :: 2.24
size :: 1166 bytes
file :: file | tree
descr :: glBSP is a node builder specially designed for OpenGL ports of the DOOM game engine. It adheres to the "GL-Nodes Specification", which means it adds some new special lumps to a WAD file that makes it easy and fast for an OpenGL DOOM engine to compute the polygons needed for drawing the levels.
notes :: Sun Jan 13 06:08:07 PST 2013 :: initial port.

name :: ioquake3
version :: 1.36
size :: 7803 bytes
file :: file | tree
descr ::
notes :: Tue Jan 15 16:41:26 PST 2013 :: sometime last year (march?) i stole patches for the qvm stuff from the openarena port and found that the game ran waaaay faster since then. this also marks the point where ioquake3 can run urbanterror 4.1 to be playable!
Wed May 25 11:15:33 PDT 2011 :: updated to new LIB_DEPENDS at some point, today also modified Makefile patch and DEFAULT_BASEDIR to use ${LOCALBASE}/share/quake3 instead of ${LOCALBASE}/share/games/quake3
Thu Aug 19 23:46:44 PDT 2010 :: synced patches to reality with openarena, added snd_sndio.c by Jacob Meuser, resubmit to ports@
Thu May 7 22:29:11 PDT 2009 :: initial revision- based off openarena porting effort

name :: odamex
version :: 0.6.3
size :: 2430 bytes
file :: file | tree
descr :: Odamex is a client/server multiplayer Doom engine. Odamex offers new multiplayer modes not previously available in Doom, such as team-based and capture the flag modes. The included odalaunch program will allow a player to find dozens of servers of all game types.
notes :: Sat Apr 27 14:27:19 PDT 2013 :: update to 0.6.3. there is a bug drawing wall textures on i386, but the problem doesn't exist on amd64. currently investigating.
Sat Jan 12 23:33:08 PST 2013 :: this has been kept in sync with mainline releases, but now updated to 0.6.2. this release marks reduction of patches to 1, and when I mentioned this on the project irc channel it sounds like it will get added.
Wed Apr 4 17:21:16 PDT 2012 :: updated to 0.5.6 week of release, has been working great and still works as of this day -current
Sun Aug 21 13:01:24 PDT 2011 :: update to odamex 0.5.4, builds, packages, runs good @i386
Sat Jun 25 15:00:10 PST 2011 :: update to odamex 0.5.3, fix D_AddSearchDir to refer to our proper location for datafiles
Sun Jan 16 15:56:50 PST 2011 :: update to odamex 0.5.1, update port to new WANTLIB and LIB_DEPENDS style. submitted to ports@
Sun Dec 27 09:49:46 PST 2009 :: update to odamex 0.4.4
Mon Mar 16 21:40:10 PDT 2009 :: initial revision- fresh port

name :: prboom-plus
! :: Official port found on ports.su. The information here is for historical purposes only.
version :: 2.5.1.3
size :: 2253 bytes
file :: file | tree
descr ::
notes :: Mon Apr 1 15:31:53 PDT 2013 :: imported to official tree.
Wed Apr 4 17:20:42 PDT 2012 :: nice real release, updated, runs great, some nice non-ugly extra hud options now too.
Tue Nov 8 18:33:36 PST 2011 :: updated to prboom-plus 2.5.1.2 from svn, updated patches and corrected locations of installed files. Fri Mar 18 22:22:56 PDT 2011 :: updated to prboom-plus 2.5.0.8a, updated Makefile to current ports standards
Tue Oct 21 02:02:03 PDT 2008 :: initial revision- fresh port

name :: quake3-data/base
version :: 1.32b-3
size :: 1570 bytes
file :: file | tree
descr :: Installs point release and original data files to play Quake III Arena with a source port such as games/ioquake3.
notes :: Sun Dec 14 03:37:11 PDT 2008 :: initial revision- adopted from freebsd port

name :: quake3-data/missionpack
version :: 1.32b-3
size :: 1570 bytes
file :: file | tree
descr :: Installs data files to play Quake III Team Arena with a source port such as games/ioquake3.
notes :: Sun Dec 14 03:37:11 PDT 2008 :: initial revision- adopted from freebsd port

name :: tyrquake
version :: 1.6
size :: 4207 bytes
file :: file | tree
descr :: TyrQuake is meant to be a fairly conservative branch of the Quake source code. It's intended to support Quake and Quakeworld in both software and GL versions, as well as the Quakeworld Server. The intent is not to change the look and feel by adding rendering enhancements, but rather to fix bugs and add other minor enhancements.
notes :: Sat May 21 04:06:31 PDT 2011 :: initial revision- fresh port; submitted to ports@

name :: uhexen2
version :: 1.5.4
size :: 1316 bytes
file :: file | tree
descr :: hexen2
notes :: Tue Jan 15 18:20:27 PST 2013 :: fixed build problem, found i was trying to make the game respect globally installed data files. for now it builds and works when the game is run from the directory with the hexen2 data1/ directory.
Tue Jan 15 17:55:01 PST 2013 :: initial revision long ago; built and packaged when lasted updated in september of last year, now build breaks. hopefully quick fix, as this otherwise ran great on i386. not yet submitted to ports@

name :: vavoom
version :: 1.33
size :: 2694 bytes
file :: file | tree
descr :: Vavoom is a highly modified Doom/Heretic/Hexen/Strife engine borrowing many ideas (and many pieces of code) from the Quake games/code. Features such as 3D floors (room-over-room), ZDoom map format support, EDGE map format support, BOOM compatibility, console, jumping, revamped menus, overhauled client/server networking (in-game joining support), OpenGL rendering, dynamic lighting, and more. Vavoom requires a data file from at least one of the following: - Doom shareware, Registered Doom, Ultimate Doom - Doom 2: Hell on Earth, Doom 2: TNT Evilution, Doom 2: The Plutonia Experiment - Heretic shareware, Heretic registered - Hexen - Strife shareware, Strife cp(1) or ln(1) symlink the main data file(s) from any of the above into ${PREFIX}/share/vavoom to play the games. The following parameters are accepted to start a specific game if all data files are present: -doom, -doom2, -tnt, -plutonia, -heretic, -hexen, -strife
notes :: Tue Jan 15 16:35:27 PST 2013 :: initial revision; fresh port; not submitted to ports@. this is one of two ways to play heretic and hexen (the other being dengold).

name :: vitetris
! :: Official port found on ports.su. The information here is for historical purposes only.
version :: 0.57
size :: 3079 bytes
file :: file | tree
descr ::
notes :: Thu Jan 24 03:45:07 PST 2013 :: original port made in 2008, it was quickly accepted to the official ports tree from another ports committer. added here (again?) as it has been updated, patch sent to ports@ and awaiting OKs. the update waned for years because i seem to recall having some strange issue with newer versions years ago, but now it seems to work just great.

name :: wolf4sdl/sod
version :: 1.6
size :: 2586 bytes
file :: file | tree
descr :: Wolf4SDL is a portable version of id Software's Spear of Destiny. The actual gameplay has been retained to feel just like the original, with minimal added features. The OPL2 emulator from MAME has been implimented to supply perfect playback of the original adlib sounds, so you can play and hear all the sounds and music as if you had a top of the line machine in 1992 with all the right hardware. Original data files from the original game are required, the following version: Spear of Destiny Full and Mission Disks is required to play. the data files do need to be readable and writable by the user that wants to play, and the user should run the game while inside the directory that contains the data files. The game writes to the config.sod file, and will also output the savegamx.sod files for each savegame to the current directory. NOTE: there is a copy protection quiz when you start this game, it requires you have your original game manual handy to pass the quiz. If you have misplaced the manual you may either guess, or start the game as follows: $ spear --goodtimes
notes :: Sun Jan 16 15:05:22 PST 2011 :: updated to match new WANTLIB and LIB_DEPENDS changes, fixed SUBDIR Makefile. builds/tests/installs/runs great
Tue Oct 21 04:50:19 PDT 2008 :: initial revision- fresh port

name :: wolf4sdl/wolf3d
version :: 1.6
size :: 2586 bytes
file :: file | tree
descr :: Wolf4SDL is a portable version of id Software's Wolfenstein 3D. The actual gameplay has been retained to feel just like the original, with minimal added features. The OPL2 emulator from MAME has been implimented to supply perfect playback of the original adlib sounds, so you can play and hear all the sounds and music as if you had a top of the line machine in 1992 with all the right hardware. Original data files from the original game are required, the following version: Wolf3d Full v1.4 GT/ID/Activision is required to play. the data files do need to be readable and writable by the user that wants to play, and the user should run the game while inside the directory that contains the data files. The game writes to the config.wl6 file, and will also output the savegamx.wl6 files for each savegame to the current directory.
notes :: Sun Jan 16 15:05:22 PST 2011 :: updated to match new WANTLIB and LIB_DEPENDS changes, fixed SUBDIR Makefile. builds/tests/installs/runs great
Tue Oct 21 04:50:19 PDT 2008 :: initial revision- fresh port

name :: yadex
version :: 1.7.0
size :: 10892 bytes
file :: file | tree
descr :: Yadex is a Doom level (wad) editor for Unix systems running X. It is originally derived from the DOS editor, DEU 5.21. Yadex supports Doom alpha, Doom beta, Doom, Ultimate Doom, Doom II, Final Doom, and Heretic. There is also limited support for Hexen and Strife.
notes :: Sat Jan 12 20:35:15 PST 2013 :: broken- still fails, see eureka editor above
Fri Nov 4 10:58:44 PDT 2011 :: broken- fails on build
Tue Oct 21 01:57:03 PDT 2008 :: initial revision- fresh port

name :: zdoom
version :: 2.5.0 openal + patches
size :: 25759 bytes
file :: file | tree
descr :: ZDoom is an enhanced port of the official DOOM source code. This version is the 'openal' branch that doesn't require the closed source FMOD audio library.
notes :: Sun Jan 13 06:50:10 PST 2013 :: i realized i didn't comment the absurd patches i put in place to make this 'work'. i have commented all patches, but i don't remember what they all were for yet. will update as i figure that out, and of course anyone with a proper clue is more than welcome to tell me whats what.
Sun Jan 13 06:37:13 PST 2013 :: not the initial port by a long shot. tried getting this working for years now. first time it builds AND runs AND has sound AND doesn't -immediately- crash. crashes on exit. config file writing doesn't work, reading does. this has lots of hammers used to get the build to complete, as well as an interesting amount of patchwork on the most recent svn snapshot on the openal branch. this means a custom tarball from most recent svn, PLUS patches from the zdoom.org forum from the guy that started the openal branch (but seems to not have access to actually update anything in the repo).