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-<?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>