ChangeLog

# ChangeLog for games-fps/quake3-cpma
# Copyright 2002-2007 Gentoo Foundation; Distributed under the GPL v2
# $Header: /var/cvsroot/gentoo-x86/games-fps/quake3-cpma/ChangeLog,v 1.17 2007/08/17 23:27:40 wolf31o2 Exp $

*quake3-cpma-1.43 (17 Aug 2007)

17 Aug 2007; Chris Gianelloni
-quake3-cpma-1.1.ebuild, -quake3-cpma-1.2.ebuild,
-quake3-cpma-1.31.ebuild, -quake3-cpma-1.32.ebuild,
+quake3-cpma-1.43.ebuild:
Cleaning up older versions and bumping to 1.43 using some modifications
suggested by Paul Bredbury . Closing bug #157164.

22 Feb 2007; Piotr Jaroszyński ChangeLog:
Transition to Manifest2.

23 Oct 2006; Chris Gianelloni
quake3-cpma-1.38-r1.ebuild:
Removing unused variables.

23 Oct 2006; Chris Gianelloni
quake3-cpma-1.38-r1.ebuild:
Added explicit KEYWORDS since this should run on ppc and fixed dependencies.

*quake3-cpma-1.38-r1 (23 Oct 2006)

23 Oct 2006; Chris Gianelloni
+quake3-cpma-1.38-r1.ebuild:
Added new revision for testing which uses the brand-spankin-new
games-mods.eclass to reduce ebuild code.

*quake3-cpma-1.38 (03 Oct 2006)

03 Oct 2006; Chris Gianelloni
+quake3-cpma-1.38.ebuild:
Version bump. Ebuild by Arnaud Vrac . Closing bug #146228.

16 Sep 2005; Ciaran McCreesh ChangeLog:
Converted to UTF-8, fixed encoding screwups

*quake3-cpma-1.32 (14 Jun 2005)

14 Jun 2005; Chris Gianelloni
+quake3-cpma-1.32.ebuild:
Version bumped to 1.32 and closing bug #94455.

*quake3-cpma-1.31 (27 Dec 2004)

27 Dec 2004; Mike Frysinger +quake3-cpma-1.31.ebuild:
Version bump #53578 by Jan Brinkmann.

*quake3-cpma-1.2 (29 Jan 2004)

29 Jan 2004; Mike Frysinger :
Version bump #38003 by jouko maksimainen.

*quake3-cpma-1.1 (16 Jul 2003)

16 Jul 2003; Mike Frysinger :
Version bump + games-q3mod.eclass support #23871.

*quake3-cpma-0.99_rc8.ebuild (23 Oct 2002)

23 Oct 2002; Mike Frysinger quake3-cpma-0.99_rc8.ebuild
quake3-cpma.env.d :
Version bumpbed and added an env.d file to protect the server.cfg file

*quake3-cpma-0.99_rc7.ebuild (15 Oct 2002)

15 Oct 2002; Mike Frysinger quake3-cpma-0.99x-r2.ebuild
quake3-cpma-0.99x.ebuild quake3-cpma-0.99_rc7.ebuild :
Removed old files and added a new one for package naming/upgrade ... stupid x ;)

*quake3-cpma-0.99x-r2.ebuild (17 julio 2002)

06 Aug 2002; Mark Guertin :
Added -ppc to keywords

20 Jul 2002: Jose Alberto Suárez López quake3-cpma-0.99x-r2.ebuild:
Really fixed perms.

17 jul 2002; Jose Alberto Suárez López quake3-cpma-0.99x-r2.ebuild :
Added KEYWORDS.

*quake3-cpma (25 Jun 2002)

17 jul 2002; Jose Alberto Suárez López quake3-cpma-0.99x.ebuild :
Added LICENSE, KEYWORDS, SLOT.

25 Jun 2002; J.Alberto S.L. quake3-cpma-0.99x.ebuild:
First relase.

Manifest

AUX server.cfg 2977 RMD160 18b049023d3647b0a2f9a487368aff5e83d7bd8f SHA1 02bbf2adebbfda7ccdd308c933112ed26640685f SHA256 31a094ad43054ff6e924b50b2457e9a65ddcf86dde5dc2e839e0922ac7ef7cf4
DIST cpma-mappack-full.zip 122543145 RMD160 4ef28e69ffc51160fb6fc5a5bca4101141707ac4 SHA1 8a98cfc152f119da1b907f6431235ad3ccf89d59 SHA256 5db933fc92c41f2e0941ab65725586d4d0c30fe84727427bb6b265e4d941a226
DIST cpma138-nomaps.zip 8019378 RMD160 29f1488bd79f0c6e1f1cb1ce3b0e20b505773080 SHA1 2b51681f1ef1ee8a7f04720be7664aaab8ceb8cf SHA256 2de8edeb81884562bf9b8079eb69cfb60a2ae0b76d598ce9f6273b8efe6e140b
DIST cpma143-nomaps.zip 8109240 RMD160 ae9754cf2fce6047afad0f1be6432f243286b778 SHA1 b0bdb844ae06f4c4e13c085ae322f475f3698189 SHA256 2a2d31043a8bae9ecc87179d5b109db1b59d643ae8d229c3cd943a4a5c33806b
EBUILD quake3-cpma-1.38-r1.ebuild 677 RMD160 b9c74b84fe5cced5f7d752f16be7857a8f33f809 SHA1 1982a8bf12b4f1ce749d9625602df2ff7b12ae4d SHA256 a55323e894284da579b091976795dbc0ea46deaa14835c85a7eab57d1038ed46
EBUILD quake3-cpma-1.38.ebuild 477 RMD160 85ebfa7ac4e4674fb5154722b5b4e660ea87c0a7 SHA1 775e6208db24b0b644cf2ea27efb3cb362a9fa08 SHA256 c43ac65da17e03d54c2a74f54eb11d7dea0ee7aab99078f5345c32c780881001
EBUILD quake3-cpma-1.43.ebuild 989 RMD160 dd7b4fd3889e006fde685434d76388871d931692 SHA1 ac443782304825a6ca86bb8061e4a1c5381354a2 SHA256 cc04c50c1f803b66d51dc971d8ea0fd750b8109dd5279e1a39947ecc9e96952c
MISC ChangeLog 3135 RMD160 86d18defd20c071cd6cada88f1a89d174b1105b9 SHA1 c8d540a5003ca3703350cb9fcc19ae906517e974 SHA256 472e032a83b91daf544fa5cb4371005f551fe690b5dd5a2958f3b4b64762993a
MISC metadata.xml 2049 RMD160 5c38c666033694e9bb18b8f5de4caf158bdd503b SHA1 59f95c5ab4d01b74dfaf438c663e37e502e5af62 SHA256 d51a0d3213cdb9e87eae878e9116b76c3a5af050150a2da48ee8c66d8d8350c7

files

metadata.xml




games

The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999
(when the 'Q3test' was released) after he realised that Quake 3 Arena was going to have a
lot of "newbie-friendly" features and after John Carmack admitted a more challenging
version might be better for professional gamers (which is where the name "pro mode" came
from).

The Challenge Pro Mode's goals were, first and foremost, to make a more exciting and
challenging game to play and we hoped that this would help advance Q3 into a professional
sport. Along the way we made a choice between making only small conservative changes to
Q3A, and making the changes that our design team recommended. We took the path of making
the changes that our design team felt were necessary.

Our approach was to form an international project team and to separate "Design" from
"Programming". While the programming team might have input into the design process they
didn't make final design decisions - that was left to a team of experienced Quake players
who tested changes using a "tweaks" mod. The design team consisted of players with a mix
of competitive experience across Q1, Q2, Q3 and even UT.

Before the design team began their work we asked the community to 'brainstorm' a list
(called the "candidates list") of all the possible changes they would like to see (some
were contradictory). We also asked noted commentators (pundits) in the community what they
thought might be best. The designers took note of all of these suggestions, and used a
long process of tweaking and testing to develop the Challenge Pro Mode design. The team
released two public betas of their work for feedback and input from the community.

And that is pretty much how the project team has worked ever since. The result is a
gameplay design which we think is "finely tuned".

quake3-cpma-1.38-r1.ebuild

# Copyright 1999-2006 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
# $Header: /var/cvsroot/gentoo-x86/games-fps/quake3-cpma/quake3-cpma-1.38-r1.ebuild,v 1.4 2006/10/23 23:18:27 wolf31o2 Exp $

MOD_DESC="advanced FPS competition mod"
MOD_NAME="Challenge Pro Mode Arena"
MOD_DIR="cpma"

inherit games games-mods

HOMEPAGE="http://www.promode.org/"
SRC_URI="http://www.challenge-tv.com/demostorage/files/cpm/cpma${PV//.}-nomaps.zip
http://www.promode.org/files/cpma-mappack-full.zip"

LICENSE="as-is"

KEYWORDS="-* ~amd64 ~ppc ~x86"

RDEPEND="ppc? ( games-fps/${GAME} )
!ppc? (
|| (
games-fps/${GAME}
games-fps/${GAME}-bin ) )"

quake3-cpma-1.38.ebuild

# Copyright 1999-2006 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
# $Header: /var/cvsroot/gentoo-x86/games-fps/quake3-cpma/quake3-cpma-1.38.ebuild,v 1.1 2006/10/03 17:21:25 wolf31o2 Exp $

MOD_DESC="CPMA"
MOD_NAME=cpma
inherit games games-q3mod

HOMEPAGE="http://www.promode.org/"
SRC_URI="http://www.challenge-tv.com/demostorage/files/cpm/cpma${PV//.}-nomaps.zip
http://www.promode.org/files/cpma-mappack-full.zip"

LICENSE="as-is"

quake3-cpma-1.43.ebuild

# Copyright 1999-2007 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
# $Header: /var/cvsroot/gentoo-x86/games-fps/quake3-cpma/quake3-cpma-1.43.ebuild,v 1.1 2007/08/17 23:26:03 wolf31o2 Exp $

MOD_DESC="advanced FPS competition mod"
MOD_NAME="Challenge Pro Mode Arena"
MOD_DIR="cpma"

inherit games games-mods

HOMEPAGE="http://www.promode.org/"
SRC_URI="http://www.challenge-tv.com/demostorage/files/cpm/cpma${PV//.}-nomaps.zip
http://ftp1.srv.endpoint.nu/pub/repository/challenge-tv/demostorage/files/cpm/cpma${PV//.}-nomaps.zip
http://www.promode.org/files/cpma-mappack-full.zip"

LICENSE="as-is"

KEYWORDS="-* ~amd64 ~ppc ~x86"

RDEPEND="ppc? ( games-fps/${GAME} )
!ppc? (
|| (
games-fps/${GAME}
games-fps/${GAME}-bin ) )"

src_install() {
insinto "${GAMES_DATADIR}/${GAME}/baseq3"
doins "${WORKDIR}"/*.pk3 || die "pk3"

games-mods_src_install
}

pkg_postinst() {
games-mods_pkg_postinst
elog " To enable bots add: +bot_enable 1"
}