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authorRobin H. Johnson <robbat2@gentoo.org>2015-08-08 13:49:04 -0700
committerRobin H. Johnson <robbat2@gentoo.org>2015-08-08 17:38:18 -0700
commit56bd759df1d0c750a065b8c845e93d5dfa6b549d (patch)
tree3f91093cdb475e565ae857f1c5a7fd339e2d781e /games-fps/legends/metadata.xml
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proj/gentoo: Initial commit
This commit represents a new era for Gentoo: Storing the gentoo-x86 tree in Git, as converted from CVS. This commit is the start of the NEW history. Any historical data is intended to be grafted onto this point. Creation process: 1. Take final CVS checkout snapshot 2. Remove ALL ChangeLog* files 3. Transform all Manifests to thin 4. Remove empty Manifests 5. Convert all stale $Header$/$Id$ CVS keywords to non-expanded Git $Id$ 5.1. Do not touch files with -kb/-ko keyword flags. Signed-off-by: Robin H. Johnson <robbat2@gentoo.org> X-Thanks: Alec Warner <antarus@gentoo.org> - did the GSoC 2006 migration tests X-Thanks: Robin H. Johnson <robbat2@gentoo.org> - infra guy, herding this project X-Thanks: Nguyen Thai Ngoc Duy <pclouds@gentoo.org> - Former Gentoo developer, wrote Git features for the migration X-Thanks: Brian Harring <ferringb@gentoo.org> - wrote much python to improve cvs2svn X-Thanks: Rich Freeman <rich0@gentoo.org> - validation scripts X-Thanks: Patrick Lauer <patrick@gentoo.org> - Gentoo dev, running new 2014 work in migration X-Thanks: Michał Górny <mgorny@gentoo.org> - scripts, QA, nagging X-Thanks: All of other Gentoo developers - many ideas and lots of paint on the bikeshed
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diff --git a/games-fps/legends/metadata.xml b/games-fps/legends/metadata.xml
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+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE pkgmetadata SYSTEM "http://www.gentoo.org/dtd/metadata.dtd">
+<pkgmetadata>
+<herd>games</herd>
+<longdescription>
+Legends is a fast-paced first-person-perspective online multiplayer
+game. The game is designed to take advantage of the beautiful
+environments available from the Torque engine it is based on while still
+offering the breakneck pacing and variety of styles available from such
+classics as Quake and Tribes.
+
+Gameplay is not the strafe-strafe-jump-strafe-shoot-strafe-run-like-hell
+style a lot of games espouse; the addition of a jetpack adds a third
+dimension of mobility that makes skill, forethought, and restraint
+necessities to winning.
+
+Team sizes are going to be ideal between 10 and 15 on each side, and the
+network code will allow anyone with any bandwidth to play relatively
+smoothly. Game type offerings will range from the classic Capture the
+Flag to our own new type, affectionately called "Knockout".
+
+Plenty of maps will be provided by us, but the beauty of this game is
+its customization possibilities. Mission creation has never been easier,
+with a stable, full-featured editor integrated into the game engine
+itself. Skins, models, and effects can all be modified by the end-user
+with commonly available tools.
+</longdescription>
+</pkgmetadata>