- Fix network play by fixing the paths within the UnrealTournament.ini
file to actually be usable by the user. Removing of the
${HOME}/.loki/ut directory to fix this issue is recommended.
PR: ports/99990
Submitted by: Sean Farley <sean-freebsd@farley.org> (maintainer)
Approved by: netchild (mentor, implicit)
player can start as a peasant in search of fame and become a hero. First of all
PlaneShift is a Role Playing Game. Be sure to read our Roleplay guidelines or
you will not be able to play this game. We will focus our efforts in the
reproduction of a real world with politics, economy, many non-player-characters
controlled by the server that will bring to life our world even without players
connected!
We want to give FREE access to everyone, without the need to either purchase
the game or pay a monthly fee. Servers and bandwidth will be donated by
sponsors.
Our virtual world is persistent, and this means you can connect to it at every
hour of day or night and you will always find players and npcs wandering our
realms. You will be able to disconnect and reconnect again, the server saves
the actual status of your character including his possessions.
You will use a client program to interact with our world, that enables you to
have a 3D view of the surroundings.
WWW: http://www.planeshift.it
PR: ports/94720
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
NuclearChess is a chess variant. Whenever a piece is captured, both
pieces and all pieces on neighbour fields die. Games are short and fun
even for people who usually don't play chess.
PR: ports/97944
Submitted by: shaun (me)
Approved by: ahze (mentor)
- Fix sound problems.
- Fix building on !i386.
- Fix writting personal configuration, and do it in ~/.tenebrae, to avoid
conflicts with other engines since they usually have different variables.
- Use USE_DOS2UNIX.
- Remove unneeded information from pkg-message (it depends on quake-data so it
will be installed automatically, also quake-data installs the demo so
tenebrae is playable after installation).
- Use release target instead of the debug one.
- Clean-up.
PR: ports/98783
Approved by: maintainer (timeout)
colored groups, causing them to fall out of the screen. You can
either win by clearing your entire field, or lose if any balls
attach below the white line near the bottom.
The main difference between this game and the classic Bust a Move,
is online multiplayer support, with menu options for playing against
random opponents, or starting or joining a named (private) game.
WWW: http://www.junoplay.com/
PR: ports/98966
Submitted by: Dmitry Marakasov <amdmi3@mail.ru>
for a few minutes and occupy your hands in the meantime. Guaranteed
no adrenaline rush!
WWW: http://www.junoplay.com/
PR: ports/98965
Submitted by: Dmitry Marakasov <amdmi3@mail.ru>
- Correct the #include of <mysql.h>
- Add `-rdynamic' to LDFLAGS for main executable
[1] Since I do not plan to commit GCC 2.95 support to Quetoo SVN, I decided
to not split patch for separate files. Once we stop supporting RELENG_4,
this patch can go away if it would cause problems keeping it in sync.
Reported by: krismail [1]
it, and remove a stray reference to SDL_image.h from the source.
Noteced by: Clive Crous, the Vulture's Claw developer
PR: ports/99001
Submitted by: maintainer
- Remove pkg-message and NO_PACKAGE for !i386.
- Fix building on ia64 (take endianess from mahcine/endian.h and don't
complain about an unknown arch), and probably other archs.
- Make portlint happy (append to BUILD_DEPENDS after bsd.port.pre.mk).
Approved by: Ed Schouten <ed@fxq.nl> (maintainer)
Unreal Tournament showcases the enhanced, hugely-popular Unreal engine,
the benchmark of 3-D graphical excellence and immersive gameplay.
This stand-alone game brings you never before,
richly-textured and thrilling environments.
In single player mode with "bots" (virtual customizeable team mates) or
in multiplayer mode with up to 16 bots and/or humans.
Step into the Unreal arena and stake your life in the pursuit of victory
as the Unreal Grand Master. Or suffer the agonizing death of defeat.
For information about the Linux patch/installer
WWW: http://liflg.org/?catid=6&gameid=51
For more information about UT visit:
http://www.unrealtournament.com/
PR: ports/91984
Submitted by: Sean Farley <sean-freebsd@farley.org>
and realism with a specific emphasis on action over realism. Reaction is a
port of the classic Action Quake 2 (AQ2) mod. AQ2 still enjoys great
popularity in online gaming even 4 years after it was initially released and
on an "obsolete" game engine as well. Many people attribute this lasting
popularity to both the unique gameplay and the AQ2 community.
AQ2 is still more popular than any other Q3 realism mod and any other Quake 2
and Quake/QuakeWorld mods. Reaction Quake 3 aims to bring the gameplay of AQ2
to a new, more modern game engine. This mod is made by AQ2 fans and players
specifically for those who love the fast and furious AQ2 gameplay and also to
hopefully expose a new generation of players to this unique gameplay.
WWW: http://www.rq3.com/
PR: ports/93576
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
and these ports build fine without it. My guess is that it was added
by someone as an opposite to USE_BZIP2 and other people copied it.
Remove it once and for all.
With hat: portmgr
but it is not as easy as it sounds, many dangers are present,
traps made out of those arrow blocks, for example.
Also beasts that try to eat you.
WWW: http://xye.sourceforge.net/
PR: ports/96738
Submitted by: Robert Gogolok <gogo@cs.uni-sb.de>
Approved by: lawrance (mentor, implicit)
elements of an RTS. Players can choose from 2 unique races, aliens and humans.
Players on both teams are able to build working structures in-game like an
RTS. These structures provide many functions, the most important being
spawning. The designated builders must ensure there are spawn structures or
other players will not be able to rejoin the game after death. Other
structures provide automated base defense (to some degree), healing functions
and much more...
Player advancement is different depending on which team you are on. As a
human, players are rewarded with credits for each alien kill. These credits
may be used to purchase new weapons and upgrades from the "Armoury". The alien
team advances quite differently. Upon killing a human foe, the alien is able
to evolve into a new class. The more kills gained the more powerful the
classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This
is achieved by not only killing the opposing players but also removing their
ability to respawn by destroying their spawn structures.
WWW: http://www.tremulous.net/
short) aims to build upon id Software's Quake 3 source code release. The
source code was released on August 20, 2005 under the GPL. Since then, we have
been cleaning up, fixing bugs, and adding features. Our permanent goal is to
create the open source Quake 3 distribution upon which people base their games
and projects. We also seek to have the perfect version of the engine for
playing Quake 3: Arena, Team Arena, and all popular mods. This distribution of
the engine has been ported to many new platforms and has had a slew of new
features added, along with massive bug extermination.
WWW: http://icculus.org/quake3/
the way similar to snow bros game.
WWW: http://www.losersjuegos.com.ar
PR: ports/95388
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
Approved by: lawrance (mentor, implicit)
FreeBSD (I didn't know ARCH can't be overriden from the original program's
Makefile).
- Use a list of supported architectures for VM instead of hardcoding them.
- Added new options (SMP and GERMANY support)
- This ports install libSDL-1.2.id.so.0 and libstdc++.so.6. It's neccesary for
correct running of linux-quake4.
- Other tiny modifications.
- Install libraries in a private directory and not in global ones [1].
- Fix IDSOFTWARE mirror sub-directory [1].
- Keep PORTEPOCH [1].
PR: ports/96789
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe> (maintainer)
Reworked by: alepulver [1]
- Take maintainership.
- Fix OPTIONS detection code, and add more.
- There were 2 security vulnerabilities that are fixed by the update.
Security: CVE-2006-2082
holes.
- Switch from X11BASE to LOCALBASE.
- Switch to $MASTER_SITE_IDSOFTWARE as only download source. This
should hopefully provide a more reliable download mirror list.
- Replace RESTRICTED with NO_CDROM, since the license actually allows
packages to be built and offered for download.
- Switch mods from X11BASE to LOCALBASE (linux-enemyterritory-*) and bump
their PORTREVISION.
PR: ports/98160
Submitted by: Benjamin Lutz <benlutz@datacomm.ch> (maintainer)
but, the correct way is preserve original MASTER_SITE and add
freebsd.unixfreunde.de just as a backup, I'm doing it right now, restoring
original preserving the Martin's proposed backup.
Rename this ports to use the real vendor package name. The advantage of this
is to allow our users' keyword search works and easier for users to file the
Bugzilla report when they use our name of ports. Debian, Gentoo, NetBSD and
other OSs have the correct package name, but not in our ports tree.
My team, FreeBSD GNOME Team, have agreed with it.
As for other ports, chase the rename.
PR: ports/97985
Repocopy by: marcus
- Remove CONFLICTS with quake3. Install libraries in lib/q3base.
- Remove ONLY_FOR_ARCHS (builds on other archs).
- Integrate with quake3-data.
- Avoid creating a botlib.log file in the current directory.
- Add NO_PACKAGE and pkg-message to !i386, and ask for feedback.
PR: ports/97931
Submitted by: alepulver (myself)
Approved by: garga (mentor, implicitly), maintainer
Rename this ports to use the real vendor package name. The advantage of this
is to allow our users' keyword search works and easier for users to file the
Bugzilla report when they use our name of ports. Debian, Gentoo, NetBSD and
other OSs have the correct package name, but not in our ports tree.
My team, FreeBSD GNOME Team, have agreed with it.
As for other ports, chase the rename.
PR: ports/97985
Repocopy by: marcus
Rename this ports to use the real vendor package name. The advantage of this
is to allow our users' keyword search works and easier for users to file the
Bugzilla report when they use our name of ports. Debian, Gentoo, NetBSD and
other OSs have the correct package name, but not in our ports tree.
My team, FreeBSD GNOME Team, have agreed with it.
As for other ports, chase the rename.
PR: ports/97985
Repocopy by: marcu
Rename this ports to use the real vendor package name. The advantage of this
is to allow our users' keyword search works and easier for users to file the
Bugzilla report when they use our name of ports. Debian, Gentoo, NetBSD and
other OSs have the correct package name, but not in our ports tree.
My team, FreeBSD GNOME Team, have agreed with it.
* WITH_MENUCOLORS: Use POSIX-compliant regex via MENU_COLOR_REGEX_POSIX
* No more reliance on gnuregex
* Squelch patch-time calls to REINPLACE_CMD
* Update distinfo to reference new menucolors patch
* Update patch-ad to remove -lgnuregex (see below note)
* Update patch-ad to remove use of $LIBTTY
PR: ports/92958
Submitted by: Jeremy Chadwick <freebsd@jdc.parodius.com> (maintainer)
forked from Falcon's Eye, one of the nicest graphical interfaces ever
for NetHack.
WWW: http://www.darkarts.co.za/projects/vultures/
PR: ports/97886
Submitted by: Li-Lun Wang (Leland Wang) <llwang@infor.org>
- Put port mirrors before IDSOFTWARE ones.
- Use USE_DOS2UNIX instead of USE_CRLF provided by games/quake3.
- Use Makefile instead of cons, remove Perl dependencies. Avoid building unncessary components.
- Add OPTIONS. Allow building without X11 and optimizations.
- Add pkg-plist.
- Fix on non-i386.
PR: ports/97930
Submitted by: alepulver (myself)
Approved by: garga (mentor, implicitly), maintainer
source, rather than concentrate on fancy graphics, embedded MP3 players and
other "gimmick" features, R1Q2 is focused on providing stability, security and
speed whilst remaining fully compatible with existing mods and other clients.
WWW: http://www.r1ch.net/stuff/r1q2/
Approved by: garga (mentor)
intend to support Quake and Quakeworld in both software and GL versions, as
well as Quakeworld Server; all on both MS Windows and Linux. I don't intend on
adding lots of rendering enhancements, but rather fixing little bugs that I've
come across over the years. I'll be adding small enhancements, but I don't
want to completely overhaul the engine.
WWW: http://disenchant.net/engine.html
Approved by: garga (mentor)
- Adjust PORTVERSION to match alienarena and alienarena-data.
- Only download the patch.
- Remove support for amd64 (no SDL binaries, and OSS is broken).
- Add support for WITH_NVIDIA_GL knob.
- Remove RESTRICTED and NO_PACKAGE (data is on a separate port).
- Add pkg-plist.
- Rename scripts to "linux-alienarena" and "linux-alienarena-ded".
PR: ports/91837
Approved by: garga (mentor, implicitly)
source. It has also most of the fixes/features of the Enhanced GLQuake
version. The engine can be used for both watching the "Seal of Nehahra" movie
and for playing the actual game.
WWW: http://planetquake.com/nehahra/
Approved by: garga (mentor)
theme with a modern, updated visual experience. With 25 levels, five modes of
play, mutators, built-in bots, 9 characters, 8 weapons (3 with alt-fire
modes), the game has an endless supply of replayability. Billed as the sequel
to 2004's CodeRED: Alien Arena, AA2K6 is much more than that. With the trials
and tribulations of software development, endless hours of playing, gathering
feedback, COR Entertainment has been able to not only fine tune and perfect
it's flagship game, but add completely new dimensions to it.
WWW: http://red.planetarena.org/
PR: ports/91803
Approved by: garga (mentor)
theme with a modern, updated visual experience. With 25 levels, five modes of
play, mutators, built-in bots, 9 characters, 8 weapons (3 with alt-fire
modes), the game has an endless supply of replayability. Billed as the sequel
to 2004's CodeRED: Alien Arena, AA2K6 is much more than that. With the trials
and tribulations of software development, endless hours of playing, gathering
feedback, COR Entertainment has been able to not only fine tune and perfect
it's flagship game, but add completely new dimensions to it.
Note: this port only contains the data needed to run AA2K6, shared by the
Linux and native ports of the game engine. To play AA2K6 you have to install
one of "games/alienarena" or "games/linux-alienarena".
WWW: http://red.planetarena.org/
PR: ports/91802
Approved by: garga (mentor)
- Remove Savannah mirror(s), add one that works
- Convert to OPTIONS
- All patches have been integrated by vendor
PR: ports/96932
Submitted by: Shaun Amott
I separeted glest port to glest and glest-data ports.
Glest 2.0.0 has been released, this version includes loads of new features:
- New Magic units:
- Tower of Souls: Air defense building, attacks air only
- Golem: Defensive unit, needs EP to walk, can't attack air
- Daemon giant: Heavy melee unit
- Drake rider: Light ranged unit
- New Tech units:
- Aerodrome: Building for producing air units
- Air ballista: Air defense building, attacks air only
- Rider: Fast medium unit
- Ornithopter: Light air unit
- Airship: Heavy air unit, can't attack air
- New Magic upgrades
- New Tech upgrades
- New animations for existing units
- Shared vision between allies
- New particle blending
- Felix and Matze added to the credits
- Players now start on the location indicated in the game settings menu
- Score system
- HTML documentation
- Increased projectile accuracy
- Optimized particle rendering
- Loads of balance changes
PR: ports/95608
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe> (maintainer)
Approved by: lawrance (mentor)
The idea for Jaymod came from the main features of Shrubmod. Shrubmod has
long been out of date and unsupported, and with the instability issues that
come with Shrubmod, something had to be done to get a Shrub-like server-side
mod that would provide most of Shrub's features, be stable, and be supported.
This mod has, obviously, outgrown the original objective of being server-side
only. Some of the ideas I wanted to implement could not be done with server
code only, so the decision was made to start working on the client end as
well. I wanted this to be as easy as possible for end users, and now only one
pak needs to be downloaded (on the fly) to be able to play this mod.
WWW: http://jaymod.clanfu.org/
PR: ports/93544
Approved by: garga (mentor)
Goals of ET Pub:
* Be configuration compatible with shrubet (cvars AND shrubbot.cfg).
* Match useful shrub features (e.g. Play Dead, Corpse Dragging, etc.).
* Fix bugs.
* Add features to try to imporve gameplay on public servers. (e.g. Active
Team Balance).
WWW: http://et.tjw.org/etpub/
WWW: http://www.etpub.org/
PR: ports/93543
Approved by: garga (mentor)
specifically designed for administration of competition servers.
ET Pro has been chosen as the official tournament mod for STA, TWL, CAL,
Clanbase, and ESL.
The official IRC channel for ET Pro is #etpro on irc.freenode.net
WWW: http://etpro.anime.net/
PR: ports/93542
Approved by: garga (mentor)
Software. It is used to create maps for a number of computer games.
GtkRadiant originated as Q3Radiant, the Quake III Arena level design tool,
which was a Windows-only application. Two major things are different in
GtkRadiant: it is based on the GTK+ toolkit, so it also works in Linux and Mac
OS X, and it's also game engine-independent, with functionality for new games
added as game packs.
GtkRadiant is an Open Source application. Source code is publicly available
from id Software's Subversion repository and new additions to the code are
covered under open source licenses. The core Q3Radiant code, however, was
originally under id Software's proprietary license. The license for both the
editor and toolset (notably Q3Map2, the BSP compiler) was changed in February
2006, and publicly released under the GPL on February 17.
WWW: http://www.qeradiant.com/
PR: ports/93668
Submitted by: Alejandro Pulver <alejandro@varnet.biz>
Approved by: garga (mentor)
New Changes in dangerdeep:
- new SSE intrinsic code for x86/64 and x86/32
- new sky rendering
- MSVC compile fixes
- new font and some gui changes
- display per torpedo info
- sensor detection code once per second, not once per frame, improves performance
- convoy fixes (position simulation)
- added mission editor
- added Kennebac class tanker
- fixed widget bugs
- more data per model (country etc.)
- fixed some models
- new panel (smaller), new message display (nicer)
- fixes for popups
- new popup: rangefinder card
- shader fixes
- new vessel preview
- added doxygen documentation
- improved model format (with relations)
- fixes for compatibility with newer drivers and OpenGL2.0
- improved water rendering (mirror distorsion effect)
- TDC improvements
- Parallax angle computation and display
- new faulthandler for debugging segfaults
- load/save format changed to xml based data
- better perlin noise generation
- new sounds and music
- new background images for menues
PR: ports/95767
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe> (maintainer)
Approved by: lawrance (mentor)
Software and published by Activision. Set in 2145 in the Union Aerospace
Corporation (UAC) research center on Mars, it is a reimagining of the original
Doom, with completely new graphics and game engine.
WWW: http://www.doom3.com/
PR: ports/91877
Submitted by: Alejandro Pulver <alejandro@varnet.biz>
Approved by: garga (mentor)