The Mana World (TMW) is a serious effort to create an
innovative free and open source MMORPG. TMW uses 2D graphics
and aims to create a large and diverse interactive world.
It is licensed under the GPL, making sure this game can't
ever run away from you.
The project includes the development of both a client and
a server, as well as the development of an online world.
WWW: http://themanaworld.org/
PR: ports/87340
Submitted by: Tobias Gion <freebsd@gionet.de>
- Include digest::md5 for perl on 4.x
- Add BUILD_ENV to make sure that do-build works fine
- Fix files/patch-code-unix-cons to understand $ENV{CC} and friends
- Fix files/patch-code-qcommon-common.c to include sys/types.h
Noticed by: YAPHR
Release Changelog:
------------------
Catalan translation
Spanish translation
French translation
Swedish translation
Fixed: unwanted double-clicks in file menu
------------------
Add SHA256
Warsow is a full free multiplayer first person shooter with cartoon design,
using qfusion (a cool improvement to the Quake 2 engine). Highlights:
- Besides classical trix coming from Quake scene, like Circle Jump, Strafe
Jump, Double Jump, Bunny Hopping, etc., Warsow features its own Special
Moves
- Special moves of Warsow are Wall jumps, Dashes, Dodges, Ramp slides. All
of them can be performed with a single key (spacebar by default)
- All this brings huge depth of interactivity in 3D environment, really
skilled gameplay, endless learning curves
- Client and dedicated server
- Load Quake 3 maps
- Add bots
- And more
WWW: http://www.warsow.net/
PR: ports/88903
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
AA2K6 is the latest in a series of standalone games based on a classic Sci-Fi
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/88911
Submitted by: Jose Alonso Cardenas Marquez <acardenas@bsd.org.pe>
* Update to version 3.7.
* Rename to "quake3-ut" (also rename port directory).
* Integrate with "quake3-data"
Note: I get this when building it on a tinderbox:
=> Attempting to fetch from file:///distcache//.
urbanTerror37_full.zip Filesize limit exceeded
PR: ports/86191
Submitted by: Alejandro Pulver <alejandro@varnet.biz>
ports/86186 [UPDATE] games/q3server: integrate with "quake3-data", rename to "linux-quake3"
ports/86187 [UPDATE] games/q3server-excessive: integrate with "quake3-data", rename to "quake3-excessive"
ports/86188 [UPDATE] games/q3server-freezetag: integrate with "quake3-data", rename to "quake3-freezetag"
ports/86189 [UPDATE] games/q3server-osp: integrate with "quake3-data", rename to "quake3-osp"
ports/86190 [UPDATE] games/q3server-ra3: integrate with "quake3-data", rename to "quake3-ra3", update to 1.76
ports/86191 [UPDATE] games/q3server-ut: integrate with "quake3-data", rename to "quake3-ut", update to 3.7
ports/86192 [UPDATE] games/q3server-wfa: integrate with "quake3-data", rename to "quake3-wfa", update to 3.5b
Changes:
* Rename to "linux-quake3" (also rename the port directory).
* Integrate with "quake3-data".
* Clean-up/rewrite.
* Take maintainership.
Changes:
* Do not take maintainership.
* Use a subdirectory under "libexec".
* Use the same DIST_SUBDIR as "quake3-data" (becauses they use a common file).
Changes:
* Remove ".in" files and the "files" directory (build scripts in do-build).
Changes:
* Fix the wrapper scripts (weren't passing their arguments to the real binaries).
PR: ports/86186
Submitted by: Alejandro Pulver <alejandro@varnet.biz>
Approved by: maintainer timeout
Changes:
* Don't build install QVM's and shared libraries (QVM's are provided in the PAK files).
* Look for data in the same directory as linux-quake3.
* Add mirror.
* Remove pkg-message and pkg-plist (not needed anymore)
PR: ports/89330
Submitted by: Alejandro Pulver <alejandro@varnet.biz>
Approved by: Linas Valiukas <shirshegsm@gmail.com>
Make linux-quake4 fetchable.
Reported by: Kris Kennaway
Oh man, we need to support torrent links in bsd.port.mk.
See also bin/89403
PR: ports/89299
Submitted by: Andrew Pantyukhin <infofarmer@gmail.com>
file called 'pak.pk3' though its actual name is 'pak0.pk3'. I've also added
an example 'md5' output, making it easier for the users to check if their
files are valid.
PR: ports/89314
Submitted by: Ed Schouten <ed@fxq.nl>
(default since FreeBSD 6.0) produces non-working code for the `vcc' tool that
is needed during the build (it dumps core).
However, the optimizations that can be enabled with the WITH_OPTIMIZIED_CFLAGS
work just fine.
Reported by: pointyhat via kris
I'm not a gamer, and I don't own the game, but this is an
important port and it would be a pity to see it orphaned. So
I'm willing to take maintainership until someone more suitable
steps forward..
BTW, Q4 runs great on FreeBSD. There are still a few tweaks
to be made (e.g. q4 would be glad to see linprocfs), but overall
it runs without any bugs, glitches or performance problems.
We need to put some pressure on Ati guys to release either
drivers or specs. Maybe we'll talk later about it at advocacy@.
After ports recompilation for 6.0 (upgrade from 5-STABLE)
I noticed that quakeforge start and plays the demo, but
completely ignores any keyboard input. Besides that, it
reports that plugin /usr/local/lib/quakeforge/console_client.so
cannot be loaded.
Investigation had shown that the plugin is used to drive
the game menu, and the reason it cannot be loaded is that
the main executable of the game does not export the symbol
Key_Progs_Init.
Symbol is absent since build links final exe from some
static libraries, and .o with Key_Progs_Init is (for some
reasons) not referenced by exe. As a workaround, I propose
to add an explicit reference for the symbol.
Proper fix would be something like -Wl,--whole-archive
switch for final link, but this does not work due to libtool
only allows to put switches at the start of the command
line. And cc links libgcc.a twice, that leads to duplicate
symbol definitions.
PR: ports/89065
Submitted by: Kostik Belousov <kostikbel@gmail.com>
Approved by: Alejandro Pulver <alejandro@varnet.biz>
After ports recompilation for 6.0 (upgrade from 5-STABLE)
I noticed that quakeforge start and plays the demo, but
completely ignores any keyboard input. Besides that, it
reports that plugin /usr/local/lib/quakeforge/console_client.so
cannot be loaded.
Investigation had shown that the plugin is used to drive
the game menu, and the reason it cannot be loaded is that
the main executable of the game does not export the symbol
Key_Progs_Init.
Symbol is absent since build links final exe from some
static libraries, and .o with Key_Progs_Init is (for some
reasons) not referenced by exe. As a workaround, I propose
to add an explicit reference for the symbol.
Proper fix would be something like -Wl,--whole-archive
switch for final link, but this does not work due to libtool
only allows to put switches at the start of the command
line. And cc links libgcc.a twice, that leads to duplicate
symbol definitions.
PR: ports/89065
Submitted by: Kostik Belousov <kostikbel@gmail.com>
Approved by: Alejandro Pulver <alejandro@varnet.biz>
o Update to 1.0.5
o Fix pkg-plist
o Add SHA256
o Old savegames seem to be compatible
PR: ports/89199
Submitted by: Andrew Pantyukhin <infofarmer@gmail.com>
Approved by: Ed Schouten <ed@fxq.nl>