formerly used by the DALnet IRC Network. Since development started on it
(around May 1999) many new features has been added, modified, and many bugs
fixed. Unreal runs both on *nix platforms, Amiga & Windows 95/98/2k/NT.
Some features to mention: Channel Halfops, No-color channel mode,
Strip-colors channel mode, channelmode +q & +a - protect modes, Oper and
Admin only channels, exception bans, Nokicks mode (channel and user), Flood
limiter, Channel links, Host cloaking, Net* Tech and Co-Admin modes, Whois
notifies, Foreign connects monitor, Oper suspend, G:Lines, T:Lines, channel
restriction (people can only go to these channels if enabled), Trojan/DCC
Deny, RPING/RPONG, Sethost family, Token in server<->server etc.
FDlists/High Traffic Mode, SOCKS check on connect, Speeded up server
synchs, limited WebTV Client support, /vhost, and many dreamforge
optimations. UnrealIRCd is aimed to be an advanced, not an easy IRCd.
Also includes SSL and IPv6 support.
Also, commit a forgotten change in files/src.Makefile.
2.1.21 - Mon Oct 13, 2003
-------------------------
* F2 key pops up main menu.
* Bugfixes:
o Use username instead of userid in session management userid property.
Fixes no session restarts in KDE 3.1.4.
o My 2.1.20 Linux sensor changes broke temperature reads from /proc/acpi.
o Charly Baker <cmb--at--fivefortyfour.com> make "unseen is new" option
work with maildir checks.
o Quentin Garnier <cube--at--cubidou.net> netbsd.c compile fix.
o Frederick Bruckman <fredb--at--immanent.net> NetBSD Makefile changes
so there's now "make netbsd1" and make "netbsd2" targets where netbsd2
is to be used for NetBSD-1.6N and greater. Further Makefile NetBSD
changes: set the run path for -lSM and -lICE, don't setgid kvm,
add -pthread for netbsd2, fix default manpath.
o Add .gz to gkrellm.spec man files.
* Translation updates
o de.po update
In 1992, a joint ISO/CCITT committee known as JPEG (Joint Photographic
Experts Group) established and published the first draft international
standard (DIS) for compressing continuous-tone still images, both
grayscale and color. JPEG has defined four mode of operations,
summarized them as follows.
(1) Sequential encoding: each image component is encoded in a single
left-to-right, top-to-bottom scan;
(2) Progressive encoding: the image is encoded in multiple scans for
applications in which transmission time is long, and the viewer
prefers to watch the image build up in multiple coarse-to-clear
passes;
(3) Lossless encoding: the images is encoded to guarantee exact recovery
of every source image sample value (even though the result is low
compression compared to the lossy modes);
(4) Hierarchical encoding: the image is encoded at multiple resolutions
so that lower-resolution versions may be accessed without first having
to decompress the image at its full resolution.
Our lossless JPEG encoding program has an automatic prediction
selection value (PSV) selector which selects the best PSV among a
user provided or default set of PSVs. This selector guarantees the
best compression ratio for lossless JPEG.
The encoding program "pnmtoljpg" compresses a Portable Pixmap or
Portable Graymap image to a lossles JPEG (ljpg) image using the
JPEG standard (DIS) lossless mode of operation. The decoding program
"ljpgtopnm" decodes a ljpg image to either a Portable Pixmap or
Portable Graymap image depending on the number of color components
stored in the ljpg image file.
Will be moved to pkgsrc after the freeze.
This software package contains an implementation of JPEG-LS, the
emerging lossless/near-lossless compression standard for continuous-tone
images being developed by ISO/IEC JTC1/SC29/WG1 (draft document
FCD14495 as of November 1997). The names of the executables in the
software package derive from the acronym LOCO, as the core of the
new standard is based on the LOCO-I algorithm (LOw COmplexity
LOssless COmpression for Images) developed at Hewlett-Packard
Laboratories (reference: M. Weinberger, G. Seroussi, G. Sapiro,
"LOCO-I: A Low Complexity, Context-Based, Lossless Image Compression
Algorithm," Proc. IEEE Data Compression Conference, Snowbird, Utah,
March-April 1996).
The term "near-lossless compression" refers to a lossy algorithm
for which each decompressed image sample differs from the corresponding
original image sample by not more than a pre-specified value, the
(usually small) "loss." Lossless compression corresponds to loss=0.
Even though the term "continuous-tone image" refers in principle
to any image whose components have more than one bit per sample,
palletized images may require a reordering of the color palette
for best compression results using LOCO-I on the array of color
indices. This functionality is not implemented in the present
software, although it is supported by the new standard, and is easy
enough to implement with the tools given. Notice, however, that
LOCO-I and JPEG-LS were not designed, and might not give optimal
performance, for images that have been palletized through dithering.
Will be moved to pkgsrc after the freeze.
Mortal Szombat is a parody of the popular coin-up game, Mortal Kombat. It
is currently playable (maybe even enjoyable), although it is still under
development. Only two-player game is supported, single-player games against
computer opponent is not planned yet. There are currently 9 playable
characters, and 8 more in the making!
--
http://apocalypse.rulez.org/~upi/Mortal/
Changes since 0.12.0:
* Added new, improved Maya exporter from macross and fifty1
* Fixed bug in the TerrainSceneManager where we were locking a write-only
buffer for reading
* Added lines in bootstrap to make sure the correct versions of auto*
tools are used on Gentoo
* Fixed screenshot taking bug in Direct3D9 on some older cards
* Fixed bounding boxes on skeletally animated entities with other entities
attached to bones
* Fixed particle display problem in VC6 release mode
* Fixed links in tutorials index
* Fixed bug in BillboardSet::removeBillboard and getBillboard when indexing
a billboard in the latter part of the list
* XMLConverter now deals with multiple texture coordinate sets properly
* Fixed minor issue in StringConverter's quaternion handling
* NatureSceneManager now clears down terrain data properly
* New option in ConfigFile to turn off trimming of values, used in loading
ogre.cfg since some ATI drivers have a trailing space
DOH!
Hugo is one of the leading interactive fiction design systems. In
addition to being capable of producing leading-edge text adventures,
it also allows a developer to incorporate true-color graphics
display (which are optional for those who lack either the hardware
or inclination to view graphics) as well as sound effects and music.
And it's free.
This is the wxGTK port, with support for sound or graphics. It
does not, however, include game development tools. For these,
install the package hugo.
ODE is a free, industrial quality library for simulating articulated
rigid body dynamics - for example ground vehicles, legged creatures,
and moving objects in VR environments. It is fast, flexible, robust
and platform independent, with advanced joints, contact with friction,
and built-in collision detection.
--
http://opende.sourceforge.net/
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented,
flexible 3D engine written in C++ designed to make it easier and more
intuitive for developers to produce games and demos utilising 3D hardware.
The class library abstracts all the details of using the underlying system
libraries like Direct3D and OpenGL and provides an interface based on world
objects and other intuitive classes.
--
http://ogre.sourceforge.net/
Developer's Image Library (DevIL) is a programmer's library to develop
applications with very powerful image loading capabilities, yet is easy
for a developer to learn and use. Ultimate control of images is left to
the developer, so unnecessary conversions, etc. are not performed. DevIL
utilizes a simple, yet powerful, syntax. DevIL can load, save, convert,
manipulate, filter and display a wide variety of image formats.
Currently, DevIL can load .bmp, .cut, .dds, .doom, .gif, .ico, .jpg, .lbm,
.mdl, .mng, .pal, .pbm, .pcd, .pcx, .pgm, .pic, .png, .ppm, .psd, .psp,
.raw, .sgi, .tga and .tif files.
Formats supported for saving include .bmp, .dds, .h, .jpg, .pal, .pbm,
.pcx, .pgm,.png, .ppm, .raw, .sgi, .tga and .tif.
DevIL currently supports the following APIs for display: OpenGL, Windows GDI,
SDL, DirectX and Allegro. Compilers that can compile DevIL or use it
include Djgpp, MSVC++, Linux gcc, Delphi, Visual Basic, Power Basic and
Dev-C++.
--
http://openil.sourceforge.net/
Boson is an OpenGL real-time strategy game, with the feeling of
Command&Conquer(tm) or StarCraft(tm) and OpenGL support.
It is designed to run on Unix computers, and is built on top of the
libkdegames, kde and Qt libraries.
--
This needs the kdegames3 buildlink, if you don't have this, you will
have to create them with pkgsrc/pkgtools/createbuildlink.
http://boson.eu.org/
Changes:
Zenity 1.6
==========
" Zen my ass "
* Fix up dialogs to use g_print instead of g_printerr [Mike]
* Put horizontal scrolling on automatic for list dialog [Glynn]
* Documentation updates [Nicholas]
* Fix gdialog wrapper [Buchan]
* Make i18n more zen [Toshi]
* New and updated translations
- Taneem Ahmed, Sayamindu [bn]
- Marcel Telka [sk]
- Takeshi AIHANA [ja]
- Dafydd Harries [cy]
- Francisco Javier F. Serrador [es]
- Andras Timar [hu]
- Jarkko Ranta [fi]
- Stefano Canepa [it]
Zenity 1.5
==========
" Which came first, the zen or the mind. "
* Add call to setlocale to i18n --help [Mike]
* New and updated translations
- Guntupalli Karunakar [hi]
- Dmitry G. Mastrukov [ru]
- Paul Duffy [ga]
- Sam??el J??n Gunnarsson [is]
- Danilo ?| egan [sr, sr@Latn]
- Evandro Fernandes Giovanini [pt_BR]
- Metin Amiroff [az]
- Changwoo Ryu [ko]
Zenity 1.4
===========
" There's no zen like home. "
* Implement autoclose for progress dialogs [Mike]
* Add --help option to gdialog wrapper [Mike]
* Fix up some build warnings [Ross, Glynn]
* Untranslate some silly strings [Kjartan, Glynn]
* Allow environmental variables to define return values [Mike]
* Allow environmental variables to define return values [Mike]
* Add --multiple for file selection dialogs [Mike]
* Update docs [Mike]
* Wrap gdialog with dialog if not in X window [Kevin]
* Allow the use of \t and \n in dialogs [Mike]
* Miscellaneous fixes [Glynn, Mike, Yann]
* New and updated translations
- Changwoo Ryu [ko]
- Laurent Dhima [sq]
- Dafydd Harries [cy]
- Andras Timar [hu]
- Hasbullah Bin Pit [ms]
- Christophe Merlet [fr]
- Wang Jian [zh_CN]
- Dmitry G Mastrukov [be]
- Metin Amiroff [az]
- Vincent van Adrighem [nl]
- Jordi Mallach [ca]
- Christian Rose [sv]
- Kjartan Maraas [no]
- Miloslav Trmac [cs]
- Mike Newman [en_GB]
- Francisco Javier F Serrador [es]
- Duarte Loreto [pt]
- Ole Laursen [da]
- Artur Flinta [pl]
- Stefano Canepa [it]
- Kostas Papadimas [el]
- Abel Chung [zh_TW]
- Christian Neumair [de]
- Baptiste Mille-Mathias [fr]
Zenity 1.3
==========
" Don't scale the mountain seeking wisdom, when the answer lies at your feet. "
* Fix support for --checklist and --radiolist in gdialog wrapper script [Mike]
* Add support for --menu in gdialog wrapper script [Mike]
* Fix support for --textbox and add support for --seperate-output in gdialog
wrapper script [Mike]
* Correct help documentation to using --title [Dagmar]
* Send a SIGHUP to parent process when using the progress dialog [Glynn]
* Make OK button sensitive at 100% when using progress dialog [Mike]
* Indentation whitespace hacking [Mike]
* Add support for --width and --height in gdialog wrapper script [Mike]
* Enable the installation of the gdialog wrapper script by default [Mike]
* Fix#113706 for the elastic resize in the progres dialog [Glynn]
* Update man page [Glynn]
- use pthread buildlink2
- let configure check for semaphore.h, if we don't have
it, abuse sysv semaphores. (I'm not sure this is correct
but it seems at least to make the program run. :)
- Install some documentation.
W3C XML Namespaces Recommendation. The system may just be used to
parse the file (expanding entity references and normalising namespace
declarations) in which case it records a trace of the parse on the
terminal. Normally however the information from the parse is used to
trigger TeX typesetting code. Declarations (in TeX syntax) are
provided as part of xmltex to associate TeX code with the start and
end of each XML element, attributes, processing instructions, and with
unicode character data.
Dmidecode is a tool for dumping a computer's DMI (some say SMBIOS)
table contents in a human-readable format. This table contains a
description of the system's hardware components, as well as other
useful pieces of information such as serial numbers and BIOS
revision.
Dmidecode is a tool for dumping a computer's DMI (some say SMBIOS)
table contents in a human-readable format. This table contains a
description of the system's hardware components, as well as other
useful pieces of information such as serial numbers and BIOS
revision.
Hugo is one of the leading interactive fiction design systems. In
addition to being capable of producing leading-edge text adventures,
it also allows a developer to incorporate true-color graphics
display (which are optional for those who lack either the hardware
or inclination to view graphics) as well as sound effects and music.
And it's free.
This is the ncurses port, without support for sound or graphics.
that is simultaneously smaller and still useful. Its original genesis
was a desire to make "the HTML subset of DocBook," that is, a subset
that had roughly as many tags as HTML and roughly the same descriptive
power.
2003-10-08 jabberd 2.0b2
* 1.4 migration tool [rob]
* Configurable router reconnect [rob]
* Lots of memory corruption and other bugs fixed [rob]
pkgsrc:
* Install some templates for mysql/postgresql databases and one perl
script.