inclusion) for just now, and we'll work out IRIX support issues on the
HEAD after the pkgsrc-2005Q1 branch, and pullup any necessary fixes to
the branch.
Updated most campaign maps
Updated unit cost calculation
Fixed: view problems when starting a map by command line parameter
Fixed: kamikaze units don't defend any more
Fixed: ships could not build ground turrets
Fixed: several replay bugs
Fixed: reaction fire could be evaded
Fixed: mapeditor crash and limitations when resizing maps
Fixed: ai crash
Fixed: resource vanished after refuelling
Fixed: wrong resource capacity display when resource input is disabled in
buildings
Fixed: more resources in buildings that storage capacity
* 0.4.7 (21-02-2005)
- fixed railroads being impassable
- added single-step undo
- added first mission of a tutorial campaign
- triggering events can now obsolete other events
- replaced broken 'nextmap' event with more versatile 'configure'
- extended 'createunit' and 'research' events
- added cf2bmp utility to create map images
- updated Polish and Slovak translations
* 0.4.6 (18-01-2005)
- added new maps 'Radio Silence' and 'Swords and Plowshares' (Yalwa
campaign)
- fixed crash related to mine sweepers
- improved path finder resulting in much faster computer turns
- updated Polish and added Slovak translation
- added random terrain generation in CoMET
- improved map scrolling in CoMET
- rewrote stuff in tools/ so that no source files have to be touched for
new languages/units/tiles anymore
- various minor bugfixes
* new translation:
* British English
* updated translations:
* Basque
* Catalan
* French
* German
* Italian
* Latin
* Slovenian
* Swedish
* in language-selection dialog, consistently use native name for
all languages, with the (hopefully) official latin transcription
for those that cannot be displayed in the default font (russian,
bulgarian, greek)
* language fixes and polishing (English)
* campaign fixes and changes:
* fixed Delfador appearing in the water when turns run out in 'The Bay of Pearls' (HttT)
* updated maps for: 'Northern Winter' & 'Mountain Pass' (HttT)
* updated 'Evacuation' & 'Captured' (EI)
* fixed the talking tentacle in 'Temple of the Deep' (TroW)
* switch to the new Merfolk and Nagas in TRoW and HttT
* unit fixes and changes:
* fixed several units using non-existing sound files
* added sounds (existing) to several attacks
* updated all uses of the 'old fireball' to use the 'new fireballs'
* added new images and animations for all mages
* updated the attack frame sequences for the Drakes
* added attack icons for 'slam' and 'ballista'
* obsoleted all instances of the old 'Mermen' & 'Naga' unit lines
* modified defense weight for Drake Slasher
* decreased hitpoints for Gate
* renamed 'Elvish Lady Parandra' 'Elvish Lady'
* made all mages use staff (impact) as melee attack
* added support for directional attack animations
* fixed slovene being wrongly localized as sl_SL insteof sl_SI
* fixed zipios support so that user campaigns custom images and sounds can be loaded
* fixed locale-dependent numeric input/output bug,
it allowed units to walk on the water, and prevented
the AI from being correctly configured in campaigns
* use fixed-point arithmetics in critical functions, so that wesnoth
can reasonably run on an FPU-less machine (eg. ipaq PDA)
* fixed the width of 'HP' and 'XP' in the right side panel
* fixed some multiplayer connect bugs
* fixed the AI not going through the no-ZoC of lv0 units when it should have
* code cleanups and bug fixes
From the ChangeLog:
Note also that the file contains only a fraction of the changes between
versions 0.430 and 0.50, since Timo Kiviluoto did not update ChangeLog
during the period between January and September 2004
-----------------------------------------------------------------------------
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Corrected a bug in the genie hostility code
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* The annoying question "Do you want to ERASE..." whatever which appeared
after dying if the highscore file was empty or old is now less annoying
and doesn't appear unless it's really necessary
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* BugFix: Very complex chain explosions caused by kicking could crash
the game
* BugFix: Polymorphing to Petrus in WMode crashed
* Great War in Attnam is inactive
* BugFix: Fleeing monsters using teleport control could try to teleport
outside the level, causing a crash
* You can no longer use your vital bodyparts for golem creation
* Invisible creatures can no longer block light
* BugFix: There was no way to use stairs covered by slime
* Flying creatures no longer get stuck to slime, at least if it's not
vomited at them
* You can give no more commands to unconscious pets
* BugFix: "Don't consume anything valuable" command flag wasn't activated
by default due to an obscure problem
* Increased Shirt of the Golden Eagle's AV from 35 to 40
* The player no longer autovomits on altars unless he has to or it
belongs to Scabies
* Removed the "temporary" comments that increased the probability of bone
files being created/loaded
* The veteran kamikaze dwarf of GC6 is no longer always on the downstairs;
this was too nasty for those players unfortunate enough to come up
from GC7 after being sucked there through a fountain
* An extra confirmation is needed before the game allows the player to
vomit at a neutral NPC; I've died too many times because of pressing
'V' instead of 'C'
* There are no doors in UT4 now; it is a natural cave
* The player is no more allowed to change the equipment of archangels
* Archangels are now less invincible
* Cut the time archangels exist to one tenth
* Added some extra monsters to Oree's lair
* It now rains blood in Oree's lair
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Broken gauntlet pic modified by Kahvi
* BugFix: Killing a unicorn could crash
* Great War in Attnam is active
December 10 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Fixed some minor "problems" reported by Valgrind
* Thaumic bomb and empty/full dwarven gas grenades added to item.pcx
by Kahvi
* Adjusted the InElasticityPenaltyModifiers of broken items upwards
* BugFix: No message was printed when levitation was activated, except
if due to a BoL
* Decreased the possibility of attribute increase and polymorph
effects of fountains
* Groups of monsters can appear from a fountain, not just one;
the amount depends on the species and luck
* Removed some obsolete commented code
December 03 2004 Heikki Sairanen <first.last@tut.fi>
* unconscious shopkeepers don't trade
November 17 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Science talks can now require and train charisma
* Richel Decos has his own unique science talk particles
November 15 2004 Heikki Sairanen <first.last@tut.fi>
* small typo corrected
November 12 2004 Heikki Sairanen <first.last@tut.fi>
* the incompatability of old highscore files is handled like it should
November 11 2004 Heikki Sairanen <first.last@tut.fi>
* old highscore files incompatable
November 11 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* New death messages "beheaded by X" and "killed by X's dirty attack below
the belt" added
* Decreased the effect of TALENT_CLEVER; I hadn't taken into account the
true power of nonorganic limbs when defining it
October 29 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Corrected an annoying bug in DoEvilDeed
* Every generated monster decreases the approximate monster generation
interval of the level slightly, so infinite exping on one area becomes
less effective over time
* More messages are now generated when teleporting
* BugFix: the weight of a mammoth's corpse was negative
* BugFix: mushrooms were able to grunt
* TypoFix: one space was missing from rusted golems' names
* Changed the basic terrain materials of GC levels 6, 9, 10 and 11
mainly for clarity reasons
October 22 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* BugFix: offering on the Silva's altar in UT4 crashed
* BugFix: endurance exp wasn't gained if the player had a non-living
bodypart and his binary was compiled with VC, due to a bug in
the latter
* Corrected many problems in bodypart special effect draw order
* Angels might be a little more intelligent now
* Gods may be a little wiser when choosing gift bodypart materials
* Probably fixed an additional bug or two which I can't quite recall now
October 13 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Decreased the amount of Attnam's polar bears to one, because their
shadows had a noticable negative effect to performance
* BugFix: charming a tourist and leaving New Attnam crashed
* Halved the speed materials spoil
* Spoil and mirror item vanish messages are now more informative
* BugFix: equipment slots were shown in the panel when polymorphed into
a golem
* BugFix: removed the stairs to not-yet-done UT5
* Webs of giant spiders are a little weaker
* The big trap room of GC changed into a dwarven mine field
* Monsters are no longer generated in the mine field or vault rooms
* Corrected a bug in the lantern code which could prevent items on the
ground from being animated if the square once had a wall & attached
lantern
* Fixed many problems with messages
October 8 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* BugFix: items on the ground were sometimes not animated
* BugFix: armor pictures were not always updated correctly when
polymorphing
* BugFix: polymorphing into a nonhumanoid while wearing a belt of
levitation crashed
* Founders.jpg added to Doc/Data
* Hunters now have unique science talk particles
* The body of science talk msgs ("You have a rather pleasant chat...")
is now more vivid, having ten different forms
* Removed the scroll of create monster; it was never used for anything
sensible save abuse
* The game now displays more informative break/destroy msgs, eg.
"something on the ground explodes", "the slave's leather armor breaks",
etc.
* The game now says "xxx stabs/strikes/slashes" instead of "xxx hits"
if xxx is armed; the verb depends on the weapon
* Some other msgs changed, but there are still problems with these
October 3 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Some mind worms added to char.pcx by Kahvi
* Corrected a rather nasty bug, which eg. made infravision useless
* Enemies might retreat from invisible creatures a bit more effectively
(again, there's bugs in this also; I'll fix them later)
September 31 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Fixed a typo in the anti-explosive magical field code
* Added distinct break messages for wands (this probably has bugs now,
I'll fix them later)
September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* Corrected a minor bug in characters' special effect draw order
September 30 2004 Timo Kiviluoto <holybanana@users.sourceforge.net>
* My sincerest apologies for not updating ChangeLog for a loooooooooong
while. Henceforth, however, I wow to resume this healthful habit
* Mistresses and dogs now have unique random science talk particles
* For in-house testing sessions, there's now a BONUS_LIVES #define in
define.dat which determines how many bonus amulets of life saving
the player gets when he starts a game
* Disabled the time test in the panel
* Spiders' flesh and blood are now poisonous
* The game no longer crashes if an NPC wearing a belt of levitation steps
over another belt floating near the edge of a lake or pool
* Corrected some small problems in certain god effect messages
* Pets are now killed when generating bonefiles even if they have
lifesaving
* Corrected a typo in the standard file copyright notice (oops :)
August 25 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Timing works. Although fetime:: is still a bit incomplete
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Monsters think webs are dangerous
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Sophos changed to also god of handicrafts
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* panel changes
August 20 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* more webs
August 19 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* webs added... atleast some fraction of them
August 17 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* smith and tailor work with equiped items now too.
* changed tailor replies
August 6 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* blue color cursor for run mode
* some typo corrected
* bananapeels can be resurrected
* monster portal in Oree level
* X swimming here now ok
August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* bomb displacing energy field in Attnam
August 5 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Food added to UT
* wskill with no exp that are used are shown on wskill screen
July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Vladimir works
July 14 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Vladimir works better, but far from perfect
July 13 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Makefile corrections (couple of missing files)
* Moved Polymorph command in cpp to only wizard mode compiles..
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Minor correction to fountains...
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Added wizard mode command Polymorph (key '[')
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Changed license notices a bit
July 8 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* levitating plants and mushrooms move about
July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Vomit messages work...
July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* "You look down. You see an active mine." in the dark. no more...
* Headless zombies can no longer vomit.
* ?,*,|,<,>,/,\,: are no longer acceptable for names (windows doesn't like them)
* ForcedVomit messages are different for mommos and dolphins
* 'If player tries to apply when he has no arms, the message says that there are no items to apply.' bug corrected..
* When you don't get to the highscore list your reason of death is shown
July 7 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Copyright notices added to sources, headers and script
Heikki Sairanen <firstname.lastname@tut.fi>
* fountain test removed. sorry
Heikki Sairanen <firstname.lastname@tut.fi>
* Fountains can now throw player to other fountains in near levels or same level.
Heikki Sairanen <firstname.lastname@tut.fi>
* Leprosy improved a lot and is cureable
Heikki Sairanen <firstname.lastname@tut.fi>
* aclocal.m4 updates or something strange like that anyway :)
<Many entries missing, sorry...>
??? Timo Kiviluoto <firstname.lastname@kolumbus.fi>
<entry incomplete>
* It is no longer possible to kick stones under walls
* It is no longer possible to detect traps by floating over them, dropping
items and checking if the total weight of the stack is greater than the
items' weights' sum
January 6 2004 Heikki Sairanen <firstname.lastname@tut.fi>
* Now compiles in linux. The corrections are _bad_ so checking them wouldn't be a bad idea.
January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi>
* Corrected a fatal bug in the cloning code
* Fixed a problem that caused the fluid system to run occasionally very slowly
* Decreased the banana peel trap damage a little
* Pressing ESC when choosing a teleport control target no longer crashes
* Prevented crystals from spawning over stairs in UT4
January 1 2004 Timo Kiviluoto <firstname.lastname@hut.fi>
* Corrected an extremely fatal bug in the square destruction code (it may
have caused random crashes when changing levels)
* Fixed a harmless light update absence bug in the cloning code
* N simultaneously bought items in a shop can no longer cost more than N
times one item's price (formelly this was possible since all arithmetic
operations during the price calculations were rounded down)
* Monsters now avoid needlessly stepping on banana peels and broken bottles
* The nationality adjective "Attnamian" is now written "Attnamese"
* Gear pictures are now updated correctly when an equipped item spoils
* Adjusted the word order of sword names (based on our weapon expert Kahvi's
opinions)
* The game no longer enters an infinite loop when blood is spilled on an
enner beast's groin
* It is now possible to determine the leader of a team in the script
* It is now possible to determine how spoiled items are in the script
* Adding several identical items in the script is now more elegant
* Remade the consume system: the game now handles correctly situations
where the player eg. eats an iron sword with a banana flesh handle
* Ikiros can now remove rust from equipment
* Fixed two bugs in Loricatus's pray effect
* Optimized the generation of terrains and items somewhat
* Added many new features to New Attnam
* Banana shop for the hungry (the products start to spoil within a few
turns, though)
* Priestess of Silva who offers the same services as the priest in
Attnam but is cheaper
* Tourist family who follow Kaethos around the town
* Underground sumo wrestling arena, where the player can compete with
the local sumo champion Huang Ming Pong (I will not list all the
meticulous details of the associated events here)
* Added two new armors which the player gets after winning the sumo
fight
* The banana growers now feed the sumo wrestler regularily
* It now rains in the village occasionally
* Lowered the player's starting money
* Zombies raised by necromancers now inherit the attributes of their
past lives; also their names now depend on them
* Master necromancers can now sometimes raise Xinroch, if he hasn't
been generated yet
* Apprentice necromancers can now raise any corpse he sees as a zombie
(not just an adjacent one), and masters any corpse in the level
* Necromancers are now somewhat more intelligent
December 16 2003 Timo Kiviluoto <firstname.lastname@hut.fi>
* Adjusted the colors of menus and lists so that the selected item is
more clearly visible on dark monitors
* Large spider, giant spider and Lada added to char.pcx by Kahvi
* Expensive camera and miniature mummy of Lenin added to item.pcx by Kahvi
* Necromancer, bourgeois tourist, his wife and child, and Lenin added to
humanoid.pcx by Kahvi
* Necromancer graphics integrated
* Two spider webs added to effect.pcx by Kahvi
* Remade felist entry picture drawing system; browsing an enormous inventory
(for instance after using the gain all items cheat) is now a lot faster
* A small typo in the look description of neutral panicked NPCs corrected
* Added a super-fast system for retrieving random pixels for which a certain
predicate (say, non-transparency) is true; I plan to use a similiar
algorithm for level::RandomSquare in the future
* Documented stack.h/cpp and fluid.h/cpp
* Added ironalloy material category which currently consists of iron, steel,
meteoric steel and adamant
* Iron alloys can now rust; names and strength values are affected
* Rusting is now displayed graphically as random brown pixels
* Added RustModifier material database member which determines the ability
to rust for liquids and how easily rusting happens for ironalloys
* Golems and terrains made of ironalloys can also rust
* Scroll of repair can now remove rust
* Renamed class human to playerkind
* Rewrote the player's armor drawing code; it was probably the most horrible
gum solution in the entire game
* Added several item database members to control which armor pictures
are to be drawn
* Added (half-accidentally) support for armor picture animations
* The Shirt of the Golden Eagle now gives the player an appropriate blue aura
when worn
* The priority map trickery which is used to determine the special effect
drawing order of humanoids is now completely incomprehensible
* Remade the whole fluid code: it now utilizes the full power of IVAN's
material system
* Liquids on ground can now cause effects to legs/other bodyparts
* An arbitrary number of fluids can now cover weapons, armor and
bodyparts; graphical effects added to item pictures
* Fluids can now affect the items and bodyparts they cover
* Removed the obsolete ContainedMaterial of weapons
* Fluid is now displayed over wielded, armor and bodypart graphics
for playerkinds; however I chose not to show them for other monsters
since it could cause many characters to be drawn very unclearly
from the user's perpective
* Added a dripping animation for all fluids not on ground
* Damaging a monster with a weapon now causes blood to be spilled
over the item used
* Dipping to solid materials is alas no longer possible; however, I
haven't done this since 0.311 so it isn't so great a loss
* Liquids can now exist on non-walkable terrain and affect them.
For instance you can destroy walls using acid (see below).
However, there is a small problem that liquids can be seen from
all sides of the terrain which can be strange if it is a part of a
long wall separating parallel tunnels
* Fluids can now emit light (but this feature is not yet used)
* A potion which breaks due to hitting an object now spills half of
its contents to the next square on its theoretical line of flight
* Fluids affected by paranormal gravitational distractions now land
correctly on the players face, if he/she/it has one
* Corpses now spill blood, not just severed bodyparts
* Added acid effects which are based on the Acidicity material database
member; acidous fluids cause items to break and can destroy very weak
broken items, and they also tend to be very rusting
* Added IsImmuneToAcid material database boolean
* Dark frog blood and pepsi are now acidous
* Remade the vomit system; the amount of liquid now depends on the body
volume of the character and it can be targeted to adjacent squares
and used as a very poor acid-based weapon
* Added BloodMaterial and VomitMaterial character database members
* Mommos now really attack by vomiting acidous slime, which also has
a high RustModifier
* Oree's vomit attack now really spills acidous blood over the player
* M-color 3 of arm pictures is henceforth allocated for gauntlets;
some humanoid graphics updated due to this
* Zombies now spoil
November 8 2003 Heikki Sairanen <firstname.lastname@tut.fi>
* feio.cpp documented
August 31 2003 Heikki Sairanen <heikki.sairanen@phpoint.net>
* Now compiles with gcc
* Added necromancers
* Mushrooms inherit their stats.
* Atavus gives player a banana at XMas. Banana should probably be changed to something else.
August 14 2003 Heikki Sairanen <heikki.sairanen@phpoint.net>
* Certain small changes to mihail so it know finds it's missing FeLib...
Added instructions to create symbolic link to FeLib, if it isn't distributed for the user.
August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi>
* Added some comments to the Febot code
* Hex's new MIHAIL version added to CVS
August 14 2003 Timo Kiviluoto <markku.kiviluoto@sono.fimnet.fi>
* iosystem::StringQuestion now takes the destination string as an argument
and returns whether the user aborted the question or not
* Configuration system has been standardized and moved largely to FeLib
* Added Febot engine which can be used by the Oracle of the Holy Haven of Gurus
when the time comes
Changes include:
* remove lrint(), which is unused, and collides with the C99 lrint().
* remove malloc() prototypes, which are incorrect
* add include search path to CFLAGS to catch Mandrake's termcap.h
* in the case of Linux, define GETOPT, to match glibc
Scid is a chess database application. With Scid you can maintain a
database of chess games, search games by many criteria, view graphical
trends, and produce printable reports on players and openings. You can
also analyze games with the chess program Scidlet or any other
WinBoard-compatible chess engine, and even use Scid to study endings
with endgame tablebases. There are many more features as well.
Notable changes:
* Fixed cave map generation bug that made Scepter of Fire unplayable.
* Heir to the Throne campaign made easier on EASY level.
* Translation updates.
(Because it could be bison -y and flex.)
The build uses yacc and lex so USE_GNU_TOOLS. (Note that
USE_GNU_TOOLS is broken, so now on NetBSD this will use bison -y instead
of native yacc.)
Also set YACC in MAKE_ENV.
This is partial fix for PR #pkg/29388. (The remaining problem
is that mk/tools.mk assumes that yacc is already installed
so YACC is never set to "bison -y" as needed.)
Changelog:
# Re-added Hello Wiener level.
# Updates for building on OS X.
# Added default key bindings for secondary and tertiary weapons for those poor one button Mac mice users.
# Allow starting the game from the top level source directory. This should also fix the problem where people start the game the first time but from the wrong place which would then create a bad .critter file.
# Added better ASCII support when entering pilot name.
# Updates for gcc 3.4
Aisleriot:
- Fixed Helsinki and Neighbor is click-to-move mode.
- Fix Will-o-the-Wisp to stop it making incorect moves.
Gataxx:
- Remove a C99ism, we should compile with gcc 2.98 again.
- Handle missing themes better.
Gnometris:
- Handle missing themes better.
Iagno:
- Fix a crasher in the hard AI.
- Handle missing themes better.
Klotski:
- Redraw the board properly when starting a new game.
Same GNOME:
- Handle missing themes better.
* Added append-mode to #capture: use #capture >file-name
* Cleaned #spawned commands interface: text they print on
standard output *MUST* terminate with a newline ('\n')
in order for powwow to execute it.
* Fixed missing #include <time.h> in main.h.
* Fixed broken matching of #mark patterns starting with $
* Added the following user-contributed patches:
* Put also 1-char lines into history;
* Do not capture/movie data coming from spawned commands;
* Fixed a bug in command parser.
Version 0.8.9:
* new translations:
* bulgarian
* latin
* updated most translations
* new or updated portraits:
* Konrad, Delfador, Li'sar and Kalenz (Heir to the Throne)
* Gweddry and Dacyn (Eastern Invasion)
* added missing animations for:
* Mermaid Initiate, Mermaid Enchantress and Mermaid Siren
* Ancient Wose
* Goblin Direwolf Rider and Goblin Knight
* Gryphon
* Skeleton Archer, Revenant and Death Knight
* Troll Warrior, Troll Hero and Great Troll, Young Ogre
* Grand Knight, Lord and Master Bowman
* Cuttlefish
* new or overhauled Graphics for:
* Footpad, Outlaw, Thief and Rogue
* Orcish Shamans, Elvish Lord and Elvish High Lord
* Ghost, Nightgaunt, Shadow, Spectre and Wraith
* new female units for:
* Footpad, Thief, Rogue and Assassin
* added new tiles:
* Desert, desert hills, desert mountain, desert villages (adobe and tent),
desert road, desert oasis, savanna, tropical forest,
tropical forest village
* added icon for petrified units
* fixed missing diagonal projectiles on many units
* removed old unused images:
* time-of-day
* downloaded campaigns no longer require a restart to be able to play them
* new units:
* Javelineer
* unit balancing:
* Naga fighter: increased hitpoints from 27 to 30
* Merman Hoplite: increased resistances and damage
* Mermaid Initiate/Enchantress/Siren: reduced number of attacks,
increased damage, removed special resistances
* Mermaid Initiate: increased experience needed to level, other minor tweaks
* Swordsman: increase resistance to blade and impact
* Royal guard: increase resistance to blade and impact
* Pikeman: increase resistance to pierce, change attacks number and damage
* Halberdier: increase resistance to pierce, increase blade damage, decrease
pierce damage
* Saurian Tribalist, Saurian Icecaster, Saurian Soothsayer: remove 'skirmish'
* Saurian Skirmisher: Increase cost to 14 gold
* Wraith, Spectre: reduce resistance to blade, pierce, impact by 20%,
increase HP by 10%
* Poacher: Reduce cost to 14
* Tentacle of the Deep: Change movement type to 'float'
* Flying creatures can now cross canyons
* Removed ZoC from level 0 units
* Language fixes and polishing (English)
* Added 'x' to the terrain letters reserved for campaign writers
* Scenario revisions for 'The Eastern Invasion' campaign:
* Lake Vrug
* Two Paths
* Northern Outpost
* Elven Alliance
* Unexpected Appearance
* Escape Tunnel
* Tribal Warfare
* Approaching Weldyn
* Scenario revisions in Heir to the Throne:
* Blackwater Port- Make the port look like more of a port, other minor
changes that mute each other out
* The Isle of Anduin- Extend shallow water around the Isle, remove the
Saurians in favour of Goblins
* The Bay of Pearls- Flip the map so the Ocean is on the West side
* Muff Malal's Peninsula- Make it a peninsula, give Konrad the option of
fighting (bonus) or fleeing
* Isle of the Damned- Touched up the map so it is clear that the islands are
islands, made the islands tropical, and moved the temples
* The Siege of Elensefar- New map, and other changes
* The Crossroads- New map, weaker more diffuse ambushes, and less gold for
the Orcs
* The Princess of Wesnoth- Minor map changes, and made the scenario harder
* Set result=continue in 'Plunging into the Darkness'
* Scenario revisions in The Rise of Wesnoth:
* fixed {CROSS} in 'Temple of the Deep'
* fixed sign glitch
* Reduce the difficulty of TRoW on 'Hard' particularly, and reduce the
difficulty slightly on 'Easy' & 'Normal'
* A New Land - Sync with the map from Bay of Pearls
* Cursed Isle- Sync with the map from Isle of the Damned, make the temples
match locations
* Made 'Peoples in Decline' and 'Rough Landing' look tropical
* multiplayer improvements
* multiplayer game settings (map name, gold per village, ...) are saved now
* added several missing units
* Random Map (Desert) uses new desert environment; also tweaked
* make the cave in 'An Island' (MP) be 'underground'
* enlarge side descriptions for remote player during game creation
* added support for player nick tab completion and /me-substitution in game chat
* theme syntax improvements:
* added support for specifying a reference rectangle when using
relative-positioning syntax
* added support for theme inheritance; avoids duplicating mostly-unchanged
code
* added a "droid" game command, and allow for computer player to do a campaign
* added a "canrecruit" filter
* updated manpages and added support for translating them
* "," is no longer the column separator, it does not have to be escaped
anymore in some translations, "=" is the new separator (#10368)
* take advantage of libzipios++ if available, to read cfg files, maps,
images, sound effects, and fonts from zip files. Call "make zip-install"
to install data zipped.
* removed drain allowing to go past maximum hp
* removed long-range attacks
(Pirate Galleon, Transport Galleon, Wall Guard, Watch Tower)
* fixed various bugs with respect to multiplayer game setup
(#10896, #11236, #11265, #11442, #11527)
* added new pathfinder (Redsun)
* fixed some pathfinding bugs
* fixed untranslatable strings
* fixed "damage inflicted" statistic (incorrectly computed when defending)
* fixed that move-and-attack allowed attacking stone units
* fixed the side turn event being fired incorrectly
* fixed repeat recruit hotkey not respecting WML recruit changes
* removed support for turning off genders
* removed obsolete tools: make_translation merge_translations
* removed obsolete id= for messages in TRoW & HttT
* code cleanups and bug fixing
* added a wesnoth "fortunes" file
- obey VARBASE
- support SETGIDGAME installations, simplify patch-ad
Changes:
- fixes some minor bugs and memory leaks (Patrice Duhamel and Jozef Behran)
- duplicates the set of cursor movement keys on the numeric keypad (modus)
- disables the F key (full screen) while inputting a player name
XEvil is a 3rd person, side-view, fast-action, kill-them-before-they-kill-you
game. Fight against either computer-controlled enemies, or another player.
You sinned in life. And now you must pay. Satan pits the recently deceased
against each other to fight for rank in Hell. Your skill determines your fate
for all eternity. This contest is known as XEvil.
C13 - Pause, Fast forward, & slider added to playback games.
C13 - When you set up a challenge as ranked that cannot be ranked (due
to board size or time or whatever), it no longer creates a
popup. Instead, sets the rank type to "Free", turns it blue, and makes
the tooltip be a description of why playing ranked is impossible.
QStat is a command-line program that gathers real-time statistics from
Internet game servers.
A summary of its features:
* Supports Windows 95, NT, Linux, and most Unixes.
* Comes with C source code and a binary for Windows.
* Supports old Quake (NetQuake), QuakeWorld, Hexen II, HexenWorld, Quake II,
Unreal/UT, Turok2, Sin, Half-Life, Shogo, Tribes, Tribes 2, Quake III,
BFRIS, Kingpin, Heretic II servers, Soldier of Fortune, and lots more.
* Can display all available statistics, including player info & server rules.
* Output templates for automatic HTML generation.
* Raw display mode for integration with custom server browsers.
* Built-in host name cache.
* Sort by ping time, game, or both.
* More options than you can wiggle a mouse at.
Cube is an open source multiplayer and singleplayer first person shooter
game built on an entirely new and very unconventional engine. Cube is
a landscape-style engine that pretends to be an indoor FPS engine, which
combines very high precision dynamic occlusion culling with a form of
geometric mipmapping on the whole world for dynamic LOD for configurable
fps & graphic detail on most machines. Uses OpenGL & SDL.
Allows in-engine editing of geometry in full 3D (you fly around the map,
point / drag stuff to select it / modify it), which can even be done
simultaneously with others in multiplayer (a first!). Has simplistic but
effective fine grain vertex lighting that looks like lightmapping and can
do dynamic lights & shadows. Doesn't need any kind of map precompilation,
even lighting is done on the fly. Has very simplistic quad-tree world
structure that can do slopes (heightfields with caps) and slants, water,
does decent collision detection & physics, has client/server networking that
goes a long way in giving a lag-free game experience, and features a
Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer
(12 game modes, master server / server browser, demo recording) game with
some uncompromising brutal oldskool gameplay.
Kajaani Kombat is a funny multiplayer game... and much more! It is
a Rampart-like game (old arcade classic) set in space.
Every player has a castle demarked by walls, and cannons to shoot
at other player's castles. After the shooting phase there is a
repair phase where one has to rebuild the walls such that one there
is an area completely encased by walls (without holes). If one
doesn't succeed with this, one loses.
Kajaani Kombat is playable with two to four players, over the
internet or alternatively two players sharing one computer. It is
also possible to play over the internet with, for example, 4 players
of which two are sharing the same computer. Enjoy it with your
friends!
- added a different sound for balls reflected from the paddle
(05/01/13 M.S.)
- bugfix: acceleration of balls by middle mouse button now works in
the testing mode of the editor (previously the balls got stuck in
mid-air) (05/01/13 M.S.)
- the game will be paused if the input focus is lost or the
application is iconfied (05/01/13 M.S.)
- when the 'sticky' bonus runs out, all attached balls will be
detached (05/01/13 M.S.)
- when pressing either left or right shift, the name and score of
the first chart entry of this set will be displayed at the upper
right-hand side display of the frame instead of your name and
score (05/01/12 M.S.)
- if a paddle is frozen and the mouse is moved, the paddle will no
longer jump after thawing (05/01/12 M.S.)
- when a paddle turns invisible due to the 'ghost paddle'-malus, all
attached balls will be detached (05/01/12 M.S.)
- re-implemented explosion animation for bricks directly hit by an
explosive ball (05/01/12 M.S.)
- added missing newlines which caused SDL error message not to
be seen (30/05/14 P.H)
- added range check for the starting level to prevent abnormally
high scores when setting this level too high (30/05/14 P.H)
- configure option --with-hiscore-path has been replaced with
autoconf option --localstatedir (04/06/14 M.S.)
- data files will be installed to $datadir/ltris instead
of $datadir/games/ltris (04/06/14 M.S.)
Changes 1.0.7:
- configure option --with-profile-path has been replaced with
autoconf option --localstatedir (04/06/14 M.S.)
- data files will be installed to $datadir/lmarbles instead
of $datadir/games/lmarbles (04/06/14 M.S.)
- replaced strlen with sizeof when building config path (04/06/09 M.S.)
- renamed marbles.prfs to lmarbles.prfs in the Makefile (04/06/09 M.S.)
- included header for NetBSD (03/09/30 H.F.)
Changes 1.0.6:
- renamed project to LMarbles (02/11/24 M.S.)
- fixed security holes created by improper use of sprintf
(02/11/24 M.S.)
Changes 1.0.5:
- switched to SDL_mixer (02/08/10 L.R.)
- bunch of memory leaks fixed (02/08/10 L.R.)
- for Win32: (02/08/10 L.R.)
- edit bug fixed
- installation details added to README
- much improved installation system
- files are always opened in binary mode
- transparency bug fix
Changes 1.0.4:
- fixed a bug in the sound server that caused Marbles to crash
when exiting too fast (01/07/02 M.S.)
- fixed a bug that caused Marbles to forget the last used profile
(01/07/02 M.S.)
- fixed a bug in autoswitch which restarted the level when
the figure was completed with the last move (01/07/02 M.S.)
- fixed a bug in restart routine that allowed selection of
a ghost marble (01/07/02 M.S.)
Changes 1.0.3:
- score is now properly modified (02/06/24 M.S.)
- fixed a bug that caused an infinite loop when left-clicking
an empty tile directly after deselecting a marble (02/06/22 M.S.)
- added a missing include at top of timer.c
QNetwalk is a Qt-version of the popular NetWalk game
for system administrators :)
Rules of play:
* You are the system administrator and your goal is
to connect each computer to the central server.
* Click the right mouse's button for turning the cable
in a clockwise direction, and left mouse's button for
turning the cable in a counter-clockwise direction.
* Start the LAN with as few turns as possible!
New Games:
- Added 26 Humongous Entertainment titles, only a few are completable.
General:
- Added support for FLAC (lossless) encoded audio files
- Added an 'On Screen Display' to the SDL backend
- Partially rewrote the backend API
- Comments and the order of section in config files are preserved now
- Updated AdvMame scalers based on scale2x 2.0 - AdvMame3x looks nicer now,
and AdvMame2x is MMX accelerated
- Added MMX i386 assembler versions of the HQ2x and HQ3x scalers
- Added 'Extra Path' option allows for a searching an additional datafile
location (for reencoded cutscenes and the like)
- Disabled Alt-x and Ctrl-z quit keys in favour of Ctrl-q on unix like
operating systems, like Linux (exception: Mac OS X still uses Cmd-q)
- Separate smaller font for the console, allowing for more visible
information, for example in the SCUMM debugger.
- Added support for setting output sample rate at run-time, although there
is currently no GUI for it.
- The save directory now has a default rather than the current directory on
some platforms:
Mac OS X: $HOME/Documents/ScummVM Savegames/
Other unices: $HOME/.scummvm/
- Added a new about dialog with scrolling credits
SCUMM:
- Removed the old zak256 target, use zakTowns instead
- Added native support for Macintosh versions using a special container
file. This removes the need for using the 'RESCUMM' program
- Added smooth horizontal scrolling for The Dig, Full Throttle and COMI
(matching the original engine)
- Partially rewrote the text engine, fixing various bugs, especially in
newer games (The Dig, COMI)
- Fixed actor drawing glitches in V1 Maniac and Zak
- Fixed ship-to-ship graphic glitches in COMI
- Fixed palette glitches in COMI
Queen:
- Fixed some issues with the Dreamcast backend.
Sword1:
- Added support for compressed speech and music.
- Added support for the demo.
- Better support for the Czech version.
- Added workarounds for script and subtitle bugs in some game versions.
Sword2:
- Simplified memory/resource management
- Simplified sound effects handling
- Added support for compressed speech and music.
- Fixed various minor bugs.
BASS:
- Added workarounds for some rare scripting bugs that could render the game
unwinnable.
XSC is a clone of the old Star Castle video game by Cinematronics.
Most of the details are from memory and a few old video game books
I have kicking around from the golden days. This is just a fun
hack that I've been working on off and on for quite a long time.
I don't have any grand plans for it, except to hack on it when I
feel like it. It's always good to have something like this available
when you feel like flying around and blasting the crap out of some
alien bad guy for a few minutes.
* campaign server stores size of campaigns
* user interface improvements:
* consistently compute minimum allowed zoom value according to screen size
* improved readability of chat messages on light backgrounds (#10900)
* made it possible to move and attack with a single click
* graphics improvements:
* portraits for all TRoW characters that speak in more than one scenario added
* a portrait for Queen Asheviere in HttT
* hotseat and vs AI multiplayer icons
* new or modified unit images: orcish warlord, soul shooter, bone shooter
* preparations for mountain and desert village graphics
* new attack icons: bone arrow stab, cleaver, morning star, crush
* scenario fixes for 'Eastern Invasion' campaign:
* Weldyn Under Attack (#11051)
* Capture
* fixed end of campaign settings
* scenario fixes for 'Son of the Black Eye' campaign:
* Saving Inarix
* scenario fixes for 'The Rise of Wesnoth' campaign:
* The Vanguard, fixed chest placement
* make the chests squeak
* scenario fixes and balancing for 'Heir to the Throne' campaign:
* A Test of the Clans
* Return to Wesnoth
* unit balancing:
* Goblin Pillager: reduced HP
* Goblin Impaler: reduced HP
* Gryphon Rider: reduced cost
* Drake Clasher: reduced cost, increase resistance to pierce
* Drake Gladiator: reduced cost, increase resistance to pierce
* Drake Slasher: reduced cost, increase resistance to pierce
* Drake Burner: increase cost
* Elvish Scout: increased ranged damage, reduced defence in forest
* Elvish Rider: reduced defence in forest
* Elvish Outrider: reduced defence in forest
* Soul Shooter: melee changed from impact to pierce
* Bone Shooter: melee changed from impact to pierce
* Mage: reduced cost
* minor adjustments to Drakefoot & Drakefly (& the Drakes in general)
* LESS_NIMBLE_ELF macro
* removed obsolete units:
* Cavalry
* Goblin Direwolver
* Heavy Infantry
* Merman Lord
* Orcish Crossbow
* Scout
* new units:
* Draug
* Naga Fighter
* Naga Warrior
* Naga Myrmidon
* Saurian Flanker
* Deathblade
* changed Dragoon's and Cavalier's pistol to crossbow.
* renamed 'Saurian' to 'Saurian Skirmisher' and 'Saurian Warrior' to 'Saurian Ambusher'
* language fixes and polishing (english)
* revised MANUAL
* english
* swedish
* updated translations:
* catalan
* french
* german
* greek
* hungarian
* italian
* polish
* portuguese
* russian
* slovak
* spanish
* swedish
* multiplayer improvements
* Charge map
* CastleHoppingIsle map updated
* give Woses, Saurians, Ogres, & Drakes names
* give Saurians & Drakes traits
* give the Drakes music in Multiplayer
* new rectangle syntax allowing width/height and relative positionning in themes
* new --enable-tinygui configure flag for adventurous PDA users
* fixed units incorrectly not using the spear icon
* fixed missing diagonal projectiles on several units
* fixed Gwiti's animation (#10926)
* fixed translations being searched for in installdir when running in builddir
* added support for concatenating strings in wml files, for the benefit of i18n
* fixed code for handling objects (#10904, #10954, #10963)
* fixed many untranslatable strings
* fixed layering of desert and dirt
* fixed multiplayer setup screen being broken on low resolutions (#10919)
* fixed resizing multiplayer lobby creating some graphic glitches
* fixed --enable-lite for current image location
* fixed wmlxgettext not working properly with msdos line-endings in multiline strings
* fixed documentation (#10999)
* fixed zoom behavior (#9890)
* fixed unit teleportation (#10588, #11213)
* fixed several crashes (#10959, #11102, #11115, #11158)
* improved 320x240 resolution support
* support for unrenamable units
* install wmlxgettext so that it can be used by user campaigns
* rewrote hotkeys code
* rewrote widgets code
* image and data-file cleanups
* code cleanups
* WML bug fixes
under share/examples/rc.d. The variable name already was named
RCD_SCRIPTS_EXAMPLEDIR.
This is from ideas from Greg Woods and others.
Also bumped PKGREVISION for all packages using RCD_SCRIPTS mechanism
(as requested by wiz).
Ultima 7, an RPG from the early 1990's, still has a huge following.
But, being a DOS game with a very nonstandard memory manager, it
is difficult to run it on the latest computers. Exult is a project
to create an Ultima 7 game engine that runs on modern operating
systems, capable of using the data and graphics files that come
with the game.
Exult is written in C++ and runs on, at least, Linux, Mac OS X and
Windows using the SDL library to make porting to other platforms
relatively easy. The current version supports all of "Ultima 7:
The Black Gate" and "Ultima 7 part 2: The Serpent Isle", allowing
you to finish both games. This is only possible due to the work
done by other fans who have decoded the various Ultima 7 data files,
especially Gary Thompson, Maxim Shatskih, Jakob Shonberg, and Wouter
Dijkslag.
Exult aims to let those people who own Ultima 7 (copyright 1993)
play the game on modern hardware, in as close to (or perhaps even
surpassing) its original splendor as is possible. You need to own
"Ultima 7: The Black Gate" and/or "Ultima 7: Serpent Isle" and
optionally the add-ons (not required to run) in order to use Exult,
and we encourage you to buy a legal copy.
client changes:
Bugs Fixed
----------
- Announcements in games now get a "\n" at the end.
Features Added
--------------
- Rank added to saved KGS Plus lecture list.
Changes:
* atlantik: fix problems with accepting invitations
* atlantik: put player views in a scrollview
* atlantik: show correct amount of players in trade widget
2004 Oct 21: version 1.2.1
* Introduced a basic stepping-control UI, and added stepping information to
the solution file format.
* Fixed a bug (MS logic) reported by David Stolp, involving blocks going
out and back into the slip list so quickly that they weren't sent to the
end of the list.
* Fixed a bug (MS logic) reported by David Stolp where block and creatures
were not moving into key tiles if the bottom tile prevented it (e.g. a
wall).
* Fixed a bug in sdltext.c, reported by Dale Bryan caused a segfault in
16-bit color mode.
* Added -r (read-only) cmdline option.
2004 Oct 04: version 1.2.0
* Fixed a bug (MS logic) preventing cloned tanks from turning around when
they hadn't yet left the clone machine.
* Fixed another longstanding bug (MS logic) involving a tank indirectly
pushing a blue button. Again, the bug was fixed explicitly instead of
trying to make the behavior arise naturally from the code.
* Improved some of the behavior of blocks being pushed (Lynx logic).
* Improved some of the behavior of blocked teleports (Lynx logic).
* Altered animations to run for either 11 or 12 frames, depending on the
parity of their initial frame, as discovered by ccexplore. (This finally
killed the nine-lived clone-boosting bug in ICEHOUSE!) Also modified the
point during the frame when animations get removed.
* Changed the Lynx walker to use a PRNG equivalent to the original, as
worked out by ccexplore.
* Fixed bug (MS logic) in how a block is removed from the slip list when
being pushed by Chip (reported by Shmuel Siegel).
* Fixed bug (MS logic) with deferred button presses; TW was incorrectly
deferring Chip's button presses and not just those caused by block
pushing.
* Fixed a horrid bug when encountering bogus values in a dat file. (The
code was meant to gracefully ignore the broken level and continue reading
the next level, but it failed to move the file position out of the broken
level before doing so.)
* Fixed keyboard routines so that they now understand characters as well as
keystrokes (thus e.g. the program recognizes "?" when entered on a
European keyboard).
* Added a help screen for the initial file menu.
* A few other minor bug fixes and miscellaneous improvements.
Aisleriot:
- Fix the end of game check for Odessa.
Ataxx:
- Fix a crasher on 64-bit machines.
Five or More:
- Handle missing themes better.
Gnometris:
- Fix drag and drop from konqueror.
- Use the ESD compielr flags properly.
libgames-support:
- Display ace-high card decks properly.
- Fix conflicting extern and static declarations.
Changes from xpat2-1.06 to xpat2-1.07
-------------------------------------
This is mostly a contrib release. I have added improvements obtained
from the net:
- German rules by Thomas Betker
- improvements for the motif interface by Karsten Jensen
- a new motif interface and work on Imakefile by Christian Anzenberger
- minor adaptions to make xpat2 work with Qt 2.x
Changes in 1.15.2:
- updated and extended the campaign
- updated units
- fixed ai problems, speed up of ai
- fixed problems with resource transfer between players
- various other bugfixes
Changes in 1.15.1:
Most important change is the addition of multiple reaction fire,
where unit can attack several approaching enemies.
The campaign has also been extended and the maps updated.
Other improvements:
* ASC has an automatic unit production cost calculation
* Units don't defend when attacker is not visible
* New building function: view sats
* ASC can create clipboard files
* Fixed graphical glitches when moving from one field to an invisible
next
* Fixed bugs with generator vehicles
* Changed height system for object types
* Fixed lots of bugs
Changes in 1.15.0:
ASC now features a reserach system. The campaign has been updated
and game system fine tuned, and ASC now runs significantly faster.
As usual, dozens of bugs haven been fixed.
New in 0.8.7:
0.8.6 was never released due bugs found late in the release process.
This release, 0.8.7, will most likely have it's fair share of bugs
and we need your help to get them hunted down. May the force be
with you when you are playtesting.
Highlights for the release: Scenario balancing for 'Heir to the
Throne' and 'The Eastern Invasion' campaigns. User interface
improvements: shadows for labels to make them visible on each type
of terrain and in-game help system improvements. Graphics improvements:
terrains and transitions, unit images and animations, portraits,
The Green Isle map. Unit balancing: ghosts are now more vulnerable
to holy and less vulnerable to "physical" attacks. 18 new units
added. Slovenian as new translation, 17 updated translations.
Multiplayer improvements: renewed lobby, leader indicator, random
map generator improvements and variations (Desert, Winter, Marsh),
map descriptions, Broken Bridge map. Various improvements for
logging system, wesnothd network threading, Out of Sync detection
and reporting. Preparations for 320x240 resolution support. Image,
data and code cleanups. Lots of bug fixes - see all details at
http://changelog.wesnoth.org (don't forget to check the never
released 0.8.6 changes).
New in 0.8.5:
Translation teams have continued working hard, more translations
have been converted to gettext, lots of updates for existing
translations, work for Greek and Russian translations has begun -
check translation statuses at http://gettext.wesnoth.org
We now have campaign server where unofficial campaigns can be
uploaded and easily fetched through campaign selection interface.
Multiplayer improvements including some new maps and choosing your
leader. Scenario balancing for most campaigns and tutorial updates.
14 new units. Remade Drakes. User interface, graphics and AI
improvements. English language polishing. Code cleanups and
improvements. Many bug fixes - check details at
http://changelog.wesnoth.org
New in 0.8.4
We have some rule/engine changes worth of mentioning: Vision range
is now based on potential movement. Charge, backstab and steadfast
abilities use true doubling and halving rather than additive
percentage calculations. Ghosts have been changed to use new 'spirit'
movetype which has high resistance values against all "physical"
attacks and their movement is now slowed by water. Undeadfoot units
have been granted 'deep walking' - that is marching through deep
water.
And then some less detailed changes: new scenarios for 'Heir to
the Throne' and 'The Rise of Wesnoth' campaigns, scenario balancing
for all included campaigns. Graphics improvements, some new sound
effects, balanced units and added new units, multiplayer improvements,
code optimizations and bunch of bug fixes - see all details at
http://changelog.wesnoth.org
New in 0.8.3
Wesnoth has switched using gettext for translations, we have received
gettextized translations for catalan, french, norwegian and spanish.
Magic place to visit is http://wesnoth.slack.it/?GetText
We have also been working on other fronts: new scenarios for 'The
Eastern Invasion' and 'The Rise of Wesnoth' campaigns. Scenario
balancing for 'The Dark Hordes', 'The Eastern Invasion' and 'The
Rise of Wesnoth' campaigns. User interface improvements, graphics
improvements, updated tutorial, balanced units and added some new
units, multiplayer improvements, code optimizations and bunch of
bug fixes - see all details at http://changelog.wesnoth.org
New in 0.8.2
New tutorial, new era for multiplayer, new units, user interface
improvements, graphics improvements, multiplayer improvements and
unit balancing. Scenario balancing for 'Son of the Black Eye', 'The
Eastern Invasion' and 'The Rise of Wesnoth' campaigns. Many bug
fixes - see all details at http://changelog.wesnoth.org
New in 0.8.1
This release features The Rise of Wesnoth, a new campaign with 17
scenarios. There are 6 new scenarios for The Eastern Invasion
campaign and 1 new scenario for The Dark Hordes campaign. There
are also 13 new units, user interface improvements, graphics
improvements, a new song, scenario balancing for The Eastern Invasion
campaign, and multiplayer improvements. Translations were updated
for Catalan, Czech, French, German, Slovak, Spanish, and Swedish.
There were some code cleanups and optimizations, and a lot of
bugfixes.
Use perl5/module.mk instead of perl5/bl3.mk, so the PLIST generating
code works. Fixes binary package to include all the files (and removes
some leftover files from the bulk build).
Changes:
* Added support for changing resolution at runtime.
* Added option to restart game after death when you didn't make the top ten.
* Minor fixes and updates.
Changes:
0.6.1:
======
- fixed crash with empty lang
0.6.0:
======
- 24 new levels + final level
- better mouse support - see How to Play
- menu tooltips
- level help on F1
- hall of fame integration for pedometer
- intro.avi as a separate file
- complete French translation
- complete German translation
- fbcon support
- win32 binary package
* 0.4.5 (14-10-2004)
- replaced 'The Uprising' with a new implementation, marking the start
of the Yalwa campaign
- improved event handling
- added new event 'settimer' and extended 'message'
- slightly improved computer player
- fixed two crashers in CoMET
- updated French and Polish translations
* 0.4.4 (27-08-2004)
- added new map 'The General'
- added first bits of a French translation
- added new event 'sethex' and extended 'createunit'
- replaced trigger 'turn' by 'timer' and extended 'unitposition'
- newly created units now appear in turn replays
- added basic message creation facilities to CoMET
- renamed --enable-zlib configure parameter to --with-zlib
- fixed a score of minor bugs and compiler warnings
KaPooka is a logic game, written in SDL.
The object of the game is to guide your red blobby to the exit,
pushing the green blobbies out of the way. You can only push a
green blobby if there is an empty space behind it.
- stronger than 3.4
- many small improvements
- GNU Go can now resign games
- emacs mode can display the board graphically using xpms
- basic knowledge of how to break out of mirror go
Bugs Fixed
----------
C13 - Got audio test working again.
C13 - Fixed a bug that would let non-subscribers see KGS Plus games.
Features Added
--------------
C13 - Changed escaper system. Chronic escapers now effectively resign
every time that they escape.
C13 - KGS Plus lectures now marked with a "+" instead of a "!".
S - When you are watching a lecture or replay, you will not get the
"You have been idle a long time" warning.
C13 - Added a confirmation dialog for admins when they enter a private
game. From time to time admins have accidentally entered a private
game, not intending to intrude; this will still let them in, but make
sure they don't do it by accident.
W - Made it possible to order KGS Plus as a gift for an account that
you don't have the password of.
S,C13 - Can now record KGS Plus lectures and play them back later.
- only levelsets from the install directory are used for
Freakout
- order of Freakout levels is saved
- bugfix: balls will not start in next level with max speed when
the middle mouse button was pressed while clearing the last
brick of a level
- bonus floor uses proper brick image (blue energy wall instead
of normal wall)
- replaced chaos bricks in level 7 of N_Snapshots with normal
wall bricks
- to continue when viewing final network stats only SPACE is
allowed
- re-added continue option for single player mode, however
with 100% score loss this time
Changes 2.5:
- added additional network support via SDL_net for portability
- bug fixed: game crashed when quitting testing mode in the
editor
- removed 5000 points bonus for completing a level. instead
the score of the remaining destructible bricks is substracted
as a penalty when warping to the next level
- generation of bug message is disabled
- sounds are played stereo in a local game and partially stereo
in a network game
- Polished and fixed gfx behavior (f.e. cell movement now works while ball is moving/destroying)
- Migration to GtkUIManager
- Scores now saved in utf-8 encoding (old scores will NOT be lost =)
- Workaround stupid gtk+ bug in window resizing code
- Documentation fixes. The old empire.doc file has been replaced
by the man page.
- Source RPMs can be built by non-root user.
- Cleanup release with new build machinery.
- fixed obvious bug with wrong "Murphy" graphics (when digging etc.)
- fixed a lot of Emerald Mine and Supaplex game engine emulation bugs
- re-converted Emerald Mine and Supaplex levels to apply engine fixes
- changed default snap/drop keys from left/right Shift to Control keys
- added level loader for loading native Emerald Mine levels
- added level loader for loading native Supaplex packed levels
- added group elements for multiple matches and random element creation
- added elements that can be digged or left behind by custom elements
- added element "Sokoban field with player" missing for Sokoban levels
- added custom element features to allow building of teleporters
- added option to use step limit instead of time limit for level
- added pressing "space" key as valid action to select menu options
- added clipboard (cut and paste buttons) for custom and group elements
- added shortcut to dump brush (type ":DB" in editor) for use in forum
- added network multiplayer code for Windows (still only command line)
- replaced old tutorial level set with far better one by Niko Böhm
- "contributions" levels now separate package to make base set smaller
- too many bugfixes and changes to list them all here (see ChangeLog)
Changes from version 2.6.5 to 2.6.6 (Released 2004-10-27)
Bugs Fixed
----------
S - Fixed a server bug that would sometimes make it crash on shutdown
(luckily the crash would happen after all data needed had been written
out, so it was harmless but annoying.)
C13 - Got the "change whose move" control working again.
C13 - Added a tool tip for the "no chats" button.
C13 - Fixed rating system issue. Broke rating system in the
process. Ranks are now much too stable. Sorry, will be fixed when possible.
S - When the teacher leaves, the chat mode of the game will now revert
to normal.
S - Added tests to ensure that game state only changes when game mutex
is held (server crash looks like it was caused by a game changing
state when mutex wasn't held).
C13 - No longer tells you how to upgrade an applet when you are using a
non-applet client.
S - Fixed a bug that caused several crashes recently (caused a loop in
the linked list of clients needing data written).
Features Added
--------------
S - Added throttling of comments sent to teachers in moderated mode.
S,C13 - You can now undo in tournaments, but only when you are marking
stones dead.
Unfortunately, guile{,14}/buildlink3.mk directly includes it, and I don't
know which dependencies actually need libltdl, so it was a recursive bump.
Hopefully this recursive inclusion can be ripped out of
guile{,14}/buildlink3.mk at some point and bubble down to dependencies that
actually use libltdl, avoiding this headache in the future....
Project: Starfighter is an old school 2D shoot 'em up. In the game you
take on the role of a rebel pilot called Chris, who is attempting to
overthrow a military corporation called Weapco. Weapco has seized control
of the known universe and currently rules it with an iron fist. Chris can
no longer stand back and watch as millions of people suffer and die. He
steals an experimental craft known as "Firefly" and begins his mission to
fight his way to Sol, freeing key systems along the way. The game opens
with Chris attempting to escape a Weapco patrol that has intercepted him.
Features:
* 26 missions over 4 star systems
* Primary and Secondary Weapons
(including a laser cannon and a charge weapon)
* A weapon powerup system
* Wingmates
* Missions with Primary and Secondary Objectives
* A Variety of Missions (Protect, Destroy, etc)
* 13 different music tracks
* Boss battles
--
http://www.parallelrealities.co.uk/starfighter.php
Changes:
* atlantik: Don't show warning dialog when exiting a game that ended.
* kpoker: Fixed misevaluation of poker hands
* kpoker: Fixed unnecessary saves
* kreversi: Fix for bug where the color of the players are not saved
* kreversi: Fix for bug in undo handling after side switch
* kreversi: Fix against possible cheat
Bugs fixed
----------
Aisleriot:
- Don't crash when using the find feature in the game selection dialog.
- Fix a typo in the dutch translation.
Ataxx:
- Ensure the counters and turn indicator are correct after an undo/redo.
- Fix the tileset path.
General:
- Strict C compliance for games-network.c.
Changes:
- fix Inferno intermission screen crash
- fix lockup for other netgame clients when one client quits
- fix memory leak in netgame server
- fix SDL_LockScreen crashes on Win32
- fix fuzz drawing for hi-res
- network games should survive temporary loss of connection
- fix dehacked NOSECTOR/NOBLOCKMAP effects
- fix player spawn sound
in the process. (More information on tech-pkg.)
Bump PKGREVISION and BUILDLINK_DEPENDS of all packages using libtool and
installing .la files.
Bump PKGREVISION (only) of all packages depending directly on the above
via a buildlink3 include.
world sokoban style.
Fish Fillets NG is strictly a puzzle game. The goal in every of the seventy
levels is always the same: find a safe way out. The fish utter witty remarks
about their surroundings, the various inhabitants of their underwater realm
quarrel among themselves or comment on the efforts of your fish. The whole
game is accompanied by quiet, comforting music.
audio).
Fish Fillets NG is strictly a puzzle game. The goal in every of the seventy
levels is always the same: find a safe way out. The fish utter witty remarks
about their surroundings, the various inhabitants of their underwater realm
quarrel among themselves or comment on the efforts of your fish. The whole
game is accompanied by quiet, comforting music.
This package contains optional Czech audio files.
Fish Fillets NG is strictly a puzzle game. The goal in every of the seventy
levels is always the same: find a safe way out. The fish utter witty remarks
about their surroundings, the various inhabitants of their underwater realm
quarrel among themselves or comment on the efforts of your fish. The whole
game is accompanied by quiet, comforting music.
This package contains the data files and documentation.
Changes:
- fix crash caused by long messages in HUD
- live monster counter on HUD
- notify server if client quits during startup wait
- improved response file parser
- fast forward to given map # in demo playback
- fixes for various sound bugs (no more delay in NetBSD!)
- fix doom2 demos at levels with >10 deathmatch starts
- and more compatibility and demo fixes
- support higher-turning-resolution demos from v1.91
- fix compilation with gcc 3.4.x
Bugs Fixed
----------
C13 - Fixed null pointer exception due to default give target.
C13 - Ensured that viewers as well as teacher see the new scores when
the teacher makes changes to dead stones in review/demo games.
C13 - Fixed bug that might leave useless java tasks lying around.
C13 - Got the "Your opponent has loaded your game. Join it?" dialog to
work for guests.
C13 - Now can load SGF files with 3 character labels.
C13 - Caught a few cases where arrow keys could be wrongly eaten by
components in a game window, making them harder to use at hotkeys.
S - Fixed bug in audio code that makes server crash with large numbers
of listeners.
S - Fixed a bug that would crash the server if the serverComm demon
was down for too long.
W - Fixed the bug that prevented people from leaving a tournament that
was in progress by the web page.
Features Added
--------------
S - Change constant "k" based on analysis of handicap game
outcomes. This will cause many people's ranks to change by a stone or
two, especially people in the low kyu range.
S, C13 - Event games will now appear in the "active games" list. Only
admins can set up event games now, room owners cannot.
S - All event games are now always saved, including uploaded and demo
games.
C13 - Fixed bug that would produce SGF files with "set whose move" and
B[]/W[] in the same node.
S - Minor performance improvements to audio network code.
S,C13 - Added "No chats" menu item.
All library names listed by *.la files no longer need to be listed
in the PLIST, e.g., instead of:
lib/libfoo.a
lib/libfoo.la
lib/libfoo.so
lib/libfoo.so.0
lib/libfoo.so.0.1
one simply needs:
lib/libfoo.la
and bsd.pkg.mk will automatically ensure that the additional library
names are listed in the installed package +CONTENTS file.
Also make LIBTOOLIZE_PLIST default to "yes".
gnome-games 2.8.0
=================
This is the first stable release of the 2.8 series. It should compile
happily in a GNOME 2.6 or GNOME 2.8 environment although a recent
librsvg is recommended.
*** Important ***
A lot of the themes and graphics have been moved to a
new, less frequently updated, package called gnome-games-extra-data.
You can get it from:
http://ftp.gnome.org/pub/GNOME/sources/gnome-games-extra-data/2.8/
The main gnome-games package still contains everything you need to
play, including the default themes.
Also:
- The backgrounds for gnometris are now set by drag and drop. You are
expected to use your own images for this, the old backgrounds are no
longer shipped as part of the gnome-games package, but can be found in
the gnome-games-extra-data package. The "Backgrounds and Emblems" menu
option from the nautilus file browser is also good place to start.
- The more detailed SVG themes for the card games will be slow to
redraw if you change the window size on anything but a fast machine. Be
patient. Playing the game is fine regardless of computer speed.
People who contribute to this release, in no particular order, are:
Callum McKenzie
Richard Hoelscher
Paolo Borelli
Jon McCann
Andreas Røsdal
Ryan Stutsman
Matthew V. Ball
Angela Boyle
Aaron Schlaegel
Sjoerd Langkemper
Theo van Klaveren
Bevan Collins
Rexford Newbould
Trevor Hamm
Don't forget the gnome-games webpage:
http://www.gnome.org/projects/gnome-games/
Major changes since the 2.6 series:
General:
- New SVG card decks for the card games.
- New UI for selecting keyboard controls.
- Lots of bug fixes, especially for 64-bit machines.
Aisleriot:
- Resizeable graphics.
- Click-to-move mode.
- Per game help menu.
- One and two-suit spider variations.
Blackjack:
- Resizeable graphics.
Ataxx:
- Major rewrite. New AI.
Iagno:
- New AI.
- The network code has been factored out.
Gnometris:
- The background is now set by drag-and-drop, you can use any images,
tiles or colours you like. This may have issues with konqueror.
- Sound !
- Configurable keyboard controls.
- A new manual.
Lines:
- New, less sucky, name: Five-or-more.
Mahjongg:
- New default theme: postmodern.
- New layout: ziggurat.
- The explicit shuffle command has been removed, it is still
available if you run out of moves.
Mines:
- Graphics tweaks.
Nibbles:
- Resizeable graphics.
Robots:
- You can now play using the mouse.
Tali:
- Revised UI.
- New graphics for the dice.
gnome-games 2.7.8
=================
This release is ready for the code-freeze. It contains only
bug-fixes. One more release with documentation updates and any
emergency bug-fixes can be expected before 2.8.0.
Remember that your favorite themes may have been moved to the
gnome-games-extra-data package. This is still at version 2.7.0, so if
you obtained it for the 2.7.7 gnome-games release you do not have to
download it again (for details see the 2.7.7 release notes below).
Bug fixes:
Aisleriot:
- Right click now works after window enlargement.
- The translation of the game-specific help menu item is fixed.
- --variation (and the freecell desktop file) now works for non-english
locales.
- Documentation for one and two-suit spider.
Blackjack:
- The payout for winning with a blackjack is now documented.
- The SVG chip images have been cleaned up and should work with most
versions of librsvg.
Four-in-a-row:
- "No or child" bug on x86_64 has been fixed.
Gnometris:
- Fixed a crasher on x86_64 machines.
Mahjongg:
- Cut down on unnecessary redraws while resizing.
Mines:
- Stop the face image being clipped.
- Fix the sanity-checking code.
gnome-games 2.7.7
=================
*** ATTENTION ***
A lot of the themes have been split into a separate package called
gnome-games-extra-data. The core package now contains only a minimum
amount of graphics, it is still functional, but your favourite themes
may not be there. You can get the missing themes back by installing the
gnome-games-extra-data package. gnome-games-extra-data can be found at:
http://ftp.gnome.org/pub/GNOME/sources/gnome-games-extra-data/2.7/
In the shuffling of themes, Richard Hoelscher's "Paris" SVG card theme
has crept into the main distribution. It uses the same source of
inspiration as David Bellot's SVG card deck, but is smaller and less
detailed, making it faster to load.
Bugfixes:
Aisleriot: Thieves, elevator and eagle_wing are now all playable
again (callum).
Five or More: Grid drawing improvements (Paolo Borelli).
Gnometris: Don't play sounds when we don't actually do anything
(Jon McCann).
Mines: Fix a rounding error when displaying scores on some
platforms (callum).
gnome-games 2.7.6
=================
Only one new item that should grab your attention: David Bellot's pure
SVG card theme. Be warned that this theme is complex and is liable to
expose speed issue and rendering bugs. These aren't David's fault,
they're mine.
There are also some bug fixes:
Aisleriot:
- Pileon should be laid out properly
- Streets and Alleys won't click on a double click anymore
Plus some typos fixed and of course plenty more translations.
gnome-games 2.7.5
=================
This is the last release before the feature freeze, therefore it is
full of new features. Klotski has been put back into the
distribution. The network code for iagno has been factored out and
there is a new connection dialog. The game server for iagno is now
available for local use, it can be found in the libgames-support
directory. Finally, gnometris has sounds !
All card games:
- Hybrid SVG/PNG replacement theme for Dondorf. (Richard Hoelscher)
Blackjack:
- SVG chip and slot images.
Gnometris:
- Drag and drop support for solid-color backgrounds (callum)
- Sound effects ! (callum, Richard Hoelscher)
- Configurable keyboard controls (Paolo Borelli)
Iagno:
- Factored out the network code (Andreas Røsdal)
- New network dialog (Andreas Røsdal)
Klotski:
- It's back !
Robots:
- Use the new keyboard control widget (callum)
Stones:
- The sound files have been removed due to being too close to (and
possibly recorded from) the C64 Boulder Dash game. Besides the theme
tune really annoyed me (callum)
Tali:
- New, SVG, die graphics (Ryan Stutsman)
gnome-games 2.7.4
=================
Lots of new stuff this time around. There are now new ways to play
both Aisleriot and Robots. Also, I've removed the shuffle button in
Mahjongg, you can currently only shuffle if you run out of
moves. There is a bug here, you can get in a situation where you can't
actually shuffle and are basically forced to undo. I'm working on a
solution.
Aisleriot:
- Implement Click-to-move (callum)
- Reorganise menus (callum)
- Context sensitive mouse cursor (Paulo Borelli, callum)
- Hint support for Freecell (Matthew V. Ball)
- make more use of GamesFileList to remove unportable code.
Blackjack:
- Replace deprecated widgets (Jon McCann)
Gnometris:
- New help file (Angela Boyle)
- Separate out the C and C++ compiler flags (callum)
Gnotravex:
- GCC 3.5 compiler fixes.
Mahjongg:
- Revised postmodern theme, it is now the default (Richard Hoelscher)
- Fix shuffle bugs (callum)
- Changing the map now gives you the option to start again (callum)
- Remove the shuffle button (callum)
Mines:
- Touch up the face graphics to be properly alpha-blended (callum)
- Draw the "wrong flag" cross in a scalable manner (callum)
Robots:
- Implement mouse control (callum)
- Add a toolbar and move menu to supplement mouse control (callum)
gnome-games 2.7.3
=================
Not a lot new, but there is a new UI for changing key controls
in gnect and gnibbles (thanks to Paolo Borelli).
- Odessa (aisleriot) bug fixes (jrb)
- Removed gdk-card-images library (callum)
- Drawing fixes for blackjack (callum)
- Five or More line detection code improved (callum)
- New control selection UI in gnect and gnibbles (Paolo Borrelli)
- Make the state of the mahjongg pause button consistent (callum)
gnome-games 2.7.2
=================
The major change for this release is Jon McCann's work on
his blackjack game to make is rescalable. There are some
known bugs in this (due to Callum's code, not Jon's) so be
careful. Those who are reading this as part of the first
official GNOME 2.7 release probably want to look at the notes
for 2.7.1 too.
gnome-games 2.7.1
=================
This is the first release of the new development cycle and there is a
*lot* of very new features available for your enjoyment. Being a
development release there will also be a lot of bugs. As always we are
very interested in bug reports and suggestions: send them to:
http://bugzilla.gnome.org/
Gnome-games now has a web-page. You can find it at:
http://www.gnome.org/projects/gnome-games/
Aside from numerous bug fixes (thanks to Dean Copsey, Paolo Borelli,
William Jon McCann and Iain Holmes) these are the major changes:
Aisleriot:
- The cards now scale with the window. (Callum)
- Two new games: one and two-card spider. (Aaron Schlaegel)
- Per game help menu item. (Callum)
Ataxx:
- Major rewrite: new AI and drawing code. (Sjoerd Langkemper)
Gnibbles:
- Resizeable SVG graphics. (Theo van Klaveren)
Gnometris:
- Backgrounds are now set by drag-and-drop. (Callum)
Iagno:
- New, harder, AI added. (Bevan Collins)
Klotski:
- Removed. (Callum)
Lines:
- Renamed to Five or More. (Callum)
Mahjongg:
- New layout, Ziggurat. (Rexford Newbould)
Mines:
- New scores dialog. (Callum)
Tali:
- Revised UI. (Trevor Hamm)
"Apparently, Sourceforge has reorganized its FTP server. The source for
nethack has been moved. Consequently, a NetBSD mirror will be contacted
for fetching the source."
Closes PR pkg/26826. Thank you Alexander Becher.
intended transformation: use "rm" to remove an option, "rmdir" to remove
all options containing a path starting with a given directory name, and
"rename" to rename options to something else.
which are the full option names used to set rpath directives for the
linker and the compiler, respectively. In places were we are invoking
the linker, use "${LINKER_RPATH_FLAG} <path>", where the space is
inserted in case the flag is a word, e.g. -rpath. The default values
of *_RPATH_FLAG are set by the compiler/*.mk files, depending on the
compiler that you use. They may be overridden on a ${OPSYS}-specific
basis by setting _OPSYS_LINKER_RPATH_FLAG and _OPSYS_COMPILER_RPATH_FLAG,
respectively. Garbage-collect _OPSYS_RPATH_NAME and _COMPILER_LD_FLAG.
This release fixes zillions of bugs (most notably, game saving/loading
now works). Also included is PNG support. There are too many little
changes to note, so see the ChangeLog for details.
Changes:
* KWeather
o Add Day/Night support to KWeather. Ian Reinhart Geiser
o Better font support. Ian Reinhart Geiser
o Better layout support. Ian Reinhart Geiser
* KWorldClock
o Provide a reasonable manual Brad Hards
Changes:
* Atlantik
o KDE User Interface standards: proper use of KStatusBar.
o during game configuration, the master can boot players to the
lounge.
o property names are now displayed on the game board.
o Event log for analyzing the monopd XML protocol.
* KLines
o Made accessible by keyboard. Waldo Bastian
* Konquest
o Face lift, reduced number of popup messages. Waldo Bastian
Stratagus is a free cross-platform real-time strategy game engine.
It includes support for playing over the internet/LAN, or playing
a computer opponent. The engine is configurable and can be used to
create games with a wide-range of features specific to your needs.
- added new map 'Across the Omyar Gorge'
- improved localization support for ISO-8859-2 locales
- added Polish translation
- added quick scroll via number pad and NumLock
- added a way to recover from the password dialog
- fixed build issues in non-graphical environments
- Fix AI level bug caused by i18n enabling.
- Online help added.
- Random game added.
- Position of Main window, Pattern Evaluation and Game History windows
are remembered. Windows are opened automatically based on the
previous run.
- Fix several problems in parity evaluator.
- Fix game searching problem. Hashing across move is disabled. This
slows down winning move and end game searching but gets correct result.
- Fix problems with pattern score and open book generation.
- Black AI first move is no longer fixed to C4.
General:
- Fixed copy/paste bug in launcher that may corrupt the Savegame Path
- ScummVM should no longer crash on 64-bit architectures
- Fixed VOC crash when playing DOTT Floppy
- Several minor palette fixes
Changes since 0.7.1:
GTetrinet 0.7.7 - 2004-04-18
- Regenerated tarball using automake 1.4 to workaround
tar --posix problems.
GTetrinet 0.7.6 - 2004-04-16
- Added a button in the Preferences dialog that opens a browser window
with the GTetrinet themes webpage. (Dani)
- Made the main window resizable. It doesn't mean that the fields will
be resizable too ;) (Dani)
- Now you can rotate and move a piece while holding CTRL. This fixes the
bug reported by Christian Kröner. (Dani)
- Disable deprecated flags which broke the build with
GTK 2.4 (Kjartan Maraas).
- New and updated translations: Norwegian (Kjartan Maraas),
Croatian (Robert Sedak), Irish (Alastair McKinstry),
Brazilian Portuguese (Steve Lacerda and Estêvão Samuel Procópio),
British English (Gareth Owen), Canadian English (Adam Weinberger),
Welsh (Dafydd Harries), Catalan (Jordi Mallach), Swedish (Christian Rose),
Czech (Miloslav Trmac), Portuguese (Duarte Loreto),
Dutch (Vincent van Adrighem), Polish (Artur Flinta),
French (Christophe Merlet), Spanish (Dani Carbonell).
GTetrinet 0.7.5 - 2003-10-04
- HIGification improvements in several dialogs (Dagfinn Ilmari Mannsåker).
- Make the default keys usable in azerty keyboards (Dani).
- New and updated translations: Azerbaijani (Metin Amiroff),
Polish (Artur Flinta), Japanese (KAMAGASAKO Masatoshi).
GTetrinet 0.7.4 - 2003-08-29
- Fix configure.in so nobody needs intl/ dir. (Jordi)
- Connect and Team dialogs now have "OK" as default action (Dagfinn Ilmari
Mannsåker).
- Fix a crash when restoring the default keys (Dani).
- Cursor fixes for the game fields (Dani).
- Fix bug where keyboard would become unusable on game start (Benjamin Drieu).
- Disable channel list by default to avoid problems with weird servers (Dani).
- New and updated translations: Spanish (Francisco Javier F. Serrador),
Czech (Miloslav Trmac), Dutch (Kees van den Broek), Polish (Artur Flinta),
Serbian (Danilo Segan), Malay (Hasbullah Bin Pit), Catalan (Jordi Mallach),
Welsh (Dafydd Harries), Traditional Chinese (Abel Cheung),
German (Gerfried Fuchs).
GTetrinet 0.7.3 - 2003-06-23
- Fixed search path for gtetrinet.png broken in 0.7.2.
- Merged Connect/Disconnect buttons.
- Fixed annoying bug in keyboard handling code which could make
GTetrinet beep on each keypress.
- New and updated translations: Traditional Chinese (Abel Cheung),
Dutch (Tino Meinen), Macedonian (Arangel Angov).
GTetrinet 0.7.2 - 2003-06-07
- Added new icons to several places.
- Merged Start/Stop button.
- Nickname autocompletion in partyline!
- Show /msg commands in partyline.
- The mouse cursor is now hidden while playing.
- New keyboard shortcuts for connect/disconnect, change team and
start/stop/pause game.
Attack/defense keys are now configurable, helping Azerty keyboard users.
- Other bugfixes.
- New and updated translations: French (Christophe Merlet), Catalan
(Jordi Mallach), Swedish (Christian Rose), Portuguese (Duarte Loreto),
Czech (Miloslav Trmac), Dutch (Tino Meinen), Brazilian Portuguese
(Alexandre Folle de Menezes), Japanese (KAMAGASAKO Masatoshi), Serbian
(Danilo Segan), Basque (Julen Landa Alustiza), Traditional Chinese
(Abel Cheung).
General:
- Fixed sound glitch when streaming two or more Ogg Vorbis sounds from the
same file handle, e.g. in the Sam & Max intro when using monster.sog.
SCUMM:
- Many SCUMM game engine fixes.
- Added graphics decoders for 3DO Humongous Entertainment games
- Numerous Humongous Entertainment games fixes
- Fixed bug in Full Throttle, so battle difficulty matches original
- Improved Digital iMUSE
Sword1:
- Warn the user if saving fails, instead of crashing.
- Slightly more user-friendly save/restore dialog.
- Fixed masking glitch outside Nico's apartment.
BASS:
- Warn the user if saving a game doesn't work.
Simon:
- Fixed crashes in some international versions
Welcome to utopia. The year is 2174, and you have been ordered to
function as an orbital sniper. In your world there's just three
kinds of people: VIPs, dissidents and normal citizens. VIPs run
the world: they must not come to harm. Dissidents must die. If a
commoner or two gets wasted in progress, it'll count against you
when your post ends.
You were a normal citizen only moments ago. If you manage to prove
yourself and keep VIPs safe in your area, they might make you a
VIP. Or do poorly enough and they might decide that you're the
enemy.
On screen, VIPs are designated blue, threats are designated red
and the normal folk are white.
You control the target with mouse; right-drag or use mouse wheel
to zoom. Different zoom modes are useful for different things.
Zoom full out to see the whole situation at a glance (with all that
useless clutter removed), or zoom full in for better aiming.
Several levels of zoom in between give different information.
Left click fires your gun (which is based on some new physics laws
that we haven't invented yet, as the target is destroyed instantly).
The gun reloads for three seconds, so make sure you hit.
Changes from version 2.6.2 to 2.6.3 (Released 2004-07-13)
Bugs Fixed
----------
C13 - Put the "save game" button back in the GUI.
C13 - Fixed up enabled-ness of editing tools when in teaching
game. Really clicking an editing tools should (as Glue suggested, I
think) give the teacher control over editing, but that would be higher
risk than just disabling them and making the teacher choose "take
control", and I want this patch to get out today.
S - Fixed "duplicate games in open/active lists" bug. I'm 99% sure
that this is also the cause of the "ghost observers" bug.
C13 - Fixed recursive-endless-loop-when-opening-editing-tools that
seems to hit OS X. Maybe other platforms too.
C13 - Make it once again remember your sorting preferences for game lists.
C13 - Took out some bells.
*******************************************************************************
Changes from version 2.6.1 to 2.6.2 (Released 2004-07-12)
Bugs Fixed
----------
T - Tournaments seem to be working fine (on the server & web
side). Many many changes.
C13 - Fixed a misleading (or just plain wrong) error message that the
audio system would make sometimes.
C13 - Fixed the "exit with maximized windows and you'll never be able
to resize them again" bug.
C13 - Added a workaround for the "out of memory when I look at certain
games" bug. This was a 100% java bug, and my workaround will make the
names over the stones have a slightly worse appearance in some cases,
but it's 2 years after I submitted the bug to Sun and they haven't
fixed it, so I'm giving up.
C13 - When you try to play against somebody who set up a private
teaching game, you can't set it to "free" or "rated" any more. (When
you tried to do this, the server would kick you out!)
C13 - Got rid of use of system bell everywhere. It seems recent
windows systems have it disabled anyway. Now a short chime will be
played instead. A master "Sound enabled?" checkbox has been added to
the preferences window.
C13 - Changed keyboard accelerators for moving in SGF to just plain
arrow keys for "one at a time" movement, ctrl-arrow for "to
next/previous markup or variation". Finally figured out (atfer a lot
of investigating) why it seemed these only worked when the arrow
buttons had focus; it turns out, they worked as long as no focussed
button wanted the same keys - but such buttons were all over the
place! For example, click a scroll bar? It gets focus and eats all
arrow keys until you click something else. :-( So anyway, I did some
work, now it should really accept arrow keys to move through SGF
unless you have a text widget with a blinking cursor (in which case
the arrow keys move the cursor instead).
C13,S - Room owners & admins can now set a game to be a "special
event" game. Special event games are always put at the top of the game
list, to be easy to find.
C13 - Just noticed that the "registering" GUI is really ugly (way too
wide & short). Fixed up its proportions.
S - Changed network code a bit to make sure we never take very long to
handle inbound connections. When an audio game starts broadcasting,
everybody in the game sends a new connection at once - I think this
has been overloading the old network code and leaving people unable to
get the audio. Hopefully the new code will solve this problem.
C13,S - Rewrote the code for the "open games list." When I wrote it
the first time, I did a really crappy job. I mean, it worked, but it
was plugged into really awful parts of the server and was totally
impossible to extend in any useful way. So I rewrote it so that I can
create arbitrary "game collections" on the server. For 2.6.2, there
will be the open game list collection (which is now done), but there
will also be a game collection that has all non-private games that are
in progress.
C13 - Fixed the placement & size of labels for OS X.
Features Added
--------------
CGTP - Add an option for kgsGtp robots to reconnect automatically if
the server goes away.
S - Keep track of when users are promoted to assistant or admin. Sometimes I wonder how long people have been assistant/admin, but I don't know!
C13 - Added raw & audio data out levels to server stats window. (raw =
before compression, currently you only see raw)
C13,S - When your tournament game starts, it would be nice if the
"Your game has started!" alert had a "click here to join" just like
when somebody reloads an old game of yours.
C13 - Got rid of the editing tools window.
C13,S - Added room announcements. Admins, assistants, and room owners
can use this. Just like a normal chat, except it appears in bold, so
people knows it comes from somebody with authority.
C13 - Allow private uploads. No idea why I didn't have this in the first place.
C13 - Added auto-underlining (just like chat rooms) to message of the
day and user info. Took out "home page" box from user info, it now is
unnecessary.
C13,S,W - Finished server & client work for project x. Web page work
still required, but I can put that off until after the 2.6.2 release -
there will need to be a lot of server & client testing before the web
portion is needed anyway.
S - Room messages of private rooms are now not fully visible to
non-members. As per Cheyenne's suggestion, up to the first linebreak
is visible to everybody; so you can say "Ask wms to join this room\nHa
ha ha losers you can't read this" and everybody will see to ask wms to
join, but only members will see the message about losers.
C13,S - Changed "Last login:" to "Lost on:" in user info. Show when
they logged out last time, not in!
<dhowlland at users.sourceforge.net>.
Wolfenstein Enemy Territory is a free, stand-alone, downloadable multiplayer
game in which players wage war as Axis or Allies in team-based combat.
Enemy Territory is completely free and does not require the original
Return to Castle Wolfenstein game to play.
Enemy Territory is based on the Quake3 engine.
This package includes both the game client and the dedicated server.
Michal Pasternak.
Make your console look like Nadbuchonazor's bridge. CMatrix displays green
characters, falling from top of the screen, almost like the ones seen in
"Matrix" movie series.
New in GtkBalls 3.1.3
- Fixed critical bugs in pathfinding functions
- New theme - "mascots"
- Updates to auto*/gettext
New in GtkBalls 3.1.2
- Fixed big bug that lead to sigsegv
- Added saving/loading of keyboard accelerators
New in GtkBalls 3.1.1
- Added ability to delete saved games from save/load game dialog
- UI polishing
- translations updates
- small bug fixes
- compilation fixes
- gtkballs.spec fixes
New in GtkBalls 3.1.0
- Now images in themes can be in any format that gdk-pixbuf understand
- Game can be played with keyboard only (use arrows and space/enter)
- Hilight cell "under the pointer" (for keyboard play)
- Updated gtkballs(6x) man page
- Death of score writer process now handled correctly (mostly)
- compilation with gcc 3.x fixes
- code reorganization (should be much readable now)
- migration to autoconf 2.54/automake 1.6.3/gettext 0.11.5
This is a little shot'em up arcade game for one or two players. It aims
to be an 'old school' arcade game with low resolution graphics, top-down
scroll action, energy based gameplay and different weapons with several
levels of power.