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.
The ChangeLog has this to say about it:
- in-game menus, like the "Quit Game" question, and an End Round menu.
- menu handling changed some internal things, so it is possible to create
more menus at a time. it is possible to write own menuloops.
(this is used in the new playerselection screen and playermenu screen.)
- new player selection screen, needed because of the second local player.
- password protection for own games so they can be listed on the OGC but
only people with the password will be able to join.
- user-defined keyboad settings.
- the server can now kick players from the game
- programm parameters for automatic joining/hosting a game, using ogc, port
configuation and debug mode.
- Fixed: respawning of the player will continue and
finish when we go into Hurry Mode.
- Fixed: bombs will start ticking when another special
is taken or the player died.
- Fixed: statusbar will forced to update if a player
finished respawning.
- Fixed: number of items which have been dropped. If not
all items could been set a debug message will be printed
into the console or stdout.txt.
- Fixed: items can not anymore droped on bombs.
- Fixes the issue of it making incorrect assumptions
about the initial range of bombs and placing players in
unsafe positions.
changes:
* atlantik: avoid crash when unresolvable hosts are in the meta server list
* atlantik: fix crash when network core is reset while readbuffer isn't
empty
* atlantik: chat view can be cleared
* /hostban based on hostmask when adns is available - Nils McCarthy
* server option to disallow autopilot - Nils McCarthy
* Bots are smarter - Frank Thilo
* Fixed the little hop on spawn at some sites - Alfredo Tupone
* Fixed issue of players add/removing others from groups - Alfredo Tupone
* Fixed false positive filter matches involving apostrophes - Sean Morrison
* Curing ghost/duplicated/ungetable flag - Alfredo Tupone
* Fixed 0 height flag, no more flags inside buildings - Alfredo Tupone
* Observers see Masquerade tank with their true color - Alfredo Tupone
* Password file now supports callsigns with non alphanumerics - Alfredo Tupone
* Correctly read PNG textures with multiple IDAT chunks - Daniel Remenak
* Add aggressive filtering support for all platforms - Sean Morrison
* Fixed bug that allowed empty callsigns - Frank Thilo
Changes from version 2.6.0 to 2.6.1 (Released 2004-05-26)
Bugs Fixed
----------
C13 - Fixed the "your demo games always look like they've been saved"
bug.
C13 - Fixed the "crashes the client when you have text selected in a
room" bug.
C13 - Got loading SGF files to work again.
C13,S - Got cloned games working again.
S - Fixed the "sometimes you can't play your handicap stones" bug.
C13 - Got rid of a spurious "You are cloning this game" warning message.
Features Added
--------------
C13 - Got the "Save before closing?" dialogs to be more similar
between games saved on server and games saved to disk.
Changes from version 2.5.8 to 2.6.0 (Released 2004-05-24)
Bugs Fixed
----------
C13 - Got downloading games working again.
C13 - Some scrollbar fixes
S - Put all logs in one place
S, C - Did a lot of the protocol cleanup that I was waiting for a
protocol change to do.
S, C - Tweaked the "blitz"/"ultra blitz" rules a little bit.
Descent 2 for DOS, Windows, and Unix (Linux, Solaris, Mac OS X, etc).
Supported features include: Graphics, Sound, OpenGL, Joystick, Mouse,
CD audio, Networking.
Unsupported features: Serial.
A few of the new features in 0.2.0: Movies, Bigendian support,
Shareware data file support, and Descent 1 data file support.
raw is a rewrite of the engine used in the action/adventure game
Another World/Out of this World released for DOS and Amiga. This
program is designed as a cross-platform replacement for the original
executable and uses the SDL library. You will need the data files
from the DOS version of the game to play.
* 0.4.2 (20-04-2004)
- actually applied the map switching fixes (doh!)
- fixed compilation for Mandrake 9.1 and Slackware 9.1
- revamped campaign system
- added support for difficulty levels (handicaps)
- added player selection when playing against the computer
- added default mission soundtrack
- 'createunit' events now work with arbitrary locations
- added support for changing squad size and initial xp for units
- added 'handicap' trigger
- lots of minor fixes and featurelets
2004-05-01 Version 0.7 is released. Brief changelog:
* OpenMortal now runs in high or true color video mode (instead of
256-color).
* Transparent shadows
* Added "team mode": both player can choose many fighters into a
team. When a fighter dies, the next in the team takes his/her place.
* New (non-proprietary) sound effects.
* New character: Judy
* One new arena
* Make sure the group "games" exists.
* Use MAKE_DIRS_PERMS to make sure "/var/games" exists.
* Use SUPPORT_FILES_PERMS to install the scorefile to /var/games.
* 3.0 didnt work because of wrong data-directory (thx to Jens Granseuer)
Changes 3.0:
* directional lighting working again
* multitex check for table detail map (thx to Alan W. Irwin)
* commandline option for table detail map
* timeout for network-read
* snooker: white potted -> next !act player may place (thx to Peter Lord)
* more realistic near range ball reflection (in fresnel vertex program)
* correct VRPool keybindings for glut (press/release instead of toggle)
* more intuitive --enable-sdl/glut (thx to Mike Frysinger)
* fix: carambol: 2nd player uses yellow ball again
the RCD_SCRIPTS rc.d script(s) to the PLIST.
This GENERATE_PLIST idea is part of Greg A. Woods'
PR #22954.
This helps when the RC_SCRIPTS are installed to
a different ${RCD_SCRIPTS_EXAMPLEDIR}. (Later,
the default RCD_SCRIPTS_EXAMPLEDIR will be changed
to be more clear that they are the examples.)
These patches also remove the etc/rc.d/ scripts from PLISTs
(of packages that use RCD_SCRIPTS). (This also removes
now unused references from openssh* makefiles. Note that
qmail package has not been changed yet.)
I have been doing automatic PLIST registration for RC_SCRIPTS
for over a year. Not all of these packages have been tested,
but many have been tested and used.
Somethings maybe to do:
- a few packages still manually install the rc.d scripts to
hard-coded etc/rc.d. These need to be fixed.
- maybe remove from mk/${OPSYS}.pkg.dist mtree specifications too.
Changes since 0.9.0:
- Game History window added.
- Forward/backward through game added. This is similar to undo/redo
but does not affect existing board moves.
- Don't allow opening more than one Pattern Evaluation window.
- Preferences dialog box is no longer modal. So game can be played
even when this dialog box is opened.
- Switch computer color menu is inactive when computer or human
plays both colors.
- Add missing text domain binding for i18n.
- Add en_GB locale messages.
- GNOME 2 is now required.
- Enable i18n.
- Toolbar added.
- GUI code reorganization.
- Undo/redo menus become active/inactive according to current game
state.
- Customizing game graphics is supported.
- Reorganize undo/redo mechanism.
Tilt the floor to roll a ball through an obstacle course before time runs
out. Neverball is part puzzle game, part action game, and entirely a
test of skill.
Also found here is Neverputt, a hot-seat multiplayer miniature golf game
using the physics and graphics of Neverball.
Changes:
* Removed excessive assertion in seconomy-gtk.c.
* Fix snet header file inclusion.
* Only sa_handler OR sa_sigaction in handler (cross compatibility).
* Repaired two bugs in sgame/soptions.c (fixes solaris compiles).
* License restricted to version 2 of the GPL.
* Easter Egg wars :)
QuakeForge is a 3D graphics game engine based on id Software's legendary
Quake and QuakeWorld game engine. Its purpose? To improve the state of
the game by improving the engine and making it accessible to as many
people as possible.
It uses SDL, straight Xlib, or OpenGL.
Powermanga is an arcade 2D shoot-em-up game with 41 levels and more than 200
sprites. It runs in 320x200 or 640x400 pixels, with Window mode or direct to
screen (DGA) and support for 8, 15, 16, 24, and 32 bpp.
URBAN is a bloody, violent sidescrolling shoot-em-up in which you're a
renegade military cyborg fighting your way out of the military base
where you were created.
This is a port of the GPL'd Quake 2 source maintained by the Quake Forge
team. They're patching it with an eye towards portability and bug fixes,
and in the future, feature enhancments.
Note that to actually USE this package you will need to obtain a copy of
the original Quake 2 from id Software.
SCRIPTS_ENV, don't bother explicitly including ${LOCALBASE}/include/,
pull in ossaudio.buildlink3.mk, link with ${LIBOSSAUDIO} and use
${DEVOSSAUDIO}. Bump PKGREVISION.
XXX What is with those install and deinstall scripts?
it as "xgalaga-2.0.34.tar.gz" from "${MASTER_SITE_LOCAL}". Now that the
project has been deleted on SourceForge the distribution file is likely
going to disappear from there, too.
Major changes since 0.1:
* Added metaserver
* Redesigned event core, event system is much faster, and more versitle
* Added a bunch of new objects, and animated NPC's
* Added tiling of maps, to allow larger gameworlds
* Added new communication commands, shout and whisper
* Integrated FreeSOLID, and redesigned collision engine to be much faster.
FreeSOLID is now built automatically, and does not need to be compiled
and installed externally.
* Much improved build system.
* Lots of bugfixes, and other minor improvements.
branch (2.4.x):
- Mahjongg has new layouts, new tilesets and is completely scaleable.
It is also faster and shuffling works properly.
- Gnomine has new, improved graphics and a hint function.
- Freecell (the aisleriot version) now has supprot for super-moves
and is a lot closer to the stand-alone version in behavior.
- Glines has new graphics and is also completely scaleable.
- Aisleriot now keeps track of statistics on the games you play.
- Gnect has recieved a major upgrade and is now leaner and cleaner.
- For aislriot and blackjack the dialog for changing the card style
has been reworked.
Changes since 1.73:
Version 1.81, 2/5/03
* fflush() wasn't being called after print_results() in xboard().
* hply was being set to 0 when xboard() received "black." This broke the
opening book code when playing black with WinBoard.
* set_hash() wasn't being called in bench().
Version 1.8, 1/30/03
* Added opening book code (book.c) and a small opening book (book.txt).
* Added hash keys; replaced the old repetition detection code with code that
compares hash keys.
* Changed bench to report a "Score" to avoid confusion/comparisons with the
previous version's "MIPS" (with score, 1.000 = my Athlon XP 2000+).
* Moved move parsing into its own function (parse_move in main.c).
compiled w/o GTK support. This avoids a dependancy on gnome*-dirs (which is
not actually here by a previous), so it can be installed correctly w/o X11.
Closes PR pkg/20922.
This release contains many bugfixes and improvements, two new
graphics scalers (HQ2X/HQ3X), better launcher/options support and
support for the following new games: V1 versions of the LucasArts
games Maniac Mansion and Zak McKracken, the LucasArts game Full
Throttle, Broken Sword 1/2, and Flight of the Amazon Queen.
by moving the inclusion of buildlink3.mk files outside of the protected
region. This bug would be seen by users that have set PREFER_PKGSRC
or PREFER_NATIVE to non-default values.
BUILDLINK_PACKAGES should be ordered so that for any package in the
list, that package doesn't depend on any packages to the left of it
in the list. This ordering property is used to check for builtin
packages in the correct order. The problem was that including a
buildlink3.mk file for <pkg> correctly ensured that <pkg> was removed
from BUILDLINK_PACKAGES and appended to the end. However, since the
inclusion of any other buildlink3.mk files within that buildlink3.mk
was in a region that was protected against multiple inclusion, those
dependencies weren't also moved to the end of BUILDLINK_PACKAGES.
* 0.4.1 (02-03-2004)
- fix crash when switching maps in campaign games
- fix progress bar updates in replays and respond to abort requests
- fix a long-standing bug with move-shading sometimes shading too much
- return to main menu in PBeM games if given the wrong password three
times in a row
* 0.4.0 (22-02-2004)
- now requires SDL_ttf
- added support for i18n/l10n (see README)
- added German translation
- added new map 'Heavy Metal'
- the start window now features a small map display
- changed game window key from g to F1
- partly reverted the single-click changes
- added 'othermsg' and 'othertitle' properties for score events
- rebalanced some units
The ingame event system has been completely rewritten. The campaign
has been updated and extended. The AI was improved. Many bugfixes
and minor improvements were made.
- Supports GNOME 2.
- Fix bug where game may use wrong color when game is started from
certain openings.
- Fix delay problem when animate opening is off.
- Add delay in Preferences to slow down animation.