pkglint --only "https instead of http" -r -F
With manual adjustments afterwards since pkglint 19.4.4 fixed a few
indentations in unrelated lines.
This mainly affects projects hosted at SourceForce, as well as
freedesktop.org, CTAN and GNU.
2015 Sep 10: version 1.3.2
* Added the messages feature, so that sets can have prolog/epilog texts
attached to levels.
* Added an init file (to the save directory) to save the user's volume
level and last-played levelset.
* Introduced a UI control to set the initial random-slide floor direction
in a Lynx level.
* Changed key count to wrap around, so that picking up 256 keys of one
color resets its count to zero. (This used to be a documented difference
between Tile World and the original Lynx, but the new release of CC1/CC2
follows the original's behavior, even though these are 32-bit programs.
So I'm taking the hint and doing likewise.)
2015 Jul 24: version 1.3.1
* Fixed a couple of embarrassing bugs for 64-bit systems.
* Improved the emulation (MS logic) of Chip turning a cloned block into a
clone of himself while going through a teleport.
* Fixed handling of blocks starting out on beartraps (MS logic).
* Fixed bug (MS logic) reported by Evan Dummit of interaction of
canmakemove(), pushblock(), and teleportcreature().
* Fixed bug (MS logic) with walkers and bugs detecting fire through
teleports.
* Fixed bug (MS logic) found by David Stolp in the timing of
mouse-initiated moves.
* Fixed bug (Lynx logic) with not initializing toggle wall state.
* Fixed Lynx pedantic mode to allow creatures to rebound off the left and
right edges of the map. (Touching the top or bottom boundaries of the map
is still considered to be cause for failure.)
* Tile World now stores the last level in the save file, and returns to it
by default when the level set is revisited.
* Added --long-options to the command-line option parser, just because.
* The usual cleanups to avoid compiler warnings and minor improvements, and
updates to the documentation.
This is a game for the whole family. You play cute fluffy little bunnies
and hop on each other's heads.
At the beginning you are in the menu, where you have to let each active
player jump over the tree trunk to enter the play area, and then walk to
the right. You will then enter the arena. The aim is to jump on the other
bunnies' heads...
Jump 'n Bump was originally a DOS game by Brainchild Design, which was open
sourced under the GPL license and ported to SDL, and then SDL2.
It's a true multiplayer game, you can't play this alone. It has network
support.
Note that this release, while declaring compatibility with gnuchess
v4, does not work correctly with the current v6.x.
From upstream's changelog:
eboard ChangeLog
----------------
[fics] - applies to fics
[craf] - applies to crafty
[gnuc] - applies to gnu chess
[sjen] - applies to sjeng
[ics] - applies to all networked servers
[eng] - applies to all engines
[all] - applies to all
* [all] Text search (Ctrl-F) no longer requires a modal dialog box,
the search text is typed in the input box (similar to the Firefox
search behavior).
* [ics] Added ICS filtering options for Non-ASCII characters.
* [all] Fixed some "invalid UTF-8 string" warnings related to the text console.
* [ics] added an option to show timestamps for each text line
* [ics] eboard no longer sets the seek variable when logging in to an
ICS
* [all] Fixed promotion bug in P2P mode (capture promotions such as
exf8=Q did not work due to bad notation parsing).
Closes SF ticket #1832106.
* [ics] Seek graph positioning now avoids text and marker overlaps.
1.1.0a:
* [all] Fixed compilation issue with GCC 4.1
1.1.0:
* [ics] The seek graph do not become red after updates (FICS sometimes
sends bogus updates that are annoying to check).
* [ics] added seek graph, removed seek table
* [ics] eboard now displays clocks and move times with milisecond
precision, on servers that support ivar ms
* [all] slightly faster console (less frivolous buffer formattings)
* [all] minor simplification of eboard-config script, patch from
Han Boetes
Optionally build with gtk2 support instead of xaw. Upstream defaults
to gtk, but we are sticking with xaw for now.
XXX the gnuchess engine will still quit after the second move, see
<https://lists.gnu.org/archive/html/bug-gnu-chess/2017-08/threads.html>
From upstream's changelog:
** Version 4.9.1 **
bugfix release for 4.9.0
* Fix crash when logging out from ICS
* Defer book faking input move until ping balance
* Fix setting up btm positions with 'edit'
* Fix bare King adjudication
* Fix check testing in games without King
* Fix disambiguating Pawn moves in Xiangqi
* Fix King leaving Palace in Xiangqi
* Fix compile error Xaw build
** Version 4.9.0 **
(see http://www.gnu.org/software/xboard/whats_new/4.9.0/ )
* New features in this release
* Running EPD test suites
* Getting instant help (XB)
* Editing castling rights in a position
* Use mouse wheel to set up position (XB)
* Allow engine to pop up its settings dialog
* Specifying ultra-fast games (XB)
* Installing board themes from packages (XB)
* Using a single-button mouse
* A special directory for start positions
* Allow terminal-less ICS play (XB)
* Sound warnings in analysis mode
* Changing fonts through the GUI (XB)
* Automatic adapting of fonts to board size (XB)
* New variant support
* New piece types
* Allowing more than 26 piece types
* More flexible piece promotion
* Restricting promotion choice
* New configurable move types
* Inscribing pieces with text
* Setting rules from the command line
* Allow inaccessible squares
* Load Shogi games in .kif format
VVVVVV is a platform game all about exploring one simple mechanical idea -
what if you reversed gravity instead of jumping?
The game is designed not to artificially gate your progress. In VVVVVV there
are no locks, no power-ups, no switches, nothing to stop you progressing
except the challenges themselves.
This release fixes bugs, improves synchronization in multiplayer, has UI fixes, and adds several advanced config options.
Summary of changes from 2.15.2 to 2.15.3
- Fixed corrupt characters and fields in various in game messages.
- Improved translation support.
- Updated translations.
- Added some UI improvements.
- Fixed some crashing issues related to spies.
- Standardized on FPU code generation for better cross-platform compatibility.
- Added more advanced config options.
- Added more advanced config options.
- Improved manual.
- Added key binding support.
- Prevented chat keystrokes registering as a hotkey too.
- Fixed sometimes hiring wrong unit in the inn.
- Added scenario advanced config presets to restore default scenario game play to original game design parameters.
- Ensure screen redraw when dropping spy identity.
- Improved alternate font set.
- Added scroll button for long tutor messages.
- Removed gong sound for unsent AI diplomatic messages.
- Re-enabled AI ability to request direct military aid; expect allied AI to work together on defending now.
- Removed uninitialized parameter in Caravan CRC check.
- Removed improper variable-size cast, causing incorrect action processing on 64-bit platforms.
- Correct replay initialization for weather sync.
Client
+ Race mode integration
- finish messages
- times ingame and in the server browser
- map record displayed in the scoreboard
- localized chat messages
- race gametype icon
+ In-game server browser
+ Chat pages & upgrades
- Up to 10 pages of chat history (page up/page down)
- Persistent chat: does not clear when changing map
- Map changes are marked by a chat info message
- Chat buffer: clicking with the mouse while chatting puts the chat in pause
- Ignoring a player clears past chat
- Add helper annotation when whispering
+ Statboard upgrade
- Auto statboard screenshots
- Merge K/D and Spree/Best spree columns
- Visual indicators for flag captures
- Visual indicators for weapon stats
- Fix statboard not closing
+ Wide menus mode
+ Add version info to settings file, change naming scheme to "settings07.cfg"
- You can now switch between 0.6 and 0.7 Teeworlds smoothly
+ HighDPI support
+ Audio toggling with visual effects (Ctrl+S by default)
+ Update scroll regions throughout the UI with smooth, adaptive scrollbars
+ Add a GUI for the experimental joystick support, disable joystick by default
+ Menu hotkeys (press the first letter)
+ Some more search bars
+ Add color palettes to copy skin parts colors
+ Add "toggle dynamic camera" to controls
+ Don't show loading progression in LAN tab
+ Fix chat rendering when scoreboard is open
+ Fix MOTD consistency, allow slightly more text to be displayed
+ Fix flag colors for non-team gamemodes
+ Hide scoreboard if statboard is active
+ Lower min. mousesens
+ Change some server browser defaults (all filter, players sort)
+ Optimise SnapFindItem, a bottleneck
Server
+ Chat commands integration
- Display chat commands list, with description and parameter list, to the players
- Delete and add commands on-the-go to create a context-aware UI
- Ability to disable or replace client-side commands
+ Race mode integration: customisable display (timer accuracy...)
+ Randomize survival-mode spawns
+ Prevent skipping deathtiles with enough speed
+ No more empty nicknames
+ Some log format changes (timestamps, flag capture time...)
+ Fix projectiles from disconnected players dealing no damage
+ Remove dummy when player joins a full server
Graphics
+ 24 new skins, colorable eyes, and many more body parts to use
- Auto-adjust eye color when it is too close to that of the body
+ Winter background theme (day and night, new default)
Editor
+ Layer size now defaults to the size of the game layer
Security
+ Fix integer overflow when computing tilemap size
Changes in 0.93.2:
o Lightmaps are now dynamically allocated (from QSS), and
BLOCK_WIDTH/HEIGHT raised from 128 to 256.
o Fixed several uncheked limits that would crash the Slayer's
Testaments mod (sf.net bug #33).
o Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's
Testaments mod works.
o Fixed 'pants' and 'shirt' types so that those textures load
correctly on platforms where char is unsigned by default
(sf.net bug #28).
o Windows audio: WASAPI-enabled SDL2 dlls function properly now.
o Update the third-party libraries. Other fixes/cleanups.
v1.2 -> v1.21
=============
Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
general:
- All A_BossDeath codepointers restored for SIGIL_v1_2's (dehacked).
- All A_BossDeath codepointers restored for SIGIL_COMPAT_v1_2 except for the Spider Mastermind's which is needed preventing unwanted early end of map8 (see v1.0 -> v1.1, map8).
v1.1 -> v1.2
============
Changes made by John Romero, dew, Flambeau, Keyboard_Doomer, Ubergewei, Xaser
general:
- fixed all eye switches to prevent triggering by zdoom projectiles and a slew of related potential soft-locks
- automap cleanup for consistent secret/hidden linedef flagging and hiding undesirable active linedefs
- added loads of co-op ammo and monsters to every map
- new SIGIL texture
- new TITLEPIC and CREDIT screens^M
- new demos: DEMO1 E5M2 by Dew, DEMO2 E5M5 by Xaser, DEMO3 E5M7 by Keyboard_Doomer, DEMO4 E5M1 by Ubergewei
map1:
- final room has exit pulled out for easier movement
- escape from lava in tight hallway on both sides
- added co-op berserk in lava (thing 191)
map2:
- added tag 120 to ld 129, 145 so it's harder not to trigger the first elevator
- added trim sector to secret area evil eye for proper texture alignment
- changed RK door track linedefs 479, 914 from upper to lower unpegged
- added METAL as upper backside texture on linedefs 454, 455, 1061 and 1924
- changed textures on linedefs 982, 988 to METAL for consistency
- realigned linedef 1348
map3:
- outstanding cell charge (t. 168) with no cell weapon changed into three clips
- moved berserk (thing 125) east a little
- added extra MP-only radsuit to the blood hallway
- changed linedefs 1412 and 1414 from lower to upper unpegged.
map4:
- added shotgun thing 273 to make level start easier, removed co-op shotguns
=== red skull key path ===.
- added repeatable floor lower action to ld 86 to avoid softlocked in coop if players inside the section wipe out
- split sector 73 to ensure wall trap still works under the new setup
- reshaped cavern architecture around eye switch for trigger safety
- added a lift to final lava room; made easier to move around in lava
- escape stairs out of lava next to raised bridge
- escape stairs out of lava close to soul sphere
=== yellow skull key path ===
- reworked lava island re-raising to fully repeatable, using control sectors with decorative torches to support the mechanism
- added ambush cave sector with things 260-262 next to yellow skull key door
- distanced lava island raising lines under YSK door to prevent a special hit (spechit) overflow that would trash recorded demos
- added stairs behind YSK door to prevent players from jumping up
- modified center path environment to look more interesting with metal beams
=== blue skull key path ===
- changed hallway behind baron thing 37 to allow him to follow player into crusher area
- made green crusher area easier by combining crushers and removing the separating midgrate
- made ceilings higher in computer crusher maze
- deactivated 3 crushers to make computer maze easier
- moved spectre thing 85 to safe area
- moved shotgunner thing 77 to safe area
- removed deactivation crusher lines from broken teleport pieces and related reactivation lines around sector 272
- changed floor textures on broken teleport pieces to look different
- added backside lower texture (MARBLE3) to linedef 1926
- changed linedefs 2021, 2030, 2042, 2049 to lower unpegged
- changed linedefs 3909, 3911 from lower to upper unpegged
=== final area ===
- added MP-only chaingun to the center of the map
- changed height of all 3 skull key posts to stop speedrunners from cheating (sorry ZM, you cheater, my hands are tied -dew)
- reworked final bridge fight sequence to include lava dipping
- added switch to outdoor lava area in a cave section to lower sector 535
- made bridge monster rooms bigger and added monster things 266-269
- made east lava teleporter monster-blocking
- east lava has stimpacks and hidden green armor
- added box of rockets to west lava side
- removed computer map and added rad suit thing 239
- the outstanding cell charge (t. 240) without a matching cell weapon changed into two rockets on all skills each
- extended exit room and added several monsters
- made spectra into a pinky in end cave
- changed linedefs 3927, 3940 to lower unpegged
map5:
- made imps on the bridge at the start face away from the player
- added shotgun thing 82 at start, removed corresponding co-op items
- added chaingun thing 135 near start for hntr/hmp skills, thing 336 on fireblu ledge leading to lost soul building
- changed shells in the first secret into a shellbox
- cacodemon thing 154 changed only to hmp skill now
- added another monster blocking line in front of switch linedef 2430
- added islands under cybs to avoid lock-in damage when telefragging them
- added another secret to back of biggest building
- changed action on linedef 702 to walkover-repeatable to prevent potential coop softlock in which BSK door never gets revealed
- created progression-blocking ceiling lifted when you complete the hellcrack building
- changed depth of hellcracks in east building to 24 so imps don't get stuck
- moved megaarmor by cyberdemon to be easier to get
- created lift to get out of wooden building lava
- reworked lost soul hallway with separation lifts, less lost souls
- moved exit a little back from final fight
- changed skull texture bridges to be FIREBLU1
- added trim sector to rocket launcher area evil eye for texture alignment.
- fixed ceiling of sector 266 to CEIL4_1.
- changed linedef 1045 texture to METAL to fit its environment
- changed width of exit door to 128 for SIGIL texture
map6:
- added action 38 with tag 10 to linedefs 3622, 3623, 2624 in the exit area in order to re-access the western section, so players can complete 100% secrets
- added extra MP-only radsuit to red skull blood hallway
- removed unpegged flag from linedefs 1227, 1243, 1257, 1263.
- added trim sector to chainsaw room for proper door alignment
map7:
- added chaingun thing 378 to singleplayer on hntr/hmp, t. 517 on uv; removed extraneous shotgun coop things on start
- added evil eye thing 398 to make opening the ruined wall easier
- moved red torch thing 1 to make way for the evil eye
- added UV cyb thing 390 that joins the barons in the red skull key ambush
- added sector 833 as secondary tele-destination for the baron/cyb RSK ambush
- added baron of hell thing 389 to make the player pay for the BFG (hidden in alcove opened by linedef 5540)
- moved W1 floor raise action in trap behind RK door from ld 1156 to ld 5529 to prevent softlock if player's too fast and escapes the area
- changed linedef 1585 to WR lift action
- added a second cell charge by the exit room
- added a super-secret SP chaingun
- final building has 2nd set of stairs fixed so player cannot fall next to them
- little pillars around the fort made consistently passable
- shotgunner cages in the fort walls made impassable
- changed upper and lower sidedefs of linedef 3418 to METAL
- changed linedefs 3414 and 3421 to METAL for door track alignment reasons
- changed linedefs 3008, 3016, 3026, 3029, 3119, 3549 to lower unpegged
- changed linedefs 5461, 5464, 5467, 5470 to upper unpegged
- removed unpegged flags from linedef 3343
- fixed alignment of linedef 54 texture
- fixed missing lower unpegged on linedefs 3421, 3414 near the evil eye
map8:
- added starting shotgun
- added 2 imps and caco outside starting room, shellbox for compensation
- reshaped linedefs that teleport lost souls into start area to prevent the cyberdemon from triggering them as well
- added 2nd baron thing 195
- moved soulsphere so you can't get it through the wall
- added crushing ceiling trigger on linedef 605 to clear the gallery monsters
- added several monsters for more difficulty
- added lips to ledges and a decoration in building area to stop zero master
- shortened the metal barrier in spider mastermind area
- added a horde of monsters after final cyb
- changed invulnerable to evil eye (baphomet's eye)
- moved stimpak t. 112 from 1904, -640 to 1874, -640 to prevent item floating
- door opened by that same stimpak produces HOMs on activation, added FIRELAV2 to backsides of sidedefs: 1522, 1523, 1524
map9:
- added action 2 tag 18 to linedef 947 to force map progression trigger
- switched action 22 tag 17 from l.2525 to l.2530, 2531 to better force a trigger
- moved cell charges t. 228, 229 on the rampart to entice ammo-starved players.
- aligned front lower textures of linedefs 588, 589 and 591
- added METAL as lower front texture on linedefs 2261, 2266, 2421 and 2426
- changed starting door to BIGDOOR7 on linedefs 28, 233, 234
- added shotgun shells at thing 239 to entice player to trigger linedef 2439
- changed several lost souls into imps in end room
- added several more enemies in end room
- added specters in the lava behind castle (things 248, 249)
- added imps (things 250, 251)
- added cacodemons (things 252, 253) and carved out a secret alcove for them that triggers on linedefs 588, 589, 591
- added shotgunner thing 254
- added imp thing 255
- added shotgun shells thing 256
- changed sector 210 tag from 14 to 35
- added teleport destinations to sectors tagged 14 (things 257, 258, 259)
- added specters (things 260, 261, 262)
- added shotgun shells thing 263
- added imp thing 264
- changed linedefs 747, 759, 799 to be lower unpegged
- added secret tunnel to the left of thing 161
- added monsters (things 265, 266)
- added stimpack thing 267
- added shotgunners things 268, 269
- added imp thing 270
- added box of ammo in front of switch that lowers platform to red skull door
- made the trap door next to this switch take longer to lower
- changed 2 shotgunners by yellow switches to zombiemen
- added a box of bullets before blue door
- added a medikit before blue door at top of stairs
- added teleporter out of the secret by the castle (in the lava)
- starting spot ceiling is now hellcracks
mapinfo: (SIGIL.wad only)
- added DD_DEFNS lump for Doomsday (props to skyjake)
- added UMAPINFO lump for general future support (props to Shadow Hog)
Red Eclipse 2 brings massive changes to all facets of the game, and the numerous improvements and changes are too numerous to list individually. The broad brush changes to the game are instead enumerated below:
Tesseract Engine
The modern, deferred pipeline Tesseract engine replaces the elderly Cube 2 engine used in all prior versions of Red Eclipse. Tesseract brings myriad improvements to the visuals, including the following:
Realtime dynamic lighting and shadow
Ambient occlusion and global illumination
Vastly improved mapmodel lighting
HDR, bloom, and tonemapping.
Dynamic, procedural vertex colour animation
Volumetric lighting
Water screenspace reflection
Glass and water refraction
Significant work has been exhausted in making the Tesseract engine accessible to lower end computers. This is done by changing the lighting and model population on lower map effects levels, allowing high end rigs to use all of the engine's eye candy while still being playable on Intel integrated chips (HD 4600 and newer).
New UI system
The new new new extended UI system (nnnxui) brings significant improvements to the menu system as well as increased modularity to the heads-up display. With this system, it is easy to design customizable HUDs to suit particular players. The menu system also benefits from a significant performance increase from the rewrite.
Focused Gameplay
Unlike prior versions of the game with huge quantities of maps, Red Eclipse 2 focuses on providing the best possible levels to play on, at the expense of map volume. There are seven main deathmatch maps included with Red Eclipse 2 and one race map; this is multiple times fewer maps than RE 1.x has shipped.
There is also a focus on making the core gameplay more accessible to new players, with a tutorial level and interactive setup menu to get players to understand the interfaces of the game better. In addition to this, the user interface has been simplified to get players to quickly be able to play standard modes without having to know too much about the sausage making behind the scenes.
The weapons in Red Eclipse 2 have also been significantly revamped compared to 1.6. While the same number of weapons remain with similar names, the weapons have all been retuned to better suit the changes in physics and the addition of pickups. The inclusion of pickups allows for more potent weapons that can be put at a disadvantage by their ammo dependence.
Steam Integration
Red Eclipse 2 launches from Steam, a platform few open source games manage to launch on (and no prior Red Eclipse game, for that matter). In doing so, Red Eclipse 2 is easier to install than ever and reaches a broader base than the Linux-heavy community that Red Eclipse 1.x drew upon. With Red Eclipse's permissive licensing scheme, the GPL conflicts with proprietary integration do not exist and it is possible to provide a well integrated game with the Steam ecosystem.
Features
FPS no longer capped at 20hz; smoother mouse and transitions
Full-featured gamepad support
All movies can now be skipped via ESC
Implement --help, --version and --data-dir
Implement FPS counter (-f)
Force windowed mode with -x
Skip startup movies with -n
Implement scroll wheel navigation
Implement touch support
Load assets from the same folder as the mpq
Faster loading
Platforms
Added Nintendo Switch support
Added Retro Gamer Handheld (OpenDingux/Retrofw) support
Added OpenBSD support
Windows version is now build as GUI an app and has an icon
Bugfixes
Fixed random missing sounds
Fixed NPCs not talking about the right quest
Error messages implemented in GUI
Fixed having to restart the game between network sessions
Fixed game not working on some Radeon GPUs
Fixed panel missing after minimizing game if upscaling is disabled
Fixed clicks in the left letterbox being incorrectly handled
Fixed end movie not looping
Original Diablo bugs
Fixed a large number of rare stability issues from the original game
Correctly take open panels into account when casting spells
Fix sound some times being muted after Diablo dies