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.