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.
* Added -a cmdline switch to help improve sound.
* New images for the chip and the socket
* Added -f switch to get fullscreen mode
* Display code rewritten. Faster all around.
* Miscellaneous other bugfixes
Changes:
KAsteroids: Fix crash when both shield and ship hit powerup at same time.
KAtomix: Fix molecule in level 68
KMahjongg: Restore removed tiles when loading a saved game
KWin4: Fix alpha issues in images with Qt 3.3
Compilation fixes on Ktron, KPatience and libksirtet.
incompatibility, this package installs an empty opening book. Since
the distfile is not available any more and gnuchess-book-medium is
small enough on today's machines, this package should probably be
removed.
Bump PKGREVISION.
used to be a part of gnuchess, but is now distributed separately with
its own distfile and version number.
Provided by Michal Pasternak in PR pkg/24700 and slightly modified by
me.
PR pkg/24700, and slightly modified by me.
Changes:
- New PGN parser handles annotated PGN when creating opening book
- Additional command line options
- gnuchessx script added
- Added code for pondering and analysis mode
- Added white/black commands for use with icsDrone
- Command line options now follow GNU standards (./gnuchess --help)
- Some optimisations added
- Book may be stored in /usr/share/games/gnuchess/book.dat
- Program no longer starts search from scratch every move
- Fixed a potential buffer overflow in pgn.c.
- General code cleanups, bug fixes, and probably introduction
of new bugs, especially in pondering related code
- The opening book is now looked for in
/usr/lib/games/gnuchess/book.dat if it is not found in the
working directory.
- Changes for easing compilation with MSVC
- Removed support for the Novag Universal Board. The recommended
alternative is to use the winboard driver for this board, which
is linked to on http://www.tim-mann.org/extensions.html
- Bug fixes (as always)
- Bug fixes (The infamous "illegal move" bug should be dead by now.)
- Architecture independent binary book. Yes, you may now move your
binary book around between little and big endian, 32 and 64 bit
machines and it should not break.
- Build system is now automake/autoconf, should ease porting gnuchess
to your favorite strange architecture. (Hell, what about gnuchess on
cellphones...?)
* Fixed a two-player bug where the wrong guy won if lines were sent
* Option to modify audio buffer size to fix sound problems
* Guiding lines implemented in addition to the helping shadow
* Option for asynchron collision check that allows to move a block
below others though 'smooth drop' is enabled
* Fixed security holes created by improper use of sprintf
* Windows manager's close button works
* Expert mode with unbalanced properties for next block to make it
difficult to fit
* In mode 'figures' tiles and lines are no longer added while game is
paused
* In expert mode there is now a 50% chance of balanced properties
* If the next new block is the same as the current block the random
selection is repeated only once (instead of until different), thus
there may be several equal blocks in a row now
* Option added to give all players the same blocks in the same order
for a multiplayer game when expert mode is off
* Table detail map texture (cloth)
* Better mipmap settings for text objects
* Internal format for rendered reflection GL_RGB instead of GL_RGB16
* Fixed some restart-bugs (player parameters wouldnt be kept)
* Undo for training mode
2004-03-03 Version 0.6 is released. Brief changelog:
* New character: Aisha
* One new arena
* Improved network mode (fair game for both players)
* Portugese translation
* Joystick / gamepad support
* Improved blocking and slightly :) better game balance.
* Projectiles for all! :)
2004-01-31. Version 0.5 is released. Brief changelog:
* Translations (4 languages)
* Shadows
* Network mode and MortalNet
* Parallax scrolled background (in 3 arenas so far)
* New fonts
* One more arena
* Friendlier player key selection
disappeared many months ago.
XXX: the other crafty-book-* packages should be updated to use the
currently available distfiles, but for these we at least have
distfile copies on ftp.netbsd.org.
This is a bugfix-release. It should be compatible with bones files
and savegames all the way back to 3.4.0 (but of course it's safer
to ascend before upgrade).
Assorted fixes (full list in doc/fixes34.3):
* Correct several inconsistencies
* Correct a potentially fatal bug caused by dropping loadstones
* Handle level completely filled with monsters better
* X11 player selection fixes, one of which could be fatal
* Eliminated a gold-in-shop-container cheat
Changes 1.14.1:
- The GTK+-2.0 client is now built by default.
- Lots of improvements to the GTK+-2.0 client.
- The GTK+-2.0 client should now compile for Win32.
- Teams are supported.
- Civserver now works on UTF-8 locales.
- Lots of bug fixes.
- The GTK+-2.0 client is now built by default.
- Lots of improvements to the GTK+-2.0 client.
- The GTK+-2.0 client should now compile for Win32.
- Teams are supported.
- Civserver now works on UTF-8 locales.
- Lots of bug fixes.
* Allow variable number of team flags per team with +f bzfs option
* bots now fully handle collision check
* Notify players when reassigned to a different team on join
* Allow multiple bases per team
* Alt-Tab & resolution changes do not mess up the screen
* No shooting allowed if OO flag is lost in a building
* Unclean client disconnects are recognized earlier
* Color carried team flags according to their team
* Start of better spawn positions based on tanks
* Various texture improvements
* Add experimental quality setting for enhanced effects
* Increase moon segments for exp. quality
* Stop infinite spawn loop with complex worlds containing big pyramids
* Don't spawn in multiple locations based on multiple r-clicks
* Fix Respawning after non-shot kills
* Relax kick tolerances and soften kick messages
* Remove bad lite effects with Thief steal
* Protect against crashes due to bad shot ids
* Relax flag drop time for speed checking
* Better unresponsive player removal messages
* Let genocided players spawn again
* Many other bugfixes
Enigma is a re-implementation of one of the most original and intriguing
computer games of the 1990's: Oxyd.
Your objective is easily explained: find and uncover all pairs of identical
Oxyd stones in each landscape. It would be simple, if it weren't for hidden
traps, vast mazes, insurmountable obstacles and innumerable puzzles blocking
your direct way to the Oxyd stones.
Changes in the package:
- Use subst.mk instead of a custom pre-configure.
- Depend on gnome2-dirs, gnugo and pkgconfig.
- Drop useless regexx dependency.
Changes since previous versions:
- ccgo 0.3.3 to 0.3.4
* allow reviving marked-dead groups when scoring local games
* fix compatibiliy with new IGS
* fix ignored handicaps in importing SGF files
* update State when getting own info
* allow undo when playing with computer
- ccgo 0.3.2 to 0.3.3
* support SGF files with handicap setup at root node
* allow handicaps in matches with gnugo
* minor enhancements
- ccgo 0.3.0 to 0.3.2
* internationalization
* remove dependancy on regexx
* many fixes
David Ferlier in PR pkg/24222.
World War II rages and nations fall. SS head Himmler has Hitler's full
backing to twist science and the occult into an army capable of
annihilating the Allies once and for all. Battling alone, you're on an
intense mission to pierce the black heart of the Third Reich and stop
Himmler -- or die trying. Fighting in advanced team-based multiplayer mode,
you'll wage your own WWII in an all-out Axis vs. Allies contest for
frontline domination.
Powered by the Quake III Arena engine, the Wolfenstein universe explodes
with the kind of epic environments, A.I., firepower and cinematic effects
that only a game created by true masters can deliver. The dark reich's
closing in. The time to act is now. Evil prevails when good men do nothing.
* Epic Environments
* Intense Story-Driven Action
* Ferocious A.I.
* Big Screen Cinematic Effects
* Team-Based Multiplayer Action
David Ferlier in PR pkg/24222.
World War II rages and nations fall. SS head Himmler has Hitler's full
backing to twist science and the occult into an army capable of
annihilating the Allies once and for all. Battling alone, you're on an
intense mission to pierce the black heart of the Third Reich and stop
Himmler -- or die trying. Fighting in advanced team-based multiplayer mode,
you'll wage your own WWII in an all-out Axis vs. Allies contest for
frontline domination.
Powered by the Quake III Arena engine, the Wolfenstein universe explodes
with the kind of epic environments, A.I., firepower and cinematic effects
that only a game created by true masters can deliver. The dark reich's
closing in. The time to act is now. Evil prevails when good men do nothing.
* Epic Environments
* Intense Story-Driven Action
* Ferocious A.I.
* Big Screen Cinematic Effects
* Team-Based Multiplayer Action
- Russian translation.
- Fixed problem with non-latin UTF-8 characters.
- Trippled the size of the opening book.
- Made the hints unsensitive at startup.
- Man page for Debian.
* 0.3.8 (07-01-2004)
- added new map 'Operation: Anthill'
- added an option to show only battle results in replays
- units can mostly be selected with single clicks
- fixed building without SDL_mixer
- fixed an obscure memory addressing bug
- fixed several bugs in CoMET
Version 0.11.1
==============
2004-02-01
- Added: Deathmatch mode.
- Added: Kick Bombs special
- Fixed: Network initialization at quit removed
- Fixed: packets.c: do/send_playermove tunnelto wasn't
converted into network arch.
- Fixed: packets.h: pkg_playermove speed changed to Sint16
- Fixed: gfxpixelimage.c colors on bigendian Systems Red
and Blue mask was switched
- Fixed: network.h: NET_CANSEND fixed, didn't checked right
for the server
- Fixed: crash if no tileset was selected in the selection
menu. (error was in menu.c:menu_dir_select)
- Fixed: (Network) three more stones will be restored if a new
bombdata packet reaches the player.
- Changed all Images to PNG. From now on there is alpha blending
supported too.
- Added: Game Setting start_bombs, start_range, start_bombs and
bomb_tickingtime.
- Added: Drop Items On Death element. You can collect now
your opponents items if he died.
- Fixed: Missing "Press F4 to Start" Screen Text in Multiplayer
- Fixed: Networking over IPv6 had a little network init problem
- Fixed: Crash on Hosting games with OGC enabled and no internet
connection
- Fixed: player_move had a problem with the speed of the player
on slow systems.
- Fixed: Major networking and packet handling problem. inpkg_check
fixed, strange crash fixed was reading from players[addr->pl_nr].*
where addr->pl_nr was set to -1. Function inpkg_delplayer added
so all inconig indexdata for double packets can be deleted. This
made a big problem when someone disconnected and tryed to rejoin
Version 0.11.0
==============
2004-01-06
- Added Programm options to the game. For more information
run BomberClone with -help.
- Compiler Flag added for disabling debuging. Compiler
Flags -ggdb and -O0 won'T be set no more.
./configure --disable-debug
- Added smal help screen in the multiplayer selection
screen.
- Fixed: If the player is move on a field where is
currently an explosion then will the player die.
- wrote new OpenGameCache Server for this game and
other games. This server is working almost the same
way as BCMServ did. Except that there is no
Broadcasted chat for now (but i will enable this
soon again).
OGC Link:
http://bomberclone.sourceforge.net/OpenGameCache/
- Menuhandling complete rewritten and changed.
GUI created for menus: lists, buttons, check boxes
labels and other things created.
-new menugraphics made by DJ Mirage.
-mapmenu written by Patty
-the bad response form the game to users action
should be fixed.
- FullScreen switching from within the game
by pressing (F8 Works for some Reason only
in Linux)
- Changed part of the Networkhandling to detect who
is the Game Server.
- AI Players can join network games.
- Changed all positions and framenumbers to float.
Together with this i can drop the hard 20ms
gameloop limitation. So the game will be able to
run on slower systems and compare the loss of
frames.
- some more music tracks added to the game.
DJ Mirage made a page where people could
upload some songs.
- BomberClone music file "cinderella_clown.mod"
thanks to Psycho (http://www.moods.2xs.de/)
Changes:
Games
Atlantik
* Support custom tokens Rob Kaper
* Token/avatar images
* Privacy: only connect to meta server on Internet upon specific user
request
* KNotify event support
KGoldrunner
* NEW IN KDE: Write and test game engine, game editor, game levels and
KDE application interface for new game KGoldrunner Ian Wadham
* Write HTML documentation (KGoldrunner Handbook) Ian Wadham
* Move source code and games data from kdenonbeta to kdegames CVS Ian
Wadham
* Improve the graphics of the game and update the screenshots in the
documentation Ian Wadham
* Convert the documentation to docbook form and commit to kdegames Ian
Wadham
KReversi
* Modified the AI so it scales much better from easy to hard and can
make mistakes on easier levels (much more fun now to play). Benjamin
Meyer
* Converted to use the standard KDE games highscore widget. High
schores now corilates to a much better ranking system based upon
the AI level and then the total number of pieces at the end of the
game. Benjamin Meyer
* Fixed segfaults and converted the application to use xmlui (standard
KDE key accels, help menu etc). Benjamin Meyer
KMahjongg
* Massive code cleanup and bug fixes. Benjamin Meyer
KPatience
* Implemented the popular spider game. Josh Metzler
* Freecell drops cards more intellegent. Josh Metzler
the C source in the distribution. There are still multi-line C
strings in the generated C source, but I'll leave that for someone
more versed in Perl than I am.
Changes:
* atlantik: Don't interrupt token movement when player leaves jail on
doubles
* atlantik: Fixes in libatlantikui, prevents some crashes with Atlantik
Designer
* atlantik: Two valgrind fixes preventing crashes
Changes:
o One extra story screen.
o New "earthquake" visual effect.
o New "official" characters: Ambrus, Dani
o 5 new third party characters! (Thanks, guys!)
o 6 more arenas
o Projectile attacks
o Game speed can be set from menu
o Gameplay improvements: "Maximum combo" (no infinite combos) and
no more "cornering"
o Several bugfixes
Changes from version 2.5.4 to 2.5.5 (Released 2003-12-17)
Bugs Fixed
----------
S - Players were staying grey/sleeping even when they were active.
C13 - Was impossible to load demonstration games of other players.
S - Quit button wasn't working.
S - Picture accepting was broken.
S - Can load up games privately again.
S - Won't crash any more when you load a private game as non-private.
S - Private games are private again.
W - The page count for the archives page is correct now.
C13 - Shift-mouse click on ">" button no longer puts you into
auto-play mode.
C13 - Score est. works again.
C13 - Board is once again the size that it should be.
S - Losing on time with a new (2.5.4 or later) client doesn't crash
the server any more.
S - Losing on time with an old (2.5.3 or earlier) client doesn't crash
the server any more.
S - The server doesn't crash any more when this "double escaper" thing
happens.
S - Waking up by manipulating a demo game doesn't crash the server any
more.
*******************************************************************************
Changes from version 2.5.3 to 2.5.4 (Released 2003-12-16)
Features Added
--------------
S,C - There is now an "open games" list, you can choose whether or not
your games go on it.
S,C - You can no longer lose a game on time unless the server is able
to send a message to your client and get an answer *after* your clock
runs out.
C13 - Added "national" room category.
S - Leaving an unfinished game now only counts against you if you were
the first player to leave.
C13 - Auto play feature (shift-click on ">" button). Needs sound
though, so it's not quite done yet.
C13 - Now when you get the "Your opponent has loaded your old game"
dialog, you can join the game by just pressing "Yes."
S - Upped room limit to 500.
C13 - Added "SD" when playing in absolute time.
C13 - Added flashing "BLITZ" or "ULTRA BLITZ" warnings when you are
setting up a game in fast time controls.
C13,S - Made simul games like free games instead of like teaching games.
C13 - Added checkboxes when confirming simul games so you can decline
games there instead of going back to the challenge window.
C13 - When you are logged out by a bug, your client windows don't
close, they just become disabled. The finally close when you close the
error message.
Bugs Fixed
----------
C13 - When you say something in a room or conversation then change
tabs right away, your tab will no longer turn blue.
S - When guests try to make rooms it no longer permanently increases
the "rooms in use" counter.
C13 - Can't make a room you own but are not allowed into any more.
C13,S - New Zealand default komi set properly to 7/0.
S - Guest game renaming bug fixed.
C13 - Unmarking dead stones works again when editing locally or in
demo games.
C13,S - Double clicking quiet button doesn't put you into unstoppable
blinking. The server change was a quick fix to make this not count as
waking you up either.
C13 - "Resume" menu now has all loaded games marked as clickable.
C13 - All teaching or demo games now have a quiet button.
C13 - When you first upload an SGF file you can't use the arrow
buttons.
C13 - Sometimes server stats gets stuck and doesn't update.
C13 - Default game sort is now "open games first".
S - When admins do a boot (but not a block) it is logged to admin log again.
*******************************************************************************
Changes from version 2.5.2 to 2.5.3 (Released 2003-10-04)
Features Added
--------------
C13, S - Admins can kill a game.
C13 - Terms of service document.
C13, S - Added ability for admins to clear a block against a user/IP address.
C13, S - Added assistants as an intermediate admin level.
C13, S - User info now shows the language used by the person.
C13 - If you use the resume menu to try to resume a game that is
already resumed by your opponent, you will join the game instead of
getting an error.
Bugs Fixed
----------
S - Making a room with max-sized name and description no longer cuts
your connection.
C13 - You now get a message when your game notes are too long.
S - Fixed bug that would crash server if an account with a
demonstration game expired, then later another account with the same
name was created, then later the game expired before restarting the
server.
C13 - The "load game in room" menu items are now all in a submenu, so
they won't fill up the whole screen when you are in a lot of rooms.
C13 - Resume button no longer lists rated games when you are in a
private room.
C13, S - When you get the "this game can't be ranked" message, its
rank type will be automatically set to "free".
S - Fixed a crash when two players accepted games with the same 3rd
player at almost exactly the same time.
C13 - The "I don't see my own messages when I watch a game" bug is fixed.
S - Server won't crash any more when you load a game you were scoring,
then un-mark-dead and re-mark-dead a stone.
S - Will not send keepalives before you get a login message. This will
prevent some of the client crashes from people with netlag.
S - No longer crashes server when a private room is made permanent.
C13 - No longer crashes when uploading a game with territory marks on
dead stones.
C13 - No longer kills the client when you try to upload an SGF file
with an empty node in it.
S - No longer duplicates comments in first node of an uploaded game.
C13 - The clock of the player who isn't moving no longer shows the
full main time when you first start observing a game.
- added "musicinfo.conf" for menu and level music configuration
- added "editorsetup.conf" for editor element list configuration
- added "copy" and "exchange" functions for custom elements to editor
- added configurable "bored" and "sleeping" animations for the player
- added "awakening" sound for player when waking up after sleeping
- added configurable element animations for info screen
- added configurable music credits for info screen
- added configurable level set information for info screen
- added warnings for undefined token values in artwork config files
- menu entries now also selectable by clicking on entry text
- better sniksnak turning movement (two steps instead of only one)
- fixed turning movement of butterflies and fireflies (no frame reset)
- fixed bug with wrong default impact sound for colored emeralds
- fixed bug with double nut cracking sound
- fixed a very nasty bug in dragon turning code in TurnRoundExt()
- finally fixed tape recording when player is created from CE change
- added new contributed levels
Now using gnome2 libraries.
Changes:
- moving ships
- gold resource
- pirate ship
- maps may specify locations where setup is not allowed.
- It is now possible to view games. When logging in to a game
which is full, the user is considered a viewer. Viewers don't
play, but they can watch the others and chat.
- bugfixes
The ChangeLog is huge. Selected new features include:
* vote based kicking
* tunable game parameters like gravity and world size
* smarter bots
* world weapons
* bzadmin text client
* autopilot
* rabbit game style
* single port networking
And more... please review Changelog for a detailed list of changes.
pkgsrc changes:
o USE_X11BASE not needed anymore.
I'm sorry, only tested on NetBSD/FreeBSD x86, I need more hardware...
* 0.3.7 (07-10-2003)
- fixed occasional black border of the title image
- plugged potential memory leak
- improved computer player defense
- increased maximum map size to 250 x 250
- added keyboard navigation support to menus
- added application icon
- added event creation and editing to CoMET
- added support for general map settings to CoMET
- added a validation function to CoMET
- added basic CoMET manpage
* Replace varargs with stdarg, in order to compile under gcc 3.3.
* Replace mktemp with mkstemp, in order to silence warnings
* Remove share directory from PLIST, since score file is not deleted.
by Soren Jacobsen.
Crack Attack! is an addictive (hence the name) OpenGL game based on
the Tetris Attack game for Super Nintendo.
The goal is to keep your stack from reaching the top of the screen.
To prevent this, you line up blocks of the same color.
Mortal Szombat is a parody of the popular coin-up game, Mortal Kombat. It
is currently playable (maybe even enjoyable), although it is still under
development. Only two-player game is supported, single-player games against
computer opponent is not planned yet. There are currently 9 playable
characters, and 8 more in the making!
Boson is an OpenGL real-time strategy game, with the feeling of
Command&Conquer(tm) or StarCraft(tm) and OpenGL support.
It is designed to run on Unix computers, and is built on top of the
libkdegames, kde and Qt libraries.
- fixed incorrectly displayed animation for attacking dragon
- fixed bug with not setting initial gravity for each new game
- fixed bug with teleportation of player by custom element change
- fixed bug with player not getting smashed by rock sometimes
- fixed serious bug in code for delayed element pushing
- fixed little bug in animation frame selection for pushed elements
- fixed bug when pushing element that can move away to the side
- fixed tape recording when player is created from CE element change
- fixed player animation frame reset for identical animations
- unavailable setup options now marked as "n/a" instead of "off"
- prevent "extended" changed elements from delay change in same frame
- speed-up of reading config file for verbose output
- added configuration option for opening and closing Supaplex exit
- added configuration option for moving up/down animation for Murphy
- added animation for "turning" action (for elements with move delay)
- added turning animations for bug, spaceship and sniksnak
s/USE_X11BASE/USE_X11/.
Simplify a bit removing the post-install target and the INSTALL file
with a MESSAGE file.
Provided by Soren Jacobsen in PR pkg/23457. Bump PKGREVISION.