Return to Castle Wolfenstein is a World War II-based first person shooter
with occult themes, developed by Gray Matter Interactive and released in
2001.
iortcw merges features and fixes from the ioquake3 version of the id Tech
3 game engine into the open source release of Return to Castle Wolfenstein.
A copy of the Return to Castle Wolfenstein data files is required to play
iortcw.
OpenRCT2 is an open source reimplementation of the game engine used by
RollerCoaster Tycoon 2 (RCT2).
The gameplay revolves around building and maintaining an amusement park
containing attractions, shops and facilities. The player must try to make
a profit and maintain a good park reputation whilst keeping the guests happy.
OpenRCT2 allows for both scenario and sandbox play. Scenarios require the
player to complete a certain objective in a set time limit whilst sandbox
allows the player to build a more flexible park with optionally no restrictions
or finance.
OpenRCT2 requires a copy of RollerCoaster Tycoon 2 to play.
GemRB is a portable open-source reimplementation of the Infinity Engine that
underpinned Baldur's Gate, Icewind Dale and Planescape: Torment. It sports
a cleaner design, greater extensibility and several innovations.
C++11 compatibility patches from amdmi3@freebsd.
Intended to address PR pkg/54597: games/enigma distfile contains
broken PNG images
Changes in Version 1.21
=======================
User-Visible changes
--------------------
- New translations: Croatian, Czech, Danish, Scottish-Gaelic, and Slovak
- updated remaining translations
- fixed many English typos
- Russian reference manual
- rollover for options and rating buttons
- 51 new Enigma levels (now a total of 984 main-pack levels, plus 21 tutorials)
Internal changes
----------------
- further rewrites of old-API levels to new API (only 212 old-API left)
- many bug fixes
Changes in Version 1.20
=======================
User-Visible changes
--------------------
- added ingame music by Taztunes (deactivated by default)
- removed "over par" notification by general request
- 78 new Enigma levels (now a total of 956 levels, plus 21 tutorials)
- replaced old Sokoban levels by 1077 imported Sokoball levels
- 95 new Pentomino levels
Internal changes
----------------
- many bug fixes
Changes in Version 1.10 (Released only for level authors and testers)
=======================
User-Visible changes
--------------------
- new objects: wires, st_barrier, opal oxyds, drunken thiefs,
st_yinyang, st_dispenser_extralife, fl_scales, framed floors,
it_meditation_volcano, it_meditation_caldera, puzzle singletons,
mirror sheets, bigbricks in wood and blue-sand decor, cracks
with water beneath, black pearls, and st_rawglass_quad
- vastly extended st_window, hollow puzzles, it_strip
- color coding for keys and locks
- four new oxyd colors and shuffle oxyds
- many improved images for higher resolutions
- new images for coins
- extra lifes now look like batteries to not confuse them with ac_pearl
- tutorial level for st_chess
Internal changes
----------------
- new API, involving a reengineering of many objects, a consistent
naming scheme for all objects, and a rewrite of almost every level
- new libraries:
liblua, libmath, libmap to ease programming of complex levels
libpuzzle, libtrain to ease programming of large puzzles and trains
libimport, libpento, libsoko to generate or import complete levels
from different formats
- internal maze generation
- internal flood generation
- improved it_rubberband, st_surprise and it_surprise
- itemfreeze stone now is an own object st_ice
From https://github.com/garglk/garglk/releases/tag/2019.1:
The highlight of this release is updated interpreters:
* Alan3 3.0b6
* Bocfel 1.0.1
* Git 1.3.5
* Glulxe 0.5.4
* Hugo 3.3.0
* Jacl 2.9.0
* Tads2 2.5.17
* Tads3 3.1.3
In addition, the Gargoyle Glk implementation has seen some improvements:
* Text-to-speech support
* The built-in fonts support a much wider range of Unicode
* Full screen support
* Various accumulated small fixes and updates
Packages defined the variable BROKEN inconsistently. Some added quotes,
like they are required in PKG_FAIL_REASON, some omitted them.
Now all packages behave the same, and pkglint will flag future mistakes.
OpenJK is an effort by the JACoders group to maintain and improve the game
engine on which the Star Wars: Jedi Academy game runs on, while maintaining
full backwards compatibility with the existing game. This project does not
attempt to rebalance or otherwise modify core gameplay.
You will need a copy of Jedi Academy to play OpenJK.
Changes:
Map generator
Mapgen Carpathian: Add optional rivers (paramat)
Move more dungeon parameter selection to mapgens (paramat)
Dungeons: Make multiple large rooms possible (paramat)
Client / Audiovisuals
Change pitch fly binding to 'P', add to change keys menu (rubenwardy)
Android settings: Use 'simple' leaves instead of 'fancy' (paramat)
Fix 3rd person selection range (srifqi)
Make scrollbars' bar variable in size (stujones11)
Damage: Play no damage sound when immortal (SmallJoker)
Increase upper limit of display_gamma to 10 (ClobberXD)
Optimize and unify mesh processing (Vitaliy)
Re-order mapgens in mainmenu and 'all settings' mapgen selection (paramat)
Scrollbars: Move directly to clicked pos if clicked into tray (DS-Minetest)
Fix broken attachments on join (SmallJoker)
Fix inventory_overlay for nodes without inventory_image (DS-Minetest)
Better F6 profiler (SmallJoker)
Fix minimap markers (theviper121)
Textures: Load base pack only as last fallback (SmallJoker)
Builtin (Lua / Media / Documentation)
Add /help formspec for commands and privileges (SmallJoker)
Lua API: Add link to Minetest Modding Book (ClobberXD)
Force item entities out of solid nodes (sfan5, based on Wuzzy`s work)
Lua API: Various fixes (DS-Minetest, SmallJoker)
Rename "private messages" to "direct messages" (Calinou)
Automatically enable depending mods in the dialogue (HybridDog)
All settings: Fix missing flags checkboxes (srifqi)
World / Server / Environment
Various network performance improvements (osjc)
Force send a mapblock to a player (sofar)
Revert ItemStacks being limited to the 'stack_size' value (ClobberXD)
Save forceloaded blocks file periodically (Thomas Rudin)
Improve ABM time budget handling (lhofhansl)
Group "immortal" also protects players from damage (Wuzzy)
Optimize usage of TOSERVER_GOTBLOCKS packet (sfan5)
Network: several bugfixes (sfan5)
Mapgen::spreadLight performance improvement (DS-Minetest)
Improve occlusion culling in corridors with additional check (sfan5)
Inventory: Delay dirty lists, and send changes incrementally (SmallJoker)
Other inventory bugfixes (sfan5, SmallJoker)
Move debug.txt after it grows too big (HybridDog)
Trigger on_place in many situations even if prediction failed (DS-Minetest)
Punchwear (improved) (sfan5)
Script API / Modding
Add deprecation warnings for ObjectRef:get/set_attribute (ClobberXD)
Nodedef 'drop' documentation: Improve (Paramat)
Mark tool filtering in node drop documentation as deprecated (Paramat)
Add node field to PlayerHPChangeReason table (pauloue)
Don't call on_hpchange callbacks if HP hasn't changed (ClobberXD)
Add disable_jump to liquids and ladders (SmallJoker)
Add support for 9-sliced backgrounds (rubenwardy)
Add compatible, consistent coordinate system to FormSpecs (v-rob)
Document ObjectRef:remove under Lua entity (ClobberXD)
Docs: Clarify where to check for 'protection_bypass' (SmallJoker)
Add vector.dot and vector.cross (HybridDog)
Improve documentation of mapgen aliases (Paramat)
Remove debug.upvaluejoin to prevent leak of insecure environment (fluxionary)
Fix previously crashing minetest.get_craft_result() (pauloue)
Allow toolcaps to override the built-in times for dig_immediate (sfan5)
Formspec styling using style[] (rubenwardy)
Customizable chat message format (ClobberXD)
Velocity modifiers for players (sfan5)
Fix some issues with minetest.clear_craft (pauloue)
Add function `minetest.read_schematic` (paly2)
Formspecs: formspec_version[] element (SmallJoker)
Per-player FOV overrides and multipliers (ClobberXD)
Misc / Build
Find PostgreSQL correctly (adrido)
Add compatibility to vcpkg buildsystem (adrido)
Android: Use system provided path for default TMPFolder setting (stujones11)
Fix handling of --color and --worldlist command line arguments (mmattes)
Unified OpenGL ES support (sfan5)
Minetest Game
Added dry dirt and dry dirt with dry grass. Grass never spreads on dry dirt (paramat)
Savannas now have dry dirt and dry dirt with dry grass (paramat)
Added steel bar door and steel bar trap door
Added setting “enable_fence_tall” for fences that cannot be jumped over (mbartlett21)
Firefly in a bottle can now be placed into vessels shelf
Add flowing water sound
Underground biomes extend much deeper, down to Y=-255
Make the creative mod hand dig 'dig_immediate' nodes fast (paramat)
Add new TNT sounds (TumeniNodes)
Add missing infotext to nodes (An0n3m0us)
Added translation support
Added German, French, Spanish and Italian translations (Wuzzy, Hamlet, JDiaz, DrHackberry)
Stone Soup 0.24 (20191024)
--------------------------------
Highlights
----------
* Vampire species simplified
* Thrown weapons streamlined
* Fedhas reimagined
* Sif Muna reworked
Branches, Environment
---------------------
* Incremental pregeneration:
- This mode generates the dungeon in a stable order for all games regardless
of the path taken by the player, meaning that the behavior of seeds for
online and offline games should now be the same.
- Games using the same seed will see the same dungeon if they are
incrementally pregenerated without requiring the long initial generation
time of full pregeneration as introduced in 0.23.
- Incremental pregeneration is the default mode for new games.
- Servers can now enable seed selection without heavy CPU cost.
* A Trove map requiring many uses of digging has been removed.
* Identification scrolls are no longer used as a potential Trove cost.
* Transporters in vaults now correctly place in the Abyss.
* Fog generation in the Desolation of Salt portal now happens far less often
per turn, greatly reducing slowdown from high CPU usage.
* Random traps no longer place under items placed by vaults.
Character
---------
* Formicids can now use their dig ability on diggable statues.
* Manticore barbs now can only be picked out if the player can move, isn't
confused, and isn't asleep.
* Net traps now always trigger when the player steps on them.
* Vampiric weapons no longer have a hunger cost upon wield.
* Vampire simplification: Player vampires no longer eat or drink blood, and
have exactly two blood states.
- Alive: Regenerates quickly, normal HP modifier, no undead bonuses, no
batform, can transform and berserk normally.
- Bloodless: No regeneration with monsters in sight, -20% HP, stealth bonus,
undead resistances, batform, no other transformations or berserk.
- Blood states are transitioned by an ability which costs delay; becoming
bloodless incurs no penalty, becoming alive causes a temporary frail
mutation.
- Bat form causes stat drain.
Gods
----
* Fedhas reimagined:
- Piety is gained exclusively from kills instead of through corpse decay.
- Fedhas abilities now create plant allies directly as temporary summons
instead of creating permanent allies using plants. All abilities cost
piety instead of food.
- New abilities:
* 2*: Active 'Wall of Briars' ability to surround the player with briar
patches. Hostile monsters will attack briars to reach you, taking
damage.
* 3*: Active 'Grow Ballistomycete' ability to place a ballistomycete at
any location within radius 2. The ballistomycete will fire spores
that seek out foes and make a 1-radius damaging explosion that
additionally confuses living creatures.
* 4*: Active 'Overgrow' ability to destroy any non-permarock walls in a
3x3 area, replacing them with plant allies, mostly wandering
mushrooms or burning bushes and sometimes ballistomycetes or oklob
plants.
* 5*: Active 'Grow Oklob' ability to place an oklob plant at any location
within radius 2.
- Fedhas no longer hates any necromancy spells, and allows worship by undead
species.
- Removed abilities: Fungal Bloom, Reproduction, Growth, Evolution, Rain.
* Sif Muna reworked:
- Piety gain is exclusively from kills.
- 'Channel Energy' is available at 1* piety instead of 3*.
- 'Forget Spell' is available at 3* piety instead of 4*.
- New 4* 'Divine Exegesis' ability to cast any spell in your library
regardless of skill training. Receives a spell-power bonus based on
Invocations skill of 1.5 times the spell-power received from equivalent
levels of training in the spell's schools.
- The Divine Energy ability and Sif's miscast protection are removed.
* Trog and Okawaru now can gift unbranded boomerangs and javelins.
* Jiyva's Slimify ability now works properly on skeletons, zombies and
simulacra.
* Torment can now trigger Jiyva jelly spawns and Xom butterfly spawns.
Interface
---------
* The 'X' key map mode has zoom support, defaulting to 60% zoom.
* Sealed off clinging and sensed monsters no longer stop autoexplore.
* Equipment melding no longer stops autoexplore and autotravel.
* Armour, jewellery, and weapons can be worn/wielded from the floor.
* Summoner monsters are now highlighted when the cursor is over one of its
summons.
* Traps are now shown in the ctrl-x listing and are indexed in the stash
tracker.
* Scarves are now properly shown on player tiles.
* Species and background selection menus now have tiles.
* Updated visual theme for main menu, high scores, and related screens.
Items
-----
* New unrand: Staff of Battle, a staff of conjuration that spawns a
battlesphere when a hostile monster is in view.
* Unrandart changes:
- The Storm Bow now has a penetration effect.
- Gyre and Gimble now has the protection brand, enchantment of +7, and no
longer has Dex-3.
- Piercer has been removed, its effect having been merged into Storm Bow.
* Weapons with the holy wrath ego can now be cursed.
* Randart rings no longer generate with both rCorr and *Corrode.
* Throwing weapons have been streamlined.
- Blowguns are removed, needles are replaced with throwing darts.
- Dart effects scale with Throwing and Stealth skill.
- Darts of sleep, paralysis, confusion are removed.
- Darts of frenzy are renamed datura-tipped darts.
- A new dart brand, atropa is added. Atropa-tipped darts cause brief
confusion and longer-lasting blindness in the target.
- Tomahawks are renamed to boomerangs and always return.
- Javelins always penetrate.
- Steel and silver are merged into a single brand, called silver. Silver
ammunition applies the maximum of vorpal bonus damage and the old silver
damage bonus.
- Poison, returning, penetration, and exploding are no longer available
brands for tomahawks and javelins.
Lua
---
* Monster AC, EV, MR, MaxHP, and descriptions are now exposed in the CLua
monster.info class.
* A new function 'defeat_mr()' to determine the chance that a given spell
defeats a monster's magic resistance.
* There is a basic seed explorer available in scripts/seed_explorer.lua.
Monsters
--------
* Monsters can now use wands of clouds, iceblast, and scattershot.
* Monsters clones created by Mara and rakshasa have the intended reduced HP of
the original monster instead of several times that value.
* A monster having the Dig spell no longer allows it to cast spells out of
LOS.
* Azrael and draconian scorchers can use Call Down Damnation when not at
low HP.
* Player ghosts can be shafted.
* Golden Eyes no longer have randomized spellpower for their gaze.
* Monster airstrike uses the same formula as the player, reducing damage
variance.
* Pikel's slaves no longer drop corpses nor items.
Spells
------
* The HP from Death's Door is fixed at time of casting rather than being
updated continuously, hence being subject to changes in spellpower.
* Olgreb's Toxic Radiance now properly triggers ally conducts when cast.
* Olgreb's Toxic Radiance now applies direct damage and poison status in a way
that considers the time of each turn.
* Shroud of Golubria's spellpower is now capped at 50.
Simutrans is a freeware and open-source transportation simulator. Your goal
is to establish a successful transport company. Transport passengers, mail
and goods by rail, road, ship, and even air. Interconnect districts, cities,
public buildings, industries and tourist attractions by building a transport
network you always dreamed of.
- Install new manual
Changelog
=========
2019-10-10: Freedoom 0.12.0 released
General
-------
We now have a manual rendered to beautiful PDF format. Thanks to Simon Howard,
the project's founder.
A strong focus on vanilla compatibility has been sought for this release.
Most, if not all, levels should work now.
Final Doom compatibility de-emphasized. Where it creates conflicts with Doom II
mods or texture definitions, we prefer the Doom II side of things.
Final Doom-specific maps and mods may never look completely right in Freedoom,
as a result.
Levels
------
FreeDM has seen a major overhaul, with most maps being modified, with new
additions and removals of the weaker levels. It now benefits from the use of
Aquatex and Egyptian textures in some of its levels, giving a more vibrant feel
than before.
Phase 1 gets a lot of mapping love in this round, fleshing out the levels and
tweaking difficulty levels so easy, normal, and hard are all accounted for.
There is a new C3M5 by Mortrixs.
Phase 2 MAP01 saw an overhaul, simplifying its design in significant ways to
improve the flow around the level.
Two maps in Phase 2 were replaced due to being recreations of Doom II maps.
Jayexetee and GooseJelly get credits for the new ones, in MAP06 and MAP26.
Maps in Phase 2 in general have had some slight re-arrangement based on
difficulty levels and themes. A new MAP06 by Jayexetee is included, the old
one taking the MAP18 slot.
All levels are now guaranteed to have co-op and deathmatch starts.
Graphics
--------
New power-up (stealth, overdrive, and ultra-overdrive) sprites.
New necromancer (arch-vile) sprites by Urric.
Some weapon and ammo sprites have been tweaked and improved.
Completed and enhanced set of Evilution and Plutonia textures.
New skull-switches by MissLav.
New SKY4 based on an astronomy photograph.
Tweaked player sprites and HUD face by Ferk.
Music
-----
New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26, MAP27, DM03,
DM06, DM09, DM17, DM24, DM31, and DM32.
All files in-tree have been renamed from *.mus to *.mid. The file format must
always be MIDI. This makes it easy on music composers to actually work with the
files.
Unix script and metadata
------------------------
Metainfo (formerly appdata) and desktop files have been brought up to the latest
standard specifications and recommendations, using reverse-DNS for the project
identifier, and a self-evaluated content rating.
The launch shell-script changed the PORT environment variable to DOOMPORT to
avoid conflicts with the genericly-named PORT. It also builds a sensible default
DOOMWADPATH environment variable to assist ports that do not have a hard-coded
fallback.
The script no longer tries to look for boom, zdoom, nor prboom by default, as
these are ports no longer maintained.
Build system
------------
Freedoom's build system now has a hard dependency on Python 3, in anticipation
of Python 2's end-of-life.
We have moved from ImageMagick to Pillow, a Python library for graphics
manipulation. It provides faster build times as well as API stability.
GIF files have been replaced with PNG files. True PNG file format transparency
is used instead of a cyan background.
ASCIIDOC and ASCIIDOC_MAN variables have been added to the Makefile to control
the AsciiDoc implementation used to generate HTML and man page files.
Features
Sound is now accurate to the original
All in-game issues fixed
Delete hero, inline dialogs and scrollbars are now implemented
Screenshots now have different names
Multiple simultaneous dialogs fixed
All builds are now 64bit (except for Windows and Raspberry Pi)
Memory leaks and crashes fixed
All keys are now mapped
UI text now has correct shadows
Much lower CPU usage
Known issues
Error dialogs not implemented in main UI
The game must restart after hosting multiplayer
2.1.0 (2019-10-13)
- Fix bug 10559: Add workaround to compress_scumm_sou for non-VOC speech
sample in monster.sou of Indiana Jones and the Fate of Atlantis.
- Improve endianness handling of internal FLAC encoder.
- Add tool to create HDFRAMES.DAT file for Blade Runner game.
- Major rewrite of extract_prince tool.
- Implement decompiler for Prince game scripts.
- Rework the Mohawk engine tools.
- Add tool to extract Hyperspace Delivery Boy! game archives.
2.0.0 (2017-12-17)
- Fix handling of output path for the compress_touche tool.
- Fix handling of input path for the extract_cine tool. It was only working
when run from the directory that contains the game data.
- Fix memory corruption that could cause random errors during extraction when
using the extract_cine tool.
1.9.0 (2016-10-27)
- Fix random crashes in the tool to convert Broken Sword 1 speech files.
1.8.0 (2016-03-04)
- Add a tool to compress Tony Tough's ADP files.
- Add extraction and packing tools for The Prince and the Coward.
- Fix detection and decoding of BS1 big endian speech data in compress_sword1.
- Fix inputs handling for extract_gob_stk.
1.7.0 (2014-07-21)
- Add support for CGE 2 (Sfinx) in extract_cge and pack_cge tools.
- Add option to run some of the tools in the GUI on all the files with the same
extension (e.g. run compress_scumm_san on all *.san files).
- Improve support for sub-directory structure in Broken Sword 1 (e.g. when the
files are in the Clusters, Music and Speech sub-directories).
- Fix issue with output file name in compress_sword2 tool when specifying an
output directory (the output file name was empty with only an extension).
- Fix issue when trying to use compress_scumm_san more than once in the GUI
tool.
1.6.0 (2013-05-31)
- Fix crash when compiling with wxWidgets 2.9.
- Add two tools to extract and repackage the Soltys game data.
- Fix bug 3093138: "compress_tucker with ScummVM CLI Tools not working".
- Fix bug 3280674: "ScummTools do not compress monster.sou of german fdd-version"
- Fix various issues on case sensitive systems when looking for input files
(e.g. in compress_tucker or compress_sword1 the sub-directories and input
files needed to be all uppercase).
- Improve tool detection and inputs handling for tools that require multiple
input files or an input directory (in both the GUI and command line).
- Add signature to compressed Tinsel .smp to match the one at the start of
the .idx file. This ensures that no sound starts at offset 0, since that is
interpreted as the sound missing. This fixes the first line of speech when
Rincewind wakes up at the beginning of Discworld 1.
- Fix too long help string for compression tools in the extra input file
selection which made the file selection impossible because the widgets
were outside the window.
- Respect given output directory in compress_tinsel.
ScummVM version 2.1.0.
This release is the culmination of nearly two years worth of work, adding 16 new games based on 8 engines, a Nintendo Switch port and nearly 500 bug fixes. All this done by the hard work of 147 contributors across 8,493 commits.
The newly supported games are:
Blade Runner
Duckman: The Graphic Adventures of a Private Dick
Hoyle Bridge
Hoyle Children's Collection
Hoyle Classic Games
Hoyle Solitaire
Hyperspace Delivery Boy!
Might and Magic IV - Clouds of Xeen
Might and Magic V - Darkside of Xeen
Might and Magic - World of Xeen
Might and Magic - Swords of Xeen
Mission Supernova Part 1
Mission Supernova Part 2
Quest for Glory: Shadows of Darkness
The Prince and the Coward
Versailles 1685
The motivation is to consider meson as an application, so there is only
one copy on the system, and as a python 3 program, it can build python 2
packages.
theo - theo.c implementation for Tcl
This package provides quotes from OpenBSD's src/usr.bin/mg/theo.c. The
quotes were originally spoken by Theo de Raadt, the OpenBSD project
founder.
Version 1.14.9
AI:
* Fixed a rare crash in attack prediction
* Experimental AI: fixed guardians being used for village actions
Campaigns
* A Tale of Two Brothers:
* S3: modify castle illumination tip on easy mode
* Dead Water:
* S3: modify starting dialogue
* Descent into Darkness:
* Update campaign description
* Update maps for S1 and S6
* S4: reduce difficulty on easy and normal modes
* S11: reduce difficulty just after Malin turns into lich
* Eastern Invasion:
* S9: add dialogue on victory
* Heir to the Throne:
* Remove 'Princess' as a direct address
* S15, S23: Add explicit hints on EASY.
* S15: Improve one branch of the victory dialog.
* Legend of Wesmere:
* S23: Landar's normal death dialogue now (properly) not used
* Northern Rebirth:
* Remove 'Princess' as a direct address
* Sceptre of Fire:
* S5: tell player that gryphon riders can now be recruited
* S9: objectives changed to be more accurate upon moving to the volcano
* Secrets of the Ancients:
* Fixed number of scenarios in campaign listing
* Son of the Black Eye:
* S10: add dialogue on victory
* The Rise of Wesnoth:
* Tweaked dialogue in various scenarios
* Fixed number of scenarios in campaign listing
* S17a: prevent time over defeat if player chooses to defeat remaining saurians
* The South Guard:
* Update campaign description
* Highlight narrator and gameplay explanations with colors
* S1: create Sir Gerrick if player skips scenario with debug
* S4: revise end of scenario dialogue
* S5: add narrator warning when siding with bandits and reduce difficulty
* S6b: create Urza Afalas if player skips S5 with debug
* S6b: kill elves on side 1 if player got to this scenario with debug
* S8b: fixed bug with shifted ToD schedules near campfires
* Under the Burning Suns:
* Various bugfixes (objectives, allied vision, unit spawns, event firing)
* Updated various maps
* Add additional animations to cutscenes and events
* S2: add dehydration explanation to objectives
Graphics
* Own portraits for higher level bats
* New Water Serpent and Cuttlefish portrait
* New Wolf, Great Wolf and Direwolf portraits
* Additional wolf/dog portrait for custom units
* Separate Mudcrawler portrait
* New Walking Corpse portrait for mounted variation
Language and i18n
* Updated translations: British English, Chinese (Traditional), Czech, Dutch,
French, German, Italian, Japanese, Portuguese (Brazil), Russian, Spanish,
Turkish, Ukrainian
* Changed the :help command's output to split over multiple lines
* Added translatable explanations of :droid, :help and :idle's arguments
Multiplayer
* A New Land:
* Help menu can be accessed in any turn and doesn't pause the game
* Bottleneck in the spider's caves removed
* Swapped positions of Gryphon and Drake
* Guards can't be tricked off position, leaders won't destroy buildings
* Guards and Spiders are loyal – AI income has been adjusted accordingly
* AI income increases gradually in lategame (very slowly)
* 5P Wildlands:
* fix default village_gold being too hight, disadvantaging player 5
Packaging
* added HighContrast icon
WML engine
* Fixed [music] ms_after= affecting the previous track instead of the intended one
Miscellaneous and bug fixes
* Update various references of mermen to merfolk or mer
* Adjust several maps to use different castle graphics
* OpenMP support has been removed
* Clarify descriptions of income and upkeep in the help and in tooltips.
Version 1.14.8
* Skipped due to need to reupload a broken 1.14.7 macOS App Store package as 1.14.8
This is a stable maintenance release. It features some important bugfixes and a few optimizations and visual improvements backported from the v1.4 development tree, as well as new character art by @afensorm.
Other than fixing some rare game-breaking bugs, there are no gameplay changes and this version should be replay-compatible with the initial v1.3 release.
Xonotic is an addictive, arena-style first person shooter with crisp
movement and a wide array of weapons. It combines intuitive mechanics with
in-your-face action to elevate your heart rate. Xonotic is and will always
be free-to-play.
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built
using a modified version of the Doom Legacy port of Doom. SRB2 is closely
inspired by the original Sonic games from the Sega Genesis, and attempts to
recreate the design in 3D. While SRB2 isn't fully completed, it already
features tons of levels, enemies, speed, and quite a lot of the fun that
the original Sonic games provided.
Yamagi Quake II is an alternative client for id Software's Quake II. Our goal
is to provide the best Quake II experience possible, we strive to preserve
the gameplay as it was back in 1997. Thus we aim mostly for bug fixes,
stability and gentle enhancements were appropriate.
NAEV is a 2D space trading and combat game, in a similar vein to
Escape Velocity. NAEV is played from a top-down perspective, featuring
fast-paced combat, many ships and outfits, and a large galaxy to explore.
The game is highly open-ended, letting players proceed at their own paces.
Taisei (lit. Occident) is a free and open-source fangame of the Touhou
series.
Basically, it is a shoot 'em up game with lots of bullets (the genre is
literally called bullet hell). It doesn't aim to rebuild a particular
installment of the Touhou games, but is rather an original game set in the
world of Touhou.
Dune Legacy is an effort by a handful of developers to revitalize the first-ever
real-time strategy game.
It tries to be as similar as possible to the original gameplay but to integrate
user interface features most modern realtime-strategy games have like selecting
multiple units.
It uses SDL for sound so the tileset version is now the SDL version
instead of the X11 version. Instead of games/angband-tty, games/angband
is now the TTY version.
There is a SDL2 port but it doesn't seem ready yet (the menu at the top
of the screen doesn't work). Keep SDL2 bits commented out so they're
ready to enable when the time comes.
1.9.3 (2019-09-16)
------------------------------------------------------------------------
- Change: Use natural sort when sorting the file list (#7727)
- Fix#7479: Don't close construction windows when changing client name (#7728)
- Fix#7731: Files sorting by modification time on Windows XP (#7731)
- Fix#7644: [OSX] Better solution for colourspace/performance issues (#7741)
1.9.3-RC1 (2019-09-07)
------------------------------------------------------------------------
- Add: Can now click industries to make orders to their neutral station (e.g. oil rig) (#7709)
- Fix#7644: [OSX] Poor framerate on certain systems (#7721)
- Fix#7702: Highscore screen UI scaling (#7714)
- Fix#7704: [OSX] Handle malformed UTF8 strings, leading to crashes in server browser (#7705)
- Fix#7188: [AI] Possible crash when reloading an AI in multiplayer games (#7701, #7725)
- Fix: RemoveAirport function now returns 'Aircraft in the way' error message when occupied (#7690)
- Fix: Spelling in running costs setting help text (#7686)
- Fix#7655: 'Decrease' buttons in cheat window not working properly with UI scaling (#7669)
- Fix: [GS] Could not create elements on Storybook pages with ID > 255 (#7657)
- Fix#7626: Allow building road stops over town-owned one-way roads, instead of crashing (#7627)
2016-09-08 Nick Gasson <nick@nickg.me.uk>
* configure.ac: updated to GNU gettext 0.19 and removed
generated files from version control.
* src/bubblegen.c (make_dream_bubble): fix warning about
deprecation of `gdk_pixbuf_unref`.
* xcowsay 1.4 released!
2015-05-31 Nick Gasson <nick@nickg.me.uk>
* src/display_cow.c (close_when_clicked): allow close event to
be specified in settings.
* src/xcowsay.c (main): add --release option to close window on
mouse button release.
2012-11-19 Nick Gasson <nick@nickg.me.uk>
* src/config_file.c (next_token): allow values with quotes
to be set in the config file.
2011-01-28 Justin Bogner <justin.bogner@emc.com>
* src/xcowsay.c (main): The reading-speed option requires an
argument.
Eureka is a map editor for the classic DOOM games, and a few related games
such as Heretic and Hexen. It supports Linux, Windows and OS X.
There is a 2D mode to create the layout and a 3D mode to check e.g. texture
alignment.
MegaGlest is an entertaining free (freeware and free software) and open
source cross-platform 3D real-time strategy (RTS) game, where you control
the armies of one of seven different factions.
Fish Fillets NG - 1.0.1
* Fixed a bug in the last levels. Fish were unable to swim to some places.
It happened next to the room border. The bug was introduced in version 0.9.2.
Big thanks Radek and Mirek Olsak for discovering it.
Fish Fillets NG - 1.0.0
* Dutch spoken dialogs (by Astrid de Wijn and friends).
* Disallowed a move, to be consistent with the original Fish Fillets.
Pushing of partially supported objects is disallowed.
The object has to be supported by a wall or by a fish
who isn't directly under it.
You could switch back to the less restrictive rules
by using "strict_rules=0" config option.
Thanks Brian Raiter for reporting the discrepancy.
* Provided music looping without fading (by Brian Raiter).
Fish Fillets NG - 0.9.3
* Fixed compilation with the newer fribidi-0.19.2.
Fish Fillets NG - 0.9.2
* Fixed undefined behavior in the last levels. The outgoing objects could be stopped by an obstacle (thanks Josef Peterka for pointing it out).
* Fixed strange background colors on the F10 and F1 screens. SDL-1.2.14 would fix these too.
Fish Fillets NG - 0.9.1
* Used sound frequency 44100 to prevent crackles (thanks to Josef Peterka).
Fish Fillets NG - 0.9.0
* Level 'linux' (by Mirek Olsak).
* Level 'electromagnet' (by Stephan Barth).
* Embedded intro video (thanks to Mirek Olsak).
* Faster undo (hold -) (thanks to Mirek Olsak).
* Redo (hold +).
* Czech spoken dialogs for level 'keys' (thanks to Mirek Olsak).
* Updated Bulgarian translation (by Damyan Ivanov).
* Updated Swedish translation (by Olov Gustavsson).
* Enhanced graphics for the NG levels (by Fank Skalicky).
Fish Fillets NG - 0.8.1
* Two extra levels (by Stephan Barth and Mirek Olsak).
* Added support for translated images (by Leonid Myravjev).
* Prevented music restart on undo.
* Fixed checking for solvable room before undo saving.
* Fixed checking for second dead fish.
Fish Fillets NG - 0.8.0
* Undo (on key '-')
* Five extra levels (by Mirek Olsak)
* Slovenian translation (by Marko Burjek)
* Brazilian Portuguese translation (by Ricardo Faria)
* Russian translation (by Leonid Myravjev, Maria Antropova, Gregory Bonik)
Fish Fillets NG - 0.7.4
* One extra level (by Mirek Olsak)
* Bulgarian translation (by Damyan Ivanov)
* Swedish translation (by Olov Gustavsson)
* Fixed table iterations for lua5.1
Changes:
- in kids mode brick regeneration is four times slower (2015/10/17 MS)
- in kids mode bonuses last four times longer (2015/10/17 MS)
- division by zero crash fixed in server (2014/02/03 Colin Tuckley)
- added danish translation (2013/07/29 Joe Dalton)
- updated a number of levelsets from OFT (2013/03/20 MS)
- use $docdir for document path in configure (2012/08/15 MS)
- added a bunch of new levelsets, removed OldGames (2012/08/15 MS)
Chromium B.S.U. 0.9.16.1
- Allow translations of Linux menu file
- Compile fixes
Chromium B.S.U. 0.9.16
- Add SDL2 support
- Add version option
- Use different font for French
- Compile fixes
Start building FreeGLUT with GLUT compatibility on.
- GLUT's maintainance state is much worse than FreeGLUT's, with no
substanital commits since 2011.
- GLUT can no longer be consider a core component of Mesa or X11.
- Nobody except us seems to be using it...
Other vendors still shipping GLUT:
- GoboLinux, T2 SDE, PLD Linux
Revbump packages using GLUT or freeglut by default.
Attention: This is a mod for Doom, not a standalone game!
It was announced at Doom's 25th anniversary on December 10, 2018 by its
designer, John Romero.
For the look & feel intended by the author, you need the original Doom or
Ultimate Doom from id Software as base (doom.wad or doomu.wad as IWAD).
If you don't have Doom, you can use Freedoom (freedoom1.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.
===========================================================================
Advanced engine needed : Limit removing compatibility; playing E5 ingame
requires either ZDoom or Eternity.
Use SIGIL_COMPAT.wad for vanilla / other engines.
Primary purpose : Single play, Co-op play, Deathmatch
===========================================================================
Baphomet was only doing Satan's bidding by placing a powerful sigil in the
teleporter out of E4M8 to bring you back to Hell. Somehow they didn't
understand that you're the reason they failed in the first place.
It's time to trash the place with your arsenal, get out of Hell, and back
to Earth to face the more advanced demons that were sent ahead.
Lock and load. Rip and tear.
Attention: This is a mod for Doom II, not a standalone game!
It has received one of the 2018 Cacowards on Doomworld.
For the look & feel intended by the author, you need the original Doom II
from id Software as base (doom2.wad as IWAD).
If you don't have Doom II, you can use Freedoom (freedoom2.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.
===========================================================================
Advanced engine needed : Limit removing compatibility
This wad uses heavily modified DeHacked patch. So
it is recommended not to use other custom gameplay
patches.
Primary purpose : Single player
===========================================================================
Struggle - Antaresian Legacy
It features new weapons and monsters replacement with DeHacked patch.
Some of original monsters are also slightly changed, so it's recommended to
check out the info [see installed text file], before you play this one.
P.S.: Par time is based on UV-MAX, not UV-Speed
P.P.S. : Please try STRG_M28.wad file, if you're having a framerate issue
with MAP28.
Attention: This is a mod for Doom II, not a standalone game!
It has received one of the 2018 Cacowards on Doomworld.
For the look & feel intended by the author, you need the original Doom II
from id Software as base (doom2.wad as IWAD).
If you don't have Doom II, you can use Freedoom (freedoom2.wad as IWAD) to
play, but the Freedoom graphics doesn't match well to the style of this mod.
===========================================================================
Advanced engine needed : Boom compatible
Primary purpose : Single player
===========================================================================
Preacher is a 9 map boom compatible episode. You play as a mad preacher who
hears a voice in his head impelling him to take down all evil in the World.
Layouts are open and non linear, and start spots are randomized.
There are graphic and sound replacements, but weapon and enemy behaviours
are untouched.
The Freedoom project aims to create a complete free content first
person shooter game. But Freedoom by itself is just the raw material
for a game: it must be paired with a compatible game engine to be
played.
id Software released the source code to their classic game, Doom, under
the GNU General Public License. This means that the program code that
powers Doom is free; Freedoom complements this with free levels, artwork,
sound effects and music to make a completely free game.
Freedoom is actually three games in one, consisting of two single
player campaigns and one set of levels intended for multiplayer
deathmatch (FreeDM).
Note: This package contains no game engine, only the data (wad) files.
Changelog
Engine features
* Players now have their own private stash in addition to the shared stash.
* Expanded the 'no_stash' Item variable to account for having multiple stashes.
Engine fixes
* Fix bug where items could be dragged from the vendor window and dropped in the opposite vendor tab.
* Fix bug that caused item max_quantity to be reset when attempting to append an item definition.
* Fix bug where Powers with 'replace_by_effect' would still use properties from the parent power, such as animation state.
Game updates
* Items that couldn't be stashed in the last update can now be put in the private stash.
* Salted Field: moved chest to the south end of the map to prevent easy farming.
Translation updates
* Belarusian (be) update (Zmicer Turok)
* German (de) update (Wuzzy2)
* Hungarian (hu) by bzt
* Ukranian (uk) update (Igor Paliychuk)
OpenMW is a free, open source and modern game engine which reimplements and
extends the one that runs the 2002 open-world RPG Morrowind. The engine
comes with its own editor, called OpenMW-CS which allows the user to edit
or create their own original games.
NOTE: Playing Morrowind with this engine still requires the Morrowind data
files that you own.
Based partially on work by Yorick Hardy in pkgsrc-wip.
Dungeon Crawl Stone Soup is an open-source, single-player, role-playing
roguelike game of exploration and treasure-hunting in dungeons filled with
dangerous and unfriendly monsters in a quest to rescue the mystifyingly
fabulous Orb of Zot.
Based partially on work by Yorick Hardy in pkgsrc-wip.
Cataclysm: Dark Days Ahead is a turn-based survival game set in a
post-apocalyptic world.
Struggle to survive in a harsh, persistent, procedurally generated world.
Scavenge the remnants of a dead civilization for food, equipment, or, if
you are lucky, a vehicle with a full tank of gas to get you the hell out of
Dodge.
Fight to defeat or escape from a wide variety of powerful monstrosities,
from zombies to giant insects to killer robots and things far stranger and
deadlier, and against the others like yourself, that want what you have...
Unknown Horizons is a 2D real time strategy simulation with an emphasis on
economy and city building. Expand your small settlement to a strong and
wealthy colony, collect taxes and supply your inhabitants with valuable
goods. Increase your power with a well balanced economy and with strategic
trade and diplomacy.
ManaPlus is a free, open source 2D MMORPG client for Evol Online, The Mana
World, and similar servers.
Evol Online is a 2D fantasy-style game which aims to create a friendly
environment for interacting with others where people can escape reality and
enjoy themselves. The Mana World (TMW) is a serious effort to create an
innovative free and open source MMORPG. TMW uses 2D graphics and aims to
create a large and diverse interactive world.
Widelands is a free, open source real-time strategy game with singleplayer
campaigns and a multiplayer mode. The game was inspired by Settlers II but
has significantly more variety and depth to it. Still, it is easy to get
started through playable tutorials.
This version fixes several slightly obscure bugs, and hopefully makes a
few things easier to find. Those playing on high-resolution monitors
(such as 4k) and use the UI scaling options should also find that things
appear less squished than they used to.
Enemy Territory: Legacy is an open source project that aims to create
a fully compatible client and server for the popular online FPS game
Wolfenstein: Enemy Territory.
This package contains the official data files for Wolfenstein: Enemy
Territory provided by Splash Damage. They are installed to a location
that makes them immediately usable by etlegacy.
This includes pak0.pk3, pak1.pk3, and pak2.pk3, as well as associated
documentation.
This content is distributed without charge, but not available under a
free license.
NEW FEATURES
* Blorb support implemented. No support for audio in Blorb files yet.
* Added an -m option for Dumb Frotz to suppress the [MORE] prompt.
* Makefile and code for compiling for 16-bit DOS.
BUG FIXES
* Fixed a problem with saving and restoring in certain games.
* Added some fflush() calls to make Dumb Frotz more suitable for bot use.
* Removed old-style save support. It was getting hard to manage. Only the Quetzal save file format is supported now.
* Fixed assorted minor 64-bitness problems.
This should be replaced with the open source release at some point,
there's no real reason we should continue providing wrappers around Linux
binaries that no longer exist when the source is available.
This allows it to build with the latest Allegro version in pkgsrc.
Changes:
* Code cleanup, updated Allegro calls, indent & lint.
* Introduced Docker files to build the game and run a server.
* Fixed PHP metaserver.
* Fixed DOS & MS-Windows Makefiles to include Polish.
* Using proper PHP tags.
* Added make dist to Jenkins script.
* Fixed Debian issue #716610, was caused by lazy arg parsing.
* First Polish translation by Jan Szenborn.
* Added Jenkins (continuous integration) script.
* Removed compiler warnings.
* Added 5 new maps by Joey Dodson (psyforce).
* Turned on waves by default. Computers are fast now.
* Trying to fix the game for native GP2X support.
* Added informations on how to compile for GP2X.
* German translation update by Jan Gretschuskin.
* Updated 'upgrade to LW6' message.
* Added icon support under X-Windows.
* Doc update.
* Added hi-res icon.
* Changed READMEs charset to UTF-8.
* Makefile distclean fix.
* Updated config.guess & other configure scripts.
* Mac OS X package fix.
* Fixed RPM generation.
* target -> host in configure/Makefile
* Information "Liquid War 6 is out" when starting game.
* Fixed Debian Bug #555468, missing -lm in mapgen Makefile
* Makefile updates for native OS/X support.
* Security patch by Mikhail Yakshin.
* New solsystem map by Rezifull
* .desktop patch by SA Gevatter (FreeDesktop.org compliance)
* Added sample logrotate.d file.
* Liquid War server no more leaves defunct childs on callback.
* Now somewhat version agnostic, will accept 5.6.3 & more.
* Fixed CPU detection, ASM was compiled on x86_64 but isn't linkable.
pkgsrc changes:
Use more recent middleware (SDL2) and mp3 (mpg123) libraries
Changes in 0.93.1:
Fixed a fog regression which was introduced in 0.93.0.
Fixed a crash (buffer overflow) with invalid vis data.
Fixed buttons crushing players in 64-bit builds.
Change controller movement to use cubic easing by default; added "joy_exponent_move" cvar.
config.cfg is no longer written in case of a Sys_Error.
Fixed Opus encoded cd tracks not being recognized as ripped tracks.
Update the third-party libraries. Other fixes/cleanups.
Changes in 0.93.0:
Raise default "joy_deadzone_trigger" cvar to 0.2.
Raise console buffer size to 1MB.
Raise MAX_STATIC_ENTITIES from 512 to 4096.
Raise MAX_STACK_DEPTH from 32 to 64.
Raise command buffer size from 8K to 256K to support large configs.
Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.
Remove "Loadgame buffer overflow" limit, which could happen when loading DP or QSS saves.
Adjust "exceeds standard limit of" debug warnings to include the actual QS limit.
Change "game" command to now exec quake.rc.
Change "games" / "mods" commands to list all subdirectories.
Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.
Alpha-masked model support. (MF_HOLEY: 0x4000).
Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard.
Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.
Revert "always run" changes from 0.85.9 and move the QuakeSpasm customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to scale forward/side/up speed by "cl_movespeedkey" (usually 2), and to make "speedkey" act as "slowkey".
Change the "always run" menu option to offer three choices:
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.
New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
New "find" / "apropos" command, searches for commands/cvar names for the given substring (from Spike).
New "randmap" command for loading a random map.
New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage", "gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for tuning the strength of specic view blends.
GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering.
Fix macOS startup delay (avoid calling gethostbyname() for ".local" hostnames).
Fix memory corruption in PF_lightstyle with out of bounds lightstyles.
Fix crash in BoundPoly with polygons extending beyond +/-9999.
Fix QS window to stay on the current monitor when changing video modes (SDL2 only).
Fix possible freeze in SV_TouchLinks regardless of what QC does in the touch function.
Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory.
Support for Open Watcom compiler.
Update the third-party libraries.
Changes:
* Model animation/movement interpolation (r_lerpmodels, r_lerpmove cvars)
* SDL video/input/sound target, now default for MacOS instead of X11.
* sndio sound target for OpenBSD (thanks Tony Spets/Jacob Meuser)
* Support for BJP1/2/3 and FITZ(666) network/demo protocols
* Support for Darkplaces and RMQ style BSP2/2PSB file formats
* Work around buggy timers on some windows systems/drivers (thanks MH!)
* Removed vid_win dependency on SciTech MGL (thanks MH!)
* Netmasks can be used with qwsv's addip/removeip; e.g. "addip 192.168.0.0/24"
* Fixed remote screenshots from QWSV
* Improved build system including new OSX, Win64, SDL targets
* Lots more code sharing between NQ/QW
* Use non-power-of-two OpenGL textures when extension is available
* New cvar "m_freelook" to replace need for manual editing "+mlook" in config
link-time so just cheat by using "static inline".
Also, don't hardcode the libGL version number, take advantage of symlinks
instead to make libGL load on NetBSD-current with native X.
Bump PKGREVISION.
I still can't really get this to run for more than a few seconds (except
qw-client, which I can't test ingame), it may be borked.
- Complete redesign of the icy world and forest world (Thank you,
RustyBox and Serano)
- Complete revamp of our rendering engine, the game should be much
faster than it was previously
- We now support OpenGL 3.3 Core as well as OpenGL ES 2.0, thus
allowing SuperTux to be run on the Raspberry Pi, and potentially
WebGL.
- Support for right-to-left languages through vector fonts. This
will also fix a few non-ASCII characters, which often caused problems
before in translations
- A lot of other under-the-hood changes and bugfixes
A few graphics have been updated, and effects have been added:
- The save bell was reworked (Thanks to Raghavendra “raghukamath”
Kamath!)
- Improved big Tux graphics and animations (Thanks to Alzter)
- Various effects and shaders (Thanks to Grumbel)
Changelog
Engine features
The configuration menu has been redesigned and is now used as the pause menu.
The interface features from version 1.09 have been reverted due to being accessible from the pause menu.
Added an Interface option to disable showing hidden entity markers.
Support floating point values for loot drop chance values.
Add ‘hide_timeout’ option to stat bar configuration to support auto-hiding. (Leszek Cimała)
Added an Interface option to disable stat bar auto-hiding globally.
Add ‘no_stash’ property to item definitions to prevent items from being placed in the stash.
Add low HP notification system. (Leszek Cimała)
Add ability to change the minimap zoom level by clicking on the minimap.
Engine fixes
Fixed event activation being tied to distance to the camera position. It is now correctly tied to distance from the player.
Mouse movement and mouse aim now calculate direction relative to the player instead of relative to the screen.
Fixed enemy AI so that enemies can now enter combat if a hero ally is in their proximity.
Fix –data-path command line flag on Windows.
Fixed dialog not being available if it lacked a topic.
Fixed loot drop rate bonus having no effect when loot drop chance was too low.
Fix bug where the wrong requirements were checked for passive powers that had been granted bonus points.
Items that can’t be stashed are now dropped on the ground upon opening the stash.
Prevent re-binding the primary Main1 binding, which could break many interactions.
Removed the ability to re-bind the Ctrl, Shift, Alt, and Delete keys, since they correspond to specific keyboard keys.
Fix crash when trying to load a mod that contained ‘engine/default_keybindings.txt’. (nwtour)
Display XP stat bar value as relative to current level instead of total XP. (Leszek Cimała)
Fix key bindings not working when switched to a non-US keyboard layout. (nwtour)
Fix segfault when NPC filename is invalid.
Fix inventory tooltips covering books when using no mouse.
Fix navigation of dialog menu when using no mouse.
Fix upgrading powers when using no mouse.
When using the sdl_hardware renderer on Windows, OpenGL will now be used instead of Direct3D. This fixes the loss of some textures when resizing the window.
Fixed the “level up” string to represent the ability to allocate multiple stat points. Also note if Power points can be allocated.
Refactored ‘requires_hpmp_state’ for Powers to check against both stats at once. See the attribute reference for syntax changes.
Greatly improved performance of loot tooltips.
Fix bug where high item find chance prevented the player from finding currency.
Game updates
Fixed an oversight that allowed easy farming of the Torture Chambers boss and loot chests.
Made it so that potions and scrolls can not be stashed. This fixes an exploit where players could utilize a low level character to get these items for cheap.
Added new attack and interact cursors.
Added sound effect and cursors for indicating low health.
Translation updates
Belarusian (be) update (Zmicer Turok)
Brazilian Portuguese (pt_BR) update (Vinicius Rech)
Catalan (ca) update (Marc Tormo i Bochaca)
German (de) update (Fyrenic)
Spanish (es) update (Agustin Ferrario)
French (fr) update (syl_)
Scottish Gaelic (gd) update (GunChleoc)
Japanese (ja) update (sujiniku)
Portuguese (pt) update (Rui)
Russian (ru) update (Andrey Kapitonov, Igor Paliychuk, nwtour)
Ukranian (uk) update (Igor Paliychuk)
Chinese (zh) update (dumaosen, neverwin)
## SuperTuxKart 1.0 (20. April 2019)
### Networking
* Networking support for normal race, time trial, free for all, capture the flag and soccer by Benau and hiker :
* Access to a global server list, possibility to also create a LAN server
* Track voting system to allow players to decide where the race will be
* Communication between server and clients to exchange inputs and general game data
* A lot of work on rewind code to make sure server and client are well synchronized
* Chat lobby for general server information and discussion among players between races
* Support for handicap, which can be changed before each game
* Spectating option for players having entered a server while a race or game is underway by Benau
* Option to join live an active game in FFA, CTF and soccer by Benau
* Global rankings by Benau (communication with main server) and Alayan (ranking formula)
### Race gameplay and physics
* New game mode Capture the Flag by Benau (online multiplayer only)
* New game mode Free for All by Benau
* Free for All available in offline mode with AI, by Mrxx99
* Revised kart characteristics for better balance between light, medium and heavy karts by Alayan
* Better random item distribution for various numbers of karts by Alayan and hiker
* Fix position interpolation causing some incorrect lapline validation by Auria
* Fix kart being uncontrollable and hovering when landing on some downward slopes by hiker
* Mitigate a physics issue which could send a kart flying on collisions by hiker
* Make kart turn radius based on kart class instead of kart model length (which made Adiumy unplayable and caused AI issues) by Alayan
* Revisited slipstreaming with boost easier to obtain, especially in curves, but not as strong as in 0.9.3 when the zipper boost was incorrectly activated, by Alayan
* Minor gameplay improvements (level 1 skid boost doesn't interrupt level 2 boost, fairer rubber-banding in low difficulties, boosted AI for some karts for more challenge in GPs, small balance change of GP points, more useful and consistent handicap option...)
* Start boost/penalty moved to the set phase for smoother networking
* Terrain slowdown works again as intended on several tracks where it was missing
### AI
* Improved powerup and nitro handling in AI by Alayan
### General
* Option to disable light scattering (for improved FPS), used in graphics level 3, by Partmedia
* Unlockable SuperTux challenges in Story Mode by Alayan
* Improvements to ghost replays (more data saved, live time difference, replay comparison, egg hunt replays) by Alayan
* Kart color customization by Benau
* Multithreading contention fixes by Benau
* Local multiplayer improvements by Fantasmos
* Major revamp of the achievement system to make adding new achievements much easier and flexible, also fixing some related bugs by Alayan
* Store up to 5 highscores for a track/difficulty/mode/kart number combination, instead of 3
* Smooth turning for non-keyboard inputs for improved consistency between input mode by deveee
* Updated standard replays by Alayan
* Visual improvements (new skidding particles, better rescue, bubblegum flashing before ending)
* Audio improvements (crash sound depending on speed/direction, no crash sound on rescue walls, sound cue in nitro challenges)
* Fix STK incorrectly connecting to the server when the internet option is disabled by Auria
* Updated WiiUse library
* Many bugfixes
### Android
* Gyroscope support by Pelya
* Numerous improvements to input on Android, including screen keyboard, keyboard, gamepads, by deveee
* Android TV support
* Improved UI and font scaling by deveee
* More compact APK thanks to png optimization, allows to have several tracks more than the 0.9.3 APK, by deveee and Alayan
* Wayland support and many other smaller improvements and fixes
### User Interface
* New networking user interface by Benau and hiker
* Race UI improvements (new speedometer, nitro gauge, bigger minimap, minimap display options, more legible text with outlines and for some bigger font) by Alayan
* New coal skin by Alayan
* Support for collapsing widgets in UI by Mrxx99
* Multidirectional keyboard navigation in menus by Alayan
* Alternating background darkness in lists to enhance readability by Benau
* Support text breaks into multiple line in lists, e.g. in the addons menu, by Alayan
* Improved help menu with lateral tabs and a lot more information by Alayan
* Improved option menu with lateral tabs and a separate language tab by Alayan
* Many improvements to the ghost replay selection list (give access to egg hunt replays, kart icon shown in the list, replay's game version shown, hide player number column by default) and dialog (allow replay comparison, show track picture, show information about the selected replays) by Alayan
* Control configurations can be disabled without being deleted by Alayan
* Other significant enhancements (detailed progress of multi-goal achievements, reset password button, clearer checkbox status, milliseconds displayed in time-trials and egg hunts, nitro efficiency in the kart selection screen, better track info screen, better warnings when trying to do an online action with internet access disabled, hour support for GP time, default resolutions can't be used in fullscreen if unsupported by the monitor...)
* Many bugfixes and small enhancements mostly by deveee and Alayan
### Tracks and modeling
#### Tracks
* Black Forest by Sven Andreas Belting, replacing Green Valley
* Ravenbridge Mansion by samuncle, replacing Black Hill Mansion
* Las Dunas Soccer by samuncle
* Candela City arena by Benau based on samuncle's track
* Unwanted shortcuts and exploits found by several players and fixed mostly by Auria in many tracks :
* Antediluvian Abyss, Around the Lighthouse, Fort Magma, Grand Paradisio Island, Hacienda, Minigolf, Nessie's Pond, Northern Resort, The Old Mine, Oliver's Math Class, Shifting Sands, STK Enterprise, XR591
* Smoothness issues causing collisions and kart slowdown fixed by Auria :
* Nessie's Pond, Old Mine, Shifting Sands, Volcano Island, XR591
* Item (boxes, nitro, bananas) positions improvement by Alayan and theThomasPat :
* Around the Lighthouse, Black Forest, Candela City, Hacienda, Minigolf, Northern Resort, Oliver's Math Class, STK Enterprise, The Old Mine, Volcano Island, Zen Garden
#### Karts
* New version of Beastie by Jymis
* New version of Kiki by Benau
## SuperTuxKart 0.9.3 (28. October 2017)
* Reduced RAM and VRAM usage, reducing load times by Auria and Benau
* New mesh format optimized for space and hardware skinning
* Code refactoring of both render pipeline by Benau and Elderme
* Physics improvements and various physics bugfixes by hiker
* Kart GFX improvements (exhaust and headlight)
* In-game screen recording powered by libopenglrecorder
* High quality mipmap generation by Stragus
* New smoother camera by Auria
* New grand prix win scene
* Gamepad configuration bugfixes
* 3 Strikes Battles : added spare tire karts
* Visual representation of the start line in all tracks
* Various improvements (starting boost effect, wall driving fixes, parachutes, GP points, help page for bananas, cannon fixes, colorization shader)
### Tracks and modeling
#### Karts
* Kiki by Benau
* New versions of Wilber and Hexley by Jymis
* New version of Konqi by Benau
#### Tracks
* All tracks drivable in reverse, with arrows pointing in the correct direction
* Candela City by samuncle (replace Shiny Suburbs)
* Cornfield Crossing by samuncle (replace Bovine Barnyard)
* New battle track Las Dunas Arena by samuncle
## SuperTuxKart 0.9.2 (1. July 2016)
* Ghost replay races by Benau
* Battle mode AI by Benau
* Soccer mode AI by Benau
* TTF font rendering by Benau
* New ruby and forest skins by Benau
* Kart properties refactor by Flakebi
* Scripting work under the hood
* Work on the track editor by mhp
* Tweak to challenges
* New farm track song by 0zone0ne and Krobonil
* Bugfixes
### Tracks and modeling
#### Tracks
* Antediluvian Abysses by samuncle (replace Subsea)
* Volcano Island by Ponzino
* New icy soccer field by samuncle and Benau
## SuperTuxKart 0.9.1 (17. October 2015)
* Many bug fixes
* Started to use scripting in tracks
* Significant audio performance improvements
* Tweak to challenges
### Tracks and modeling
#### Tracks
* Better support for driving tracks in reverse
* Smaller tweaks and improvements to several tracks including
* Math class
* XR591
* Fort Magma
* Gran Paradiso Island
* Subsea
## SupertTuxKart 0.9 (24. April 2015)
* Fully shader-based rendering engine
* Online login which allows to:
* connect with friends and see when they are playing
* vote for addons
* collect online achievements
* Grand Prix editor, including creation of random GPs
* Different kart physics
### Tracks and modeling
#### Karts
* New karts Amanda and Gavroche by XGhost
* New and improved Tux, Adiumy, Sara the Wizard and the Racer, Xue
#### Tracks
* Cocoa Temple by samuncle (replace Amazonian Journey)
* Gran Paradiso Island by samuncle (replace The Island)
* Graphical improvements to many other tracks
Seven Kingdoms is a series of "fantasy real-time strategy" computer
games. In the world of Seven Kingdoms, you will find up to seven
different Nations, each with unique attributes, who live in an
almost unlimited number of randomly generated landscapes.
This package contains Seven Kingdoms: Ancient Adversaries' music
files, which are redistributed separately due to restrictive
licensing. Their license forbids modifications and they are restricted
for use with Seven Kingdoms alone.
Seven Kingdoms is a series of "fantasy real-time strategy" computer
games. In the world of Seven Kingdoms, you will find up to seven
different Nations, each with unique attributes, who live in an
almost unlimited number of randomly generated landscapes.
This is a GPL release of the Seven Kingdoms: Ancient Adversaries
thanks to Enlight Software which granted the ability to license
the game under a free and open source license in 2009.
AssaultCube is a FREE, multiplayer, first-person shooter game,
based on the CUBE engine.
Taking place in realistic environments, with fast, arcade gameplay,
it's addictive and fun!
With efficient bandwidth usage, it's low-latency and can even run
over a 56 Kbps connection. It's tiny too, weighing in at a
lightweight about 50 MB package available for Windows, Mac and
Linux. On the correct settings, it can even run on old hardware
(Pentium III and above).
Cube 2: Sauerbraten is a free multiplayer & singleplayer first
person shooter, the successor of the Cube FPS.
Much like the original Cube, the aim of this game is fun, old school
deathmatch gameplay and also to allow map/geometry editing to be
done cooperatively in-game.
The engine supporting the game is entirely original in code &
design, and its code is Open Source (ZLIB license, read the docs
for more on how you can use the engine).
Red Eclipse is a fun-filled new take on the casual first person arena
shooter, built as a total conversion of Cube Engine 2, which lends itself
toward a balanced gameplay, with a general theme of agility in a variety of
environments.
oshu! is a clone of osu!
osu! is that PC clone of the osu! Tatakae! Ouendan DS rhythm game,
occidentalized as Elite Beat Agents.
This project was born out of frustration from not being able to
play osu! on a little Linux box with no graphics card whatsoever.
It's aimed at minimalistic people and probably will never contain
a hundredth of the official client's features.
Make per-OS PLISTs because for some reason it makes one file include
per-OS names. It would be easier to just not do that... but that's what
it already does.
the linux case is actually "else". I think the linux logic can be used
for all OSes after this.
Switched to SDL2.
BZFlag 2.4.19
-------------
* Add new bz_ePlayerDeathFinalizedEvent API event - Vladimir Jimenez
* Output correct error when loading a nonexistent bzfs plugin - Vladimir Jimenez
* Remove obsolete bzfs option from Start Server menu on Windows - Scott Wichser
BZFlag 2.4.18 "Do You Hear What I Hear?" (2018-10-18)
------------------------------------------------------
* Fix DirectSound initialization order so that sound on Windows works again
- Scott Wichser
BZFlag 2.4.16 "Reduce, Reuse, Replay" (2018-09-23)
---------------------------------------------------
* Send MsgFlagGrab before API event is called - Jeff Myers, Vladimir Jimenez
* Correctly unmuted when paused and killed by server - Alfredo Tupone
* Format codebase to allman style - Jeff Myers, Scott Wichser
* Use GLEW for obtaining OpenGL entry points and checking for extensions
- Alfredo Tupone
* Revert a80ab87 (truncation warning fix) as that generated broken replay file
headers. Detect and work around that bad header.
- Joshua Bodine, Vladimir Jimenez, Scott Wichser
* Use pkg-config, if available, to detect ncurses
- Scott Wichser, Joshua Bodine, Alfredo Tupone
BZFlag 2.4.14 "Hello Motto" (2018-05-02)
-----------------------------------------
* Add new bz_eAllowServerShotFiredEvent to the API - Vladimir Jimenez
* Fix antialiasing when starting the client windowed - Joshua Bodine
* Update the Windows icon file to include larger icons - Scott Wichser
* Treat the number pad keys uniquely for key mapping with SDL2 - Scott Wichser
* Better cpu selection for x86_64 - Alfredo Tupone
* Fix build with enable-profile - Alfredo Tupone
* Add safety check when getting flags (bzfs) - Alfredo Tupone
* Add min/../max to drawTime - Alfredo Tupone
* Fix the -configdir option for the client - Scott Wichser
* Upgrade Windows projects to Visual Studio 2017 - Scott Wichser, Jeff Myers
* Improve support for custom BZDB vars in plug-ins - Vladimir Jimenez
* Fix truncation warnings - Jeff Makey, Alfredo Tupone
* Add new bz_ePermissionModificationEvent to the API - Vladimir Jimenez
* Introduce new 'showMotto' permission - Vladimir Jimenez
* Fix gcc warnings and code formatting - Jeff Myers, Scott Wichser
* Remove old BitmapFont renderer - Scott Wichser
* Add new bz_eServerShotFiredEvent to the API - Vladimir Jimenez
* Revamp the world weapon API entirely - Vladimir Jimenez
* Add PLAYER-MOTTO output to logDetail plugin - Scott Wichser
* Display remaining ban time when a banned player connects - Vladimir Jimenez
* Punitive messages no longer display admin callsigns - Vladimir Jimenez
* Slash commands in the API now know destination channel - Jeff Myers
* Allow building with lcc compiler on e2k-alt-linux - Joshua Bodine
* Fix ability to bind a key with a modifier through menu - Joshua Bodine
* Disallow -helpmsg from world files - Vladimir Jimenez
BZFlag 2.4.12 "Silence is Golden" (2017-10-29)
-----------------------------------------------
* Allow API to trigger CTF capture event - Vladimir Jimenez
* Allow setting default values for BZDB from API - Vladimir Jimenez
* Add bzu_getTeamFromFlag() convenience function - Vladimir Jimenez
* Add new functions to the bz_APIStringList - Vladimir Jimenez
* Add string utility functions to the API and TextUtils - Vladimir Jimenez
* Fixed an issue with ASCII characters from modified non-ASCII keys in SDL 2
- Joshua Bodine
* Fixed compilation on macOS when using autotools/gcc - Mike Miller
* Don't send client queries on behalf of players - Vladimir Jimenez
* Removed pollSet as a default perm in bzfs - Vladimir Jimenez
* Player records canSpawn value no longer always returns true - Vladimir Jimenez
* bz_addURLJob() now supports setting HTTP headers - Vladimir Jimenez
* Made multisampling work on all platforms with SDL 1.2/2 - Joshua Bodine
* Add bz_eMuteEvent and bz_eUnmuteEvent to the API - Vladimir Jimenez
* Add configure --disable-server option - Jeff Makey
* Add bz_isPlayerAutoPilot() to the API - Vladimir Jimenez
* Add bz_eAutoPilotEvent to the API - Vladimir Jimenez
* Add bz_getServerOwner() API function - Vladimir Jimenez
* The _maxFlagGrabs BZDB setting is no longer a random number - Vladimir Jimenez
* Add API access for the handicap system - Jeff Myers, Vladimir Jimenez
* Remove Xcode references to deployment targets except for main project
- Joshua Bodine
* Allow silencing unregistered players in the client - Scott Wichser
* Fix the /silence and /unsilence client commands - Scott Wichser
BZFlag 2.4.10 "This is How We Roll" (2017-03-12)
-------------------------------------------------
* Fix high DPI handling on Windows (again) - Scott Wichser
* Custom slash commands respect double quotes when tokenizing - Vladimir Jimenez
* Make /help page names case-insensitive - Vladimir Jimenez
* Extend bz_ePlayerDieEventData to v2 to hold flag held when killed - Jeff Myers
* Add bzfs API hooks for polls and allow custom poll types - Vladimir Jimenez
* Reduce DNS cache time of list server hostname - Scott Wichser
* Fix bz_addURLJob() to correctly handle default NULL handler - Vladimir Jimenez
* TextUtils::url_encode and TextUtils::url_decode now use cURL's functions; this
change fixes a crash bug with bz_urlEncode() - Vladimir Jimenez
* Add bz_reloadBadwords() to API - Vladimir Jimenez
* Add ability to reload badwords list with '/reload badwords' - Vladimir Jimenez
* Source code now dual licensed under the MPL 2.0 or LGPL 2.1 - Tim Riker
* Added an option to invert one or both joystick axes - Joshua Bodine
* Multisampling support under SDL 2 on macOS - Joshua Bodine
BZFlag 2.4.8 "Sixteen" (2016-10-10)
------------------------------------
* Add Russian transliteration - Ruslan Hihin, Aleksandr Lahin
* Fix a regression in 2.4.6 where the client would not reduce CPU usage when
minimized on Windows - Scott Wichser
* On autotools platforms, try to use SDL2, then SDL1, and then fall back to
native platform code. Allow specifying an SDL version as well.
- Scott Wichser
* Prevent some more bzfs options from being specified in a world file
- Scott Wichser
* Cleaned up some GCC6 warnings - Scott Wichser
* Spawn all players on base when a timed game starts - Konstantinos Kanavouras
* Add indicator for -noTeamKill servers on server list - Konstantinos Kanavouras
* Send a notification to admins when a BZDB variable is reset
- Konstantinos Kanavouras
* Increase the range of the volume slider - Konstantinos Kanavouras
BZFlag 2.4.6 "Eight, Our Codebase is Overweight" (2016-06-26)
--------------------------------------------------------------
* regFlag plugin now uses bz_eAllowFlagGrab event - Scott Wichser
* RogueGenocide plugin defaults to ignoring rogue self-kills - Scott Wichser
* Standardize and update the documentation for bundled plugins - Scott Wichser
* Add bz_getRandomPoint to API - Vladimir Jimenez
* Correctly handle the keypad keys with SDL2 - Jeff Makey, Scott Wichser
* Implement SOURCE_DATE_EPOCH spec in our autoconf system to work towards
reproducible builds - Scott Wichser, Jeff Makey
* Include a timestamp in the /savemsgs output filename - Scott Wichser
* Added -t option to /savemsgs to add timestamps to messages - Scott Wichser
* Added a GUI option to show timestamps on the messages - Scott Wichser
* For SDL2, restore the original gamma on exit and reapply desired gamma on
window recreation - Scott Wichser
* Use SDL2 on Windows for the window/display management - Scott Wichser
* Remove hiddenAdmin plugin - Vladimir Jimenez
* Add a cycleRadar and cyclePanel key binding command - Joshua Bodine
BZFlag 2.4.4 "Be My Valentank" (2016-02-14)
--------------------------------------------
* Correctly exit the game when closing from the Windows 10 taskbar
- Scott Wichser
* Update the player status when a gameover event occurs - Scott Wichser
* Fix fullscreen window toggling on Mac OS X - Joshua Bodine
* Fix crash on exit with Windows bzfs - Scott Wichser
* Fix crash on exit with Mac OS X bzfs - Joshua Bodine
* Fix buffer overrun that caused a crash on exit and other strange behavior on
Windows and Linux - Scott Wichser
* On Windows, reload textures after initializing the context - Scott Wichser
* Add a menu to edit server list quick filters - Scott Wichser
* Tell Windows that we are DPI aware - Scott Wichser
* Time functions in the bzfs API use doubles instead of int - Vladimir Jimenez
* Fix issue on Windows that allowed mouse to get stuck off-screen when switching
to windowed mode - Scott Wichser
* Replace NaN with zero in nboUnpackFloat() - Jeff Makey
* Add a bz_ChatEventData_V2 that contains message type - Konstantinos Kanavouras
* Show recipient/sender for private action messages in BZAadmin
- Konstantinos Kanavouras
* Server list filter: remove "cached" boolean filter, rename "flags" to "ffa",
"teams" to "ctf", and add "offa" - Scott Wichser
* Add server list filter help pages - Scott Wichser
* Add config option to control shot brightness - Konstantinos Kanavouras
* Don't show a running countdown to a player who joins a paused game
- Konstantinos Kanavouras
* Allow RGB values in ANSI color codes to allow custom colors
- Konstantinos Kanavouras
* Vastly improved support for changing tank and radar colors
- Konstantinos Kanavouras
* Fix rendering of TK warning symbol - Joshua Bodine
* Remove third-party libraries from our source tree - Scott Wichser
* Fix search field losing focus while loading server list - Joshua Bodine
* Do not count observers when sorting the server list - Scott Wichser
* Randomize the order of servers with identical player counts - Scott Wichser
* Mouse grab/confine fixes - Joshua Bodine, Scott Wichser
* Improvements to flagStay and rabidRabbit plugin - Vladimir Jimenez
* Joystick hat fixes - Konstantinos Kanavouras
* Update shot stats live - Konstantinos Kanavouras
* Track shot stats for all flag types, even custom flags
- Konstantinos Kanavouras
* Filter messages before MsgEnter - Jeff Myers
* Require a player have spawned to be added to rejoin wait list - Jeff Makey
* Validate the player ID in MsgPlayerUpdate and MsgPlayerUpdateShort
- Scott Wichser
* Fix usage of privateMessage permission - Konstantinos Kanavouras
* Properly prevent multiple MsgEnter messages - Jeff Myers
* Refactor and extend the shot API - Jeff Myers
* Autokick on unknown packet type - Vladimir Jimenez
* Block whitespace-only message and kick for garbage characters - Scott Wichser
* Validate teleporter index in client and server - Scott Wichser
* Limit half-joined player connection duration - Scott Wichser
* Add various checks for invalid player actions - Jeff Makey
* Show coordinates of target tank instead of observer camera location
- Jeff Makey
* Allow shot API event to cancel broadcasting shot to other clients - Jeff Myers
* Store a list of how many times each player was killed by other players and
expose it to the API - Jeff Myers
* Allow plugins delay adding players to allow for remote data lookups
- Jeff Myers
* Add API event triggered when authentication is complete - Jeff Myers
* Added bz_GetPlayerMottoData_V2 - Jeff Myers
* Relicense the SAMPLE_PLUGIN to BSD 2 clause license - Jeff Myers, Tim Riker
* Update joystick axis list when changing joystick device
- Konstantinos Kanavouras
* List server communication now uses HTTPS - Scott Wichser
* Added bz_setPlayerSpawnAtBase and bz_getPlayerSpawnAtBase API functions
- Vladimir Jimenez
* Added configure --enable-custom-plugins and --enable-custom-plugins-file
options - Jeff Makey
* Introduce bz_AllowSpawnData_V2 - Vladimir Jimenez
* Added bz_setPlayerSpawnable and bz_isPlayerSpawnable API functions
- Vladimir Jimenez
* Removed GLEW as a dependency - Joshua Bodine, Scott Wichser
* Made text at top of HUD use sans-serif font and removed serif font
- Joshua Bodine
* Player scores are now factors in auto team assignment - Joshua Bodine
* New font rendering tool and new font textures up to 64pt - Joshua Bodine
* Added bz_getPlayerBySlotOrCallsign API function - Vladimir Jimenez
* Have custom permissions show in /showperms and /groupperms - Vladimir Jimenez
* Start adding unit tests with CppUTest - Scott Wichser
* CIDR ban support - Scott Wichser
* Radar size and panel size are now set individually - Joshua Bodine
* Added bz_incrementTeamLosses and bz_incrementTeamWins API functions
- Vladimir Jimenez
* Vertical sync support under SDL - Joshua Bodine, Jeff Makey
* SDL 2 support - Alfredo Tupone, Joshua Bodine
* Do not flash GAME OVER for observers - Jeff Makey
* Validate the teleporter indexes in MsgTeleport - Scott Wichser
* Correctly validate an offered admin password - Jeff Makey
* Added "showAdmin" permission - Vladimir Jimenez
* Added countdown pause/resume API events - Vladimir Jimenez
* Added bz_getCountdownRemaining API function - Vladimir Jimenez
* Added bz_getPausedTime API function - Vladimir Jimenez
* Added bz_isCountDownPaused API function - Vladimir Jimenez
* Added bz_getIdleTime API function - Vladimir Jimenez
* Added bz_getPlayerFlagID API function - Vladimir Jimenez
* Added bz_isAutoTeamEnabled API function - Vladimir Jimenez
* Added bz_cancelCountdown API function - Vladimir Jimenez
* Added bz_pollActive API function - Vladimir Jimenez
* Added bz_CustomZoneObject API class - Vladimir Jimenez
* Added CustomZoneSample plugin - Vladimir Jimenez
* Added permission for /listplugins - Vladimir Jimenez
* Allow API to overload built-in slash commands - Vladimir Jimenez
* Added "report" permission - Vladimir Jimenez
* Added bz_eGameResumeEvent and bz_eGamePauseEvent to the API
- Vladimir Jimenez
* Don't allow muted players with ADMINMESSAGESEND to send PMs to hidden admins
- Konstantinos Kanavouras, Vladimir Jimenez
* Add [Reverse Score] scoreboard sort option - Konstantinos Kanavouras
* Track number of self-kills on the scoreboard - Konstantinos Kanavouras
* Added menu option to pause chat window scrolling - Konstantinos Kanavouras
* Added "noteam" option for "/flag reset" command - Konstantinos Kanavouras
* Added option to bz_resetFlags to skip team flags - Konstantinos Kanavouras
* Implemented "/poll kill" command - Konstantinos Kanavouras
* Added "/countdown cancel" command - Konstantinos Kanavouras
* Added serverSidePlayerSample plugin - Jeff Myers
* Fix fancy radar tank when zoomed - Kyle Mills
* Added /handicap command - Frank Thilo
* Reverted to traditional handicap calculation - Frank Thilo
* Add bzfscron plugin to execute commands on time intervals
- Daniel Remenak, Scott Wichser
* Server-side players can send slash commands - Scott Wichser
* Added server side shot tracking - Jeff Myers
* Added clientQuery permission - Konstantinos Kanavouras
* Added superUser plugin - Jeff Myers
* Added bz_getPlayerCount API function - Jeff Myers
* Added bz_incrementPlayerWins API function - Jeff Myers
* Added bz_incrementPlayerLosses API function - Jeff Myers
* Added bz_incrementPlayerTKs API function - Jeff Myers
* Make players respawn on bases after countdown ends - Lee Marshall
* Countdown now resets player scores as well as team scores - Lee Marshall
* Fully integrated Xcode project file - Joshua Bodine
This is one of the most popular Doom source ports.
It enhances Doom with things like:
- Free Look
- OpenGL renderer
- Heretic support,
- TCP/IP networking
and much more.
Doom Legacy can play Doom, Boom, Marine's Best Friend (MBF), and Heretic maps.
In addition to the original games by id Software and Raven Software, there are
hundreds of free, fan-made maps available on the Internet. These maps are
typically distributed as PWAD files, which are not fully self-contained.
For each game you will also need the corresponding IWAD data file, which
contains all the graphics, wall and floor textures, sounds, and music for that
game. For example, if you want to play Doom II maps, you'll need the IWAD file
doom2.wad, or one of the free replacements.
Legacy has implemented the fundamental and de-facto-standard Boom extensions,
and the Marine's Best Friend (MBF) extensions. Legacy also has implemented
among other things 3D floors, swimmable water and other special effects using
extended linedef codes, and supports the FraggleScript scripting language.
This package contains the SDL build of Doom Legacy.
based on work by charlotte in wip.
Lugaru is a DRM-free, third-person action game. The main character, Turner,
is an anthropomorphic rebel bunny rabbit with impressive combat skills. In
his quest to find those responsible for slaughtering his village, he
uncovers a far-reaching conspiracy involving the corrupt leaders of the
rabbit republic and the starving wolves from a nearby den. Turner takes it
upon himself to fight against their plot and save his fellow rabbits from
slavery.