Monsterz is a little puzzle game, similar to the famous Bejeweled
or Zookeeper.
The goal of the game is to create rows of similar monsters, either
horizontally or vertically. The only allowed move is the swap of
two adjacent monsters, on the condition that it creates a row of
three or more. When alignments are cleared, pieces fall from the
top of the screen to fill the board again. Chain reactions earn
you even more points.
This game is mostly about luck, but it remains highly addictive.
You have been warned.
packages with the modular Xorg equivalent. Those are falling back
to the old location by default, so this commmit doesn't change
dependencies.
graphics/xpm ==> x11/libXpm
fonts/Xft2 ==> x11/libXft
x11/Xfixes ==> x11/libXfixes
x11/xcursor ==> x11/libXcursor
x11/Xrender ==> x11/libXrender
x11/Xrandr ==> libXrandr
New Ports:
- Added Nintendo DS port.
- Added GP2X port.
- Added GP32 port.
General:
- Fixed potential garbage and/or crash in debug console.
- Removed restriction on 27 games per game id when added via launcher.
SCUMM:
- Improved support for international versions of HE games.
- Fixed rare actor drawing glitches.
- Fixed path finding during smart star challendge in Big Thinkers 1st Grade,
- Fixed graphical glitches in stomach location of Pajama Sam 3.
- Fixed graphical glitches in HE80 version of Putt-Putt Travels Through
Time.
- Fixed FM-TOWNS version of Indy3 failing on Amiga port.
- Fixed crash in MM NES when clicking on top screen area
- Now it is possible to turn on or off subtitles during SMUSH movies
Simon:
- Improved support for international versions of the Feeble Files.
- Fixed undefined behaviour when loading music.
- Fixed crash when displaying some subtitles in the Feeble Files.
- Fixed crackling sound in Mac version of Feeble Files
BASS:
- Fixed character spacing in LINC terminals in floppy version v0.0303
- Fixed a regression which caused incorrect adlib music emulation
Broken Sword 1:
- Fixed speech-related crashes.
Broken Sword 2:
- More robust handling of the optional startup.inf file.
Kyrandia:
- Scrolling in the Kyrandia intro is less CPU intensive, at the cost of
not being as smooth as before.
- Fixed a tiny graphics glitch in the Kyrandia intro.
- Improved screen update handling, speeds up drawing on small devices.
- Improved resource loading, faster startup.
games/nethack doesn't confuse pkgsrc into trying to do configuration
even when NO_CONFIGURE is specified there. fixes build of
games/nethack (well, "build", actually)
Changes:
- revert back to upstream MASTER_SITE so it's actually possible to install
this package at all!
3.3.8 (Released 2006-10-12):
C13 - Finished fixing the bug from 3.3.7. I only fixed half of it this time.
W,S - Added a way for senior admins to erase avatars if needed.
3.3.7 (Released 2006-10-12)
C13 - Fixed bug that would frequently crash clients when you close busy
rooms or games.
3.3.6 (Released 2006-10-11)
S - Fixed bug that crashed it a couple times. Was caused when a clock
expired.
S - Made deferred callbacks more predictable. There are several bugs
that may be fixed by this.
W - Added space before Chinese flag on main page.
W - Added admin tool to look up rooms a user owns.
C13 - Got rid of stack dump in audio code. This was added for
debugging, and I forgot to take it out!
C13 - Fixed several fairly severe memory leaks in the client.
C13 - Fixed problem where audio would lag far behind in some teaching games.
W - Fixed date/time display in game archives (it was ignoring your time zone).
S - Got the KGS Plus schedule mailer working again.
W - Fixed self-reference in cgoban-nfa.jnlp.
S - Turned off ranks of robots who aren't ranked robots.
W - Fixed KGS Plus logo.
C13,W - Updated Polish translation.
Changes:
Kolf
* Make the floater not have so big range on level 5 of hard course
so it can not put the ball out of the walls.
KTuberling
* New language Low Saxon added.
KPatience
* Fix bug "cannot win this game" message just after start of mod3 game.
Changes since 3.3.1:
- unknown, since it's closed source.
pkgsrc-specific changes:
- copied the distfile to ftp.NetBSD.org, after getting explicit
permission by the author to do so.
- Fix: A ship in a depot must be stopped before it can be cloned.
- Fix: After changing directory in 'Play Scenario', the default scenarios
didn't show up in 'New Game'
PolyGlot is a "UCI adapter". It connects a UCI chess engine to an
xboard interface such as WinBoard. UCI2WB is another such adapter (for
Windows).
PolyGlot tries to solve known problems with other adapters. For
instance, it detects and reports draws by fifty-move rule, repetition,
etc ...
Fruit is a chess engine. If you seek maximum playing strength, Fruit is
your choice!
Fruit is vice world computer chess champion 2005 and one of the
strongest chess programs in the world.
Fruit has a unique playing style, making it a good addition to any
chess-engine collection.
Fruit comes with a customised opening book and has many features which
make it interesting especially for the engine enthusiast and serious
correspondence player.
useless. There is only a single server speaking this protocol, which has
been updated some days ago. It does not accept the 2.x clients anymore.
Now it is possible to play Rengo on the new server. Another change is
that the rating system has been adjusted to reality.
"For people who enjoy swearing at their computer, Bastet (short for
Bastard Tetris) is an attractive alternative to Microsoft Word."
(taken from http://hublog.hubmed.org/)
Have you ever thought Tetris(R) was evil because it wouldn't send you
that straight "I" brick you needed in order to clear four rows at the
same time? Well Tetris(R) probably isn't evil, but Bastet certainly is.
>:-)
Bastet stands for "bastard tetris", and is a simple ncurses-based
Tetris(R) clone. Unlike normal Tetris(R), however, Bastet does not
choose your next brick at random. Instead, Bastet uses a special
algorithm designed to choose the worst brick possible. As you can
imagine, playing Bastet can be a very frustrating experience!
- some minor level changes
- new level (danger, it's very lethal ;-) )
- level negotiation
- fixed bug with -s option
- lot of cool new graphics
- optional 3D view
- killing objects
- fixed segfault in avi editor, when can't write to a file
- optimized output files from the avi editor
- improved avi editor (status bar, hold key)
- anti-memory leak mechanism (by default turned off for higher performance)
- fixed several bugs in image loader
changes:
-fix crash when saving the game in levels with lots of monsters (bug
introduced in 2.4.4)
--nodeh option to disable automatic loading of dehacked-in-wad lump
-Unified software and opengl engine into one binary
-Added video mode selection to menu
-fix demo desyncs on E1M5 on x86_64 systems
-Fullscreen setting will only take effect after game restart
-reduce red palette translation if the menu is up, so the menu can still
be read
-screenshots now in PNG format on Linux/Unix in GL mode too
-Added experimental -checksum option for demo playback comparison
-Merged new internal patch (graphics) format from PrBoom 2.3
-some Mac OS X fixes
Version 0.11.7
==============
2006-08-15
- Added: BomberClone Icon to the bomberclone win32 binary.
- Added: resolution 1280x800
- Testing: Security Problems found by Luigi Auriemma
Bugs: A] memcpy crash in rscache_add
B] information disclosure in send_pkg
C] simple error message termination
for more informations look here:
http://aluigi.altervista.org/adv/bcloneboom-adv.txt
Solutions to
A) rewrote the whole resend cache system, also send_mapinfo needed a
bad workaround for a bug i couldn't find out. (to disable the workaround
use ./configure CFLAGS=-DBUG_MAPINFO)
B) made sure that the size of a packet is set right before send over
the network. Found only the function (do_gameinfo) where something
like this occured.
do_pkg will also check the size of the incoming packet with the
p->h.len value.
C) accept the error packets only from the server of a game. Since only the
server will send such type of packets.
- Fixed: Security Problem found by Stefan Cornelius.
For more information look here:
https://lists.uni-koeln.de/pipermail/sec-info/Week-of-Mon-20060313/006561.html
- Added: "more random" by Patrik Nilsson:
This map type is just a hacked version of "autogenerated",
and is as the name tells more random. Since both block,
rock and nothing are placed randomly inside the border.
- Fixed: High CPU usage in menus.
This fix was made by Chris E..
- Fixed: Bug with more as 8 different player graphics.
The window size hasen't changed if there where more as
8 different player graphics to choose from.
- Removed the Dedicated Server Support from the game.
The whole bomberclone game is not designed for a dedicated
server. The test shown that the whole game would have to
be rewritten. Also that the host can leave the game would
not work no more.
0.9.11:
# Add support for gcc 4.0
# Fix sound issue when hovering over selectable text
# Add mission tips/help to menu
# Keep track of goodies caught and missed
0.9.12:
# Display update text on screen via simple scroller.
# Added next gen shippy eye-candy.
# Added volume control for music and sfx.
# Added weapon/ammo display to critterboard.
# Moved all special critter files into a subdirectory.
# Added migration code to update previous installs.
# Allow vertical ship movement.
# Nicer shield.
# Display control over starfield and nebula.
# Add SDL detected fullscreen resolutions to resolution list.
# Add menu option to allow non 4:3 resolutions.
# Add 2 new levels.
# Fix for gcc 4.0.1.
# Misc fixes.
# Updated Readme.html.
1.0.0:
# Added a Boss level and related support.
# Made "Game Over" look less pixelated.
# Created a separate submenu for Audio and Video config.
# Fixed leaks.
1.0.1:
# Updates for Mac Universal Binary.
1.0.2:
# OSX: Added a workaround for a bug in one of the 3rd party libs.
Fish Fillets NG - 0.7.3
* Fixed missing n_selected.png. It is not needed any more.
Fish Fillets NG - 0.7.2
* Experimental support for RTL texts
* Tab/Enter are usable on worldmap
* Flags show language tips
* Lua is statically linked again
Fish Fillets NG - 0.7.1
* Spanish translation
* Dutch translation
* minor bug fixes (default speech, mingw32 build)
Fish Fillets NG - 0.7.0
* Italian translation
* Polish translation
* correction of English dialogs
* step counter color depends on active fish
* options menu is refreshed when lang is changed
* added menu to choose speech ("cs" or "none")
* enabled speech=cs as default
* fixed fullscreen on win32
* updated halloffame score (thanks to many)
Fish Fillets NG - 0.6.1
* fixed crash with empty lang
All pkgsrc patches appear to have been committed
Resolves security issue:
http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2006-1999
0.4.8-RC2 (2006-07-31)
------------------------------------------------------------------------
- Feature: Add Italian town names as we have an official Italian translation
- Codechange: Verify the presence of music files in the gm/ folder. This should also solve some 100% CPU buildup for some users.
- Fix: Certain combinations of trains crash when moved around inside the depot.
- Fix: Reversed arrow-sign in the multiplayer list column headers on sort by name
- Fix: Industry production change button doesn't work for oilrig passangers.
- Fix: Helicopters stopping in depot after autorenew/autoreplace
- Fix: MorphOS crashes when you go a level up in the root level
- Fix: UDP sockets were used even if network-availability was set to false
- Fix: Crash when trying to build a vehicle type that is set to a max of zero
0.4.8-RC1 (2006-06-28)
------------------------------------------------------------------------
- Feature: Add Turkish town names as we have an official Turkish translation
- Feature: Add a fully optional configure script that is a wrapper around the cumbersome makefile.config
- Codechange: [NPF] Disable NPF totally for ships as it wholly kills performance (blathijs). Only for 0.4/ branch and 0.4.8.
- Fix: Redraw the screen when switching the signal side in the patches window
- Fix: It was possible to dig into a tunnel if certain rail combinations were ontop of it
- Fix: A HQ could only be flooded at its northern tile, the other 3 were immune to water
- Fix: Fix several glitches concerning foundations. Houses, property (rail/road/bridge/etc.) and cursor are now aligned properly
- Fix: Prohibit altering a road tile while road works are in progress. This fixes some glitches like "turning" the excavation by adding/removing road bits or removing the road piece
- Fix: Only advertise the server to your external IP/network (eg not to 127.0.0.1) and use proper broadcast addresses
- Fix: '-f' switch is not valid on windows, so don't show it in help
- Fix: [autoreplace] Autoreplaced trains can leave all wagons in depot under certain circumstances
- Fix: The wrong IP could get unbanned, e.g. 'unban 1.2.3.42' could result in unbanning 1.2.3.4
- Fix: It was possible to convert the railtype of a bridge while a train was on it
- Fix: It was possible to rename signs or waypoints with the chat box
- Fix: Be more strict what it means for an aircraft to be in a hangar: It's not just being stopped on a hangar tile
- Fix: If a road vehicle is on a road depot tile and stopped doesn't mean it's in the depot. Use the proper test for this
- Fix: [AI] The AI should send a plane into a hangar if it's not in a hangar _or_ not stopped, not when it's not in a hangar _and_ not stopped
- Fix: [AI] The trolly AI used information from the wrong industry when calculating the amount of to be transported goods
- Fix: [NTP] Fix NTP over bridges: don't check the rail type when on a bridge
- Fix: Truncate text in dropdown lists to stop text overflowing.
- Fix: "Erroneous train reversal on waypoints". When processing the next train order, do not even consider reversing the train if the last order was to a waypoint.
- Fix: Starting a new scenario did not adhere to local difficulty settings but took it from the scenario itself. That mode is for 'play scenario'
- Fix: Vehicles on a sloped tile under a bridge were affected by the bridge speed limit
- Fix: Issue with train pathfinding over level crossings.
- Fix: [AI] The AI no longer attempts to build signals under bridges.
- Fix: Refresh build vehicle window (if opened) when converting rail depot
- Fix: Crash when sorting an empty server list.
- Fix: The build-tree window button defaulted to a place-push-button on opening where no treetype is selected.
- Fix: Game crashes when cloning/autoreplace reaches train-limit
- Fix: [NTP] properly check for railtypes on non-plain-rail-tiles
- Fix: Trains could enter certain sloped rail tiles under bridges with incompatible rail type
- Fix: Ensure the map memory is cleared after it is allocated. This fixes random deserts that sometimes occurred.
- Fix: Some weird behaviour with tile selection near bridges
- Fix: Don't allow PF to enter train depot from the back (signal updates)
- Fix: Game no longer crashes when the last vehicle servicing a station has been deleted
- Fix: Reset the last built railtype when starting a new game
- Fix: Cloned vehicles get the same service interval as the original vehicle
- Fix: Game no longer errors out when "Many random towns" is selected in the scenario editor.
- Fix: Obscure road dragging bug. The road build command did not return the appropiate error message of invalid-slope when building road.
- Fix: Temperate bank will no longer appear (during game) in tropic landscape. This bug is from the original game.
- Fix: Specify the 'stopall' console command as a debug command.
- Fix: Fixed a problem that caused DeliverGoodsToIndustry to not work as intended
- Fix: Ships and aircraft can now be used as feeders as well
- Fix: When a multiheaded train is sold the pointers were not updated correctly causing sporadious crashes/disconnects.
- Fix: New plantations now cause the correct ".. being planted .." news item
- Fix: Danish town names were saved/loaded as Swiss
- Fix: Removing roads on crossings was done without a check for ownership
- Fix: [autoreplace] Fix drawing of train list for outdated engines
- Fix: Malicious clients/servers could crash the game
- Fix: [autoreplace] allow replacement of wagons even when the engine fails to be replaced
- Fix: Certain operations involving trains inside a depot could cause a crash
- Fix: [autoreplace] cost for refitting a new vehicle is added to the cost animation (player always paid for it, it just wasn't shown)
- Fix: [OSX] Save/Load issues solved for OSX 10.3.9 universal binaries
- Fix: Illegal servers in the master-server list could kick the client back to the main menu, effectively making Multiplayer impossible
- Fix: [NPF] Don't mark tiles when debugging in multiplayer, this will cause desyncs
- Fix: Several fixes to chatbox code, mainly plug a buffer overflow
0.4.7 (2006-03-26)
------------------------------------------------------------------------
- Feature: [OSX] Add support for triple-binaries (PPC, PPC970, i386) (r4102)
- Fix: [OSX] crash when going to fullscreen (r4100)
- Fix: Allow unused wagons to have their first cache set. Fixes faulty cache-warning message and noticably speeds up depot operations (r4094)
- Fix: [NPF] Trains & busses were unable to find a route when leaving a depot or bus stop. (r4072)
0.4.6 (2006-03-22)
------------------------------------------------------------------------
- Codechange: [win32] Show the revision in crash.txt and enable the button to show the crash text in the crash-window (r3965)
- Codechange: Add additional linker information to release builds to help figure out crashes more easily (r3526)
- Fix: [OSX 10.3 and newer] [ 1157244 ] Can't save game if name contains german umlauts (loading savegames with certain chars still look odd) (r4038)
- Fix: [OSX] major speedup for PPC fullscreen (r4034)
- Fix: [Makefile] Make sure the ICON_DIR gets created before copying files there. (r4032)
- Fix: [win32] Change compiler settings to use the multithreaded CRT. This prevents certain crashes on multi-threaded machines. (r4031)
- Fix: [ 1453646 NPF ] Road vehicles planning through the back of depots and stations. (r4029)
- Fix: Use the title of a savegame in the saveload dialog-editbox. (r4018)
- Fix: Improper resolution written to the configuration file when exiting from fullscreen. (r4017)
- Fix: When removing rail track from a tile where only X and Y pieces exist, explicitly update signals in both directions. (r4016)
- Fix: Default the patch-setting 'pause_on_join' to true. (r4015)
- Fix: Slope and height information returned for some tile types is wrong (r4014)
- Fix: Fixes a bug introduced by r3228 which allowed steep rail tiles resulting in ... unwanted effects such as display artifacts. (r4012)
- Fix: Update french translation (r3978)
- Fix: FS#56 - [Crash] Missing glyph(s) in big-font. Added several missing glyphs for the big font. (r3970)
- Fix: [ 1439907 ] Increase client list window width so at least most languages fit. (r3969)
- Fix: Update german and finnish languages. (r3968)
- Fix: Properly set back the owner of a crossing/road-under bridge after removing it. (r3967)
- Fix: [autoreplace]: (FS#67) autoreplacing trains now keep their tile length instead of their pixel length. (r3964)
- Fix: Mark the right tile as dirty. It's just a graphical glitch which happend in r1592. (r3962)
- Fix: Fix crash when resizing news history window. (r3961)
- Fix: Correctly implement minimum search, so road vehicles head twoards the closest station, not the last one in the list. (r3960)
- Fix: [FS#61] The tooltips for raising and lowering land buttons in the scenario editor are interchanged (r3959)
- Fix: Correctly restore the roadside after roadworks are finished. (r3957)
- Fix: [Multistop] Check the status of the destination road stop instead of a station's first road stop. This only has effect with road vehicle queuing disabled. (r3956)
- Fix: validate the setting of max_companies/spectators through the console. (r3955)
- Fix: Improve game-load times. (r3954)
- Fix: On loading a game, GetPlayerRailtypes() didn't account for the fact that vehicles are introduced a year after their introduction date. This will also relieve possible (rare) network desyncs. (r3952)
- Fix: Restore plural forms of cargo types for several languages. (r3951)
- Fix: [win32] Add directives to allow Visual Studio 2005 compilation. (r3950)
- Fix: [ 1415782 ] crash in string code with openbsd/zaurus; alignment issues (r3948)
0.4.5 (2006-01-31)
------------------------------------------------------------------------
- Feature: [newgrf] Implement varaction2 property 0x41 and 0xDA. (2361)
- Feature: giving server_ip a value of 'all' will make the server listen on any interface (2374)
- Feature: shortcut CTRL + U that clears the current input-box (2385)
- Feature: [newgrf] Implement the mechanism for handling newgrf callbacks (2389)
- Feature: [newgrf] Implement the 'refit capacity' callback (2389)
- Feature: saving games happen in a seperate thread (2391)
- Feature: [newgrf] Implement powered wagons, and the callback that goes with it (2414)
- Feature: [newgrf] Implement shorter train vehicles (2428)
- Feature: New display option: 'transparent station signs' (2438)
- Feature: You can now give transfer order to set up feeder systems (2441)
- Feature: Removing tracks with the 'remove' tool, automatically removes signals on the tracks (2469)
- Feature: [localisation] Allow changing the order of parameters in translated strings (2573)
- Feature: [localisation] New way to specify plural forms (2592)
- Feature: [localisation] Support genders (2594)
- Feature: [localisation] Support cases (2597)
- Feature: add support for truncating strings to a given (pixel) length (2607)
- Feature: Overhaul DirectMusic MIDI backend, remove "experimental" status (2712)
- Feature: Change the driver probing algorithm: Use the first music/sound/video which succeeds initialising instead of bailing out after the first. No need to specify -snull if no soundcard is present anymore (2728)
- Feature: The Main Toolbar Dropdown Menu can now display disabled items (2734)
- Feature: Clone vehicles (2764)
- Feature: When starting without a config file determine the language on basis of the current locale (2777)
- Feature: [NewGRF] Add support for "extended bytes" (2872)
- Feature: [localisation] Major step twoards ISO-8859-15: Implement missing characters (2879)
- Feature: Implement the console command rm to remove savegames (2941)
- Feature: Danish town names (2957)
- Feature: Menu option to toggle console (2958)
- Feature: Calculate proportions of non-square giant screenshot correctly (2963)
- Feature: [newgrf] Implement current set of action D (ParamSet) operations (2968)
- Feature: [newgrf] Show a wagon's speed limit in purchase list (2969)
- Feature: [newgrf] Support loading VarAction2 parameter for variables 0x60-0x7F (2971)
- Feature: [newgrf] Add patch option for wagon speed limits (2982)
- Feature: [newgrf] Support loading of bridge attributes and tables from GRF (3004)
- Feature: Native Support for Win64 (3008)
- Feature: OSX now uses quicktime to play midi files (3022)
- Feature: [OSX] Command+Q now works in main menu (3027)
- Feature: Allow unbanning players based on banlist-id (as well as IP) (3067)
- Feature: 'status' and 'clients' now show the IP of the players (3067)
- Feature: Make it possible to create a screenshot from the console that is both big and has no console, or any combination of (3068)
- Feature: [newgrf] Add support for rail vehicle weight greater than 255 tons (3071)
- Feature: 'HOME' icon to saveload dialogs that jumps to the default save/load directory based on the dialog (3096)
- Feature: Turkish translation (3120)
- Feature: [newgrf] Support positioning of rail vehicle visual effects (3132)
- Feature: [newgrf] Support for articulated rail vehicles (3139)
- Feature: [newgrf] Add support for cargo refitting specification by cargo classes (3148)
- Feature: [newgrf] Action 7/9 new value : is it TTDPatch or OpenTTD? (3152)
- Feature: Drag and drop rocky areas in scenario editor (3153)
- Feature: Added patch option to link the terraform toolbar to the rail, road, water and airport toolbars (3157)
- Feature: Right-Click-Scrolling optionally moves in the opposite direction (3222)
- Feature: Native cocoa sound and video drivers for OSX (3281)
- Feature: [newgrf] Allow train running cost class to differ from engine class (3388)
- Feature: Kick and ban now with IP numbers (3407)
- Feature: Allow seeing and setting the maximum amount of companies and spectators for a server. This can be changed/viewed during runtime as well in the console (3427)
- Feature: Allow the network game list to be sorted (by name/clients/compatibility ascending/descending) (3441)
- Feature: Make it possible to ban offline clients (3469)
- Fix: The refit window now shows the correct refit options (2365)
- Fix: Refitting to a cargo which is already carried by some vehicles takes their capacities into account for display (2365)
- Fix: Add 'multihead' TTDPatch option to OpenTTD newgrf flags-emulation (2368)
- Fix: make install tried to install scenarios in the (non-existing) personal dir when USE_HOMEDIR is specified (2371)
- Fix: [console] update the example scripts in the scripts/ directory to reflect the new console functionality (2372)
- Fix: [console] any line starting with a '#' is a comment so ignore it (2372)
- Fix: [console] The special variables whose value can only be set by a custom process should, also print out their newly set value there (2372)
- Fix: [newgrf] Ignore action 0 prop 0x20 (air drag) (2377)
- Fix: [newgrf] Further property stubs, help prevents subsequent incorrect reading of newgrf data (2378)
- Fix: Build year for mail compartment of planes was not set correctly, affected station ratings (2380)
- Fix: Endgame window on easy difficulty resulted in infinite loop (2381)
- Fix: Check the airport type when building an airport (2382)
- Fix: Monkey-testing turned up some command crashes (2383)
- Fix: Check selling land and setting player colour. Also an extra map-bounds check for terraforming (2384)
- Fix: [realistic accel] Very slow trains no longer get an increase in maximum speed when part of them is in a depot (2388)
- Fix: [newgrf] Load power for dual-headed engines correctly (2400)
- Fix: [newgrf] When resolving callbacks, dont ignore wagon overrides (2410)
- Fix: Station ratings aren't affected by speed limits from realistic acceleration anymore (2411)
- Fix: building vehicles without depot crashed the game (2412)
- Fix: certain resolutions caused a crash when minimap was partly dragged outside the game window (2424)
- Fix: Deleting canals under bridges removed bridges first in certain configurations (2436)
- Fix: [NPF] Vehicles try to drive into a tunnel entrance from above (2471)
- Fix: [newgrf] Some road vehicle action 0 properties were loaded as the wrong type (int8,int16,int32) causing undefined results. (like cargo types being wrong) (2474)
- Fix: The console variable autoclean_unprotected was linked to the variable _network_autoclean_protected (2498)
- Fix: Old bug in the PCX writer: The first pixel column contained garbage, the picture was shifted one to the right, and the last column was dropped (2512)
- Fix: Using the mouse wheel could lead to a crash if mouse was not over a widget (2530)
- Fix: blinking 'lock' gfx in multiplayer games (2548)
- Fix: Remove original train pathfinder. Enhanced old pathfinder. (2553)
- Fix: Spaces in the path to the MIDI files caused the win32 MIDI player to fail (2563)
- Fix: set server map name to the loaded name of the game/scenario (2610)
- Fix: Improve the old pathfinder. Changed it to A* instead of Dijkstra. Benchmark shows that NTP is now around 10x faster than NPF (2635)
- Fix: Correctly save and load company_value, it's 64 bits wide, not 32 bits (2684)
- Fix: Volume control works now for the DirectMusic MIDI backend (2712)
- Fix: Change the fence algorithm so it removes fences when no farm tile is adjacent (2739)
- Fix: Tree tiles above the snow line got redrawn disproportionately often (2750)
- Fix: Depots could build trains of the wrong track type (2764)
- Fix: Sort the directories in the scenarion/savegame list (2860)
- Fix: On OS/2 show the trailing \ if the current directory is a root directory (2860)
- Fix: Return a proper version number, when testing the TTDPatch version in the SkipIf action (2862)
- Fix: Change the way NewGRFs are loaded, this saves quite some sprite slots - about 2000 for DBSetXL for example (2868)
- Fix: Several format string vulnerabilities and buffer overflows in the network code (2899)
- Fix: fixed issue where autorenewed vehicles didn't get all stats updated (2912)
- Fix: Exit the child of the extmidi backend with _exit() instead of exit(), because we don't want any atexit handlers - especially flushing output streams - to run, if exec() fails (2938)
- Fix: Server crash with "say"-command (2950)
- Fix: Fix win32 midi volume level control which didn't work (2960)
- Fix: [OSX] quitting the game no longer leaves a process behind that eats all the CPU power (3281)
- Fix: Fix for [ 1216203 ] UFO-broken waypoint (2961)
- Fix: [newgrf] Include missing grf feature canal
- Fix: [newgrf] Add bounds checking to VehicleChangeInfo for vehicles
- Fix: [newgrf] Wagon speed limits don't apply for wagons with livery overrides
- Fix: Align settings pool items to the size of void* to fix bus errors on 64bit architectures which require aligned variables (2976)
- Fix: restart_game_date is an UINT16, not a BYTE. Now setting the game restart year via the console should work (2987)
- Fix: [newgrf] Some GRF files don't specify a name or description, in which case the Action 8 is 8 bytes, not 9 (3005)
- Fix: The finnish markka was never abbreviated with capital letters (3021)
- Fix: Improve handling of non-existent sprite sets (3044)
- Fix: Don't attempt to map and empty sprite group to a vehicle (3045)
- Fix: Fixed typo and hang for BeOS Networking (3053)
- Fix: On Win98 and lower when you go to the root directory of a drive (eg. C:\) you were stuck there indefinitely and couldn't change any directories or see any files (3056)
- Fix: Complete rewrite of autoreplace; multiheaded train engines are replaced correctly (3081)
- Fix: A new train is now made if the front unit is an engine and the former front engine is moved away (3144)
- Fix: There are only 2 possible directions for ship depots, not 4 (3199)
- Fix: Allow bribing up to the maximum rating for bribing, don't disable this option at some arbitrary value early (3201)
- Fix: Don't lower land on tunnel, even with diag tracks on it (3228)
- Fix: Crash when making a screenshotin the main menu (3235)
- Fix: Crash when starting a scenarion via 'New Game' fails (3235)
- Fix: Determine clicked status of sticky icon from window flags rather than the widget click state (3247)
- Fix: Graphical glitch with autorail tool on a certain tile-types (3254)
- Fix: Center the X of the window close button (3302)
- Fix: [newgrf] Unload engine names before loading grf files (3316)
- Fix: Network window crash when it receives invalid information for example from the integrated nightly, so validate the network-input when it is received (3322)
- Fix: Build failed if SDL is built without pthread support (3326)
- Fix: Move initialization of vehicle random_bits to DC_EXEC blocks to allow use of Random() instead of InteractiveRandom(), which will alleviate some possib le network desyncs (3352)
- Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle (3367)
- Fix: Out-of-bounds array access when road vehicles overtook in a curve caused desyncs (3371)
- Fix: Update signal states when building or removing rail station blocks (3372)
- Fix: Don't allow trains to get bigger than 100 via drag and drop (3374)
- Fix: Don't reset date in the scenario editor when pressing RandomLand (3376)
- Fix: [newgrf] Running cost should be halved for dual head vehicles (3384)
- Fix: No fence was placed when placing fences and the neighbouring tile is a rail configuration which permits a fence but has a signal (3389)
- Fix: [newgrf] Ignore non-climate dependent cargo types (3394)
- Fix: [newgrf] Only add a random number of days to an engine's base introduction date if that date is not 0 (3410)
- Fix: When changing the server password via the console, actually set the password as well as flag whether it is required (3411)
- Fix: Under certain conditions placing a road tile parallel under a bridge would, instead of failing, succeed and place a perpendicular piece (3413)
- Fix: Disable the Fund New Industry menu item and window when connected to a server as a spectator (3414)
- Fix: Disable the clone and refit buttons in the train view when viewing another player's vehicles, or as a spectator (3415)
- Fix: Disallow building an oil rig above sea level (3416)
- Fix: When removing a town-owned tunnel the player's rating was not reduced (3418)
- Fix: (Possible) game crash on removing track/road under bridge if a vehicle was on the track/road under the bridge and the track/road sloped (3419)
- Fix: [newgrf] Only power should decide whether a rail vehicle is an engine or a wagon. (fixes SHIKI 810 in jpsetw.grf) (3424)
- Fix: Incorrect validating of tree-planting command which can allow a buffer-overflow (3446)
- Fix: [newgrf] When changing the sprite ID of a vehicle, if it is not FD (custom graphics), the value needs to changed from a 16bit array offset to an array index. (fixes tropicstw.grf) (3449)
- Fix: You couldn't remove an item from a list-type of config ingame from the configuration file (3475)
- Fix: [newgrf] Always reinitialize the ttdpatch flags as patch settings may have changed (3486)
- Fix: Price for demolishing a bridge was dependent on orientation and map size (3487)
[11/07/05 21:14] Kajaani Kombat 0.7 released!
Summer, beer and new Kajaani Kombat, what more could you hope for.
Version 0.7 is finally here. 0.7 features new kredit system, major
bug fix and more balanced big cannons.
ChangeLog:
0.6.6.6 -> 0.7
-Fixed server using too much cpu (problems with threads).
-New kredit-system, also building walls takes kredits.
-Big cannon ammo are better now.
ps. Graphics help is still needed
[08/02/05 21:15] Kajaani Kombat 0.6.6.6 released!
Version 0.6.6.6 is here. Grab it while it's fresh and tasty. Source
tarball, Debian, Windows and OS X packages available. Enjoy!
ChangeLog:
0.6 -> 0.6.6.6
-Client net communications to own threads, the client is a lot
faster now!
-Chat.
-Options menu, configurable keys.
-Saving of options into a file.
-Timelimit on choosing a planet.
-Fixed a lot of bugs
This is the final service release of GNOME Games in the 2.14 series. This
release brings two bug fixes and three language translation updates:
Bugs fixed:
* #347679: Aisleriot: fix invocation of bug-buddy
* #339509: Gataxx: display correctly when animation disabled
Translation updates:
* French, Bulgarian, and Japanese
Changes:
The GTP frontend was improved. Beginning a game from grhino-setup_board with
black or white as the first move is allowed, and a grhino-show_history command
was introduced. Changes from Fedora Extras 5 and NetBSD ports were merged.
changes:
- Don't fail when a texture name can't be looked up
- Increased several limits - Thanks to entryway and RjY
- Increased number of sidedef limit to 65534
- Increased number of vertexes limit to 65535
- Fixed crash when crossing sectors with very big height differences
- fix crash on E4M8
- Mac OS X: Launcher has a Console that displays text output from the game
- New command-line options for setting a window (-window) or fullscreen
(-nowindow) mode temporarily.
- The maximal supported resolution is increased from 1600x1200 to 2048x1536
- GLBoom will use the closest supported resolution when running fullscreen
- The "RUN" key inverts the autorun state
- Live monsters are highlighted in a different colour on the iddt-automap
- Fixed OpenGL sky rendering in Requiem and Memento Mori
- The "Show coordinates of automap pointer" setting works now
- merged many cleanups and fixes from PrBoom 2.3
- fix translucency map file handle leak
- fix consistency failures in netgames
- prevent crashes at 800x600 caused by rounding errors with naive clipping
- fixed slowdown at 1024x768 on some systems
- ability to play tasdoom demos directly
- -solo-net option is a shortcut for one-player network games
- emulate spechit overflows for dosdoom and tasdoom compatibility
- made several cleanups and fixes
KMahjongg
* Fix garbage when opening the editor the first time.
* Don't say only saving to local medium is supported when clicking
cancel on the save dialog.
KReversi
* Fix wrong player (=color) names in moves window.
* Fix kreversi does not update score on undo.
* Fix the hourglass cursor is kept too long.
KShinsen
* Do not display hints when starting a new game.
KPatience
* Reenable hint after game was lost and undoed.
changes:
-speed improvements in higher resolutions
-bugfixes
-improvements in Mac OS X support
-some cleanup
-Move gamma correction tables into prboom.wad
Pkgsrc changes:
- Cleaned up COMMENT: There are no more separate packages for x11 and sdl.
- INSTALLATION_DIRS should be extended, not set absolutely.
- Simplified PLIST handling: no more @exec in PLIST, replaced by OWN_DIRS_PERMS.
- Simplified installation of sounds/graphics/levels etc. All the files are now
dynamically added to the PLIST, so the static PLIST is really short now.
- Use GAMEOWN and GAMEGRP as user and group now.
- No more substitutions in the pre-configure target and no more patch-aa:
Replaced by overriding GNU make variables with MAKE_FLAGS.
- Simplified patch-ab, also with MAKE_FLAGS.
- Changed mode of top-level score directory so that users cannot see
the score files. This prevents tampering with high scores :).
- The do-install target uses now INSTALL_GAME to honor SETGIDGAME (from mk.conf).
Relevant changes since version 3.1.2:
=====================================
- finished new native game engine for Emerald Mine (Club) levels
- added all new elements from EMC engine also to R'n'D engine
- added selection between ECS and AGA graphics for EMC levels to setup
- added multi-player support for EMC game engine (with up to four players)
- added player switching (visual and quick) to R'n'D and EM game engine
- added key shortcut settings for switching player focus to setup menu
- added custom element actions for CE change page in level editor
- added "CE value" and "CE score" counters for custom elements
- added cascaded element lists to element list in level editor
- added dynamic element list with all elements used in current level
- added special Supaplex animations for Murphy being bored and sleeping
- added setup option to display element token name in level editor
- added up to five title screens for each level set to show after loading
- added credits pages to the "credits" section that were really missing
- lots of bugfixes and internal engine changes (see ChangeLog file)
since they always need a C compiler, even when the source code is
completely in C++.
For some other packages, stated in the comment that a C compiler is
really not needed.
had actually been ignoring LTCONFIG_OVERRIDE anyway and just using
the default LIBTOOL_OVERRIDE to replace libtool scripts in packages.
This just formalizes the fact that LTCONFIG_OVERRIDE is not used
meaningfully by pkgsrc.
games and solve them.
Sudoku (pronounced soo-dough-coo with the emphasis on the first syllable)
is a simple number-based puzzle/game played on a 9x9 grid that is divided
into 3x3 subgrids. The goal is to enter a number from 1 to 9 in each cell
so that each number appears only once in each column and row. In addition,
each 3x3 subgrid may only contain one of each number.
Jools is a graphical puzzle game in the tradition of Tetris. It
is a clone of Bejeweled (TM), an excellent game which is currently
available only for Windows, Mac, and Palm/Pocket PC devices. In
a nutshell, the goal is to swap adjacent jools (jewels) within a
grid, in order to create rows of three or more of a kind. These
jools will then disappear, and more will fall to fill their places.
Jools features nifty 3D rendered graphics.
and add a new helper target and script, "show-buildlink3", that outputs
a listing of the buildlink3.mk files included as well as the depth at
which they are included.
For example, "make show-buildlink3" in fonts/Xft2 displays:
zlib
fontconfig
iconv
zlib
freetype2
expat
freetype2
Xrender
renderproto
variables so that the default INSTALL/DEINSTALL scripts from the
pkginstall framework do the right thing. Where possible, move some
post-install directions for package setup into MESSAGE files so that
they may be re-inspected by querying the installed package using
"pkg_info -D ...".
New Games:
- Added kyra engine (for the Kyrandia series). Currently only the first
part of the series is supported.
- Added support for The Feeble Files
General:
- Fixed a bug that prevented you from overriding the scaler from the command
line for 640x480 games.
- Added subtitle configuration controls to the Launcher options dialogs.
- GUI was completely redesigned and is now themeable.
SCUMM:
- Rewrote the detection code, for improved accuracy and better support of
fan translations. It should now work much better on games with unknown
MD5.
- Added subtitle configuration controls to the options dialog.
- Fixed graphical glitches in several HE games.
- Fixed palette glitches in Big Thinkers 1st Grade.
- Fixed songs in the kitchen of Pajama Sam 1.
SAGA
- Fixed sound distortion in the Inherit the Earth demo.
Simon
- Improved Hebrew support
- Lots of long-overdue cleanups and re-structuring were made to accomodate
for The Feeble Files.
- Fixed a rare MIDI bug that would cause a channel to change volume without
adjusting it to the master volume.
- Fixed delay after introduction of Simon the Sorcerer 1 demo (With speech)
- Fixed music tempo in DOS versions of Simon the Sorcerer 1.
Broken Sword 1:
- Added support for the --save-slot option.
Broken Sword 2:
- Major rewrite of how game resources are accessed in memory. This
should fix alignment issues reported on some platforms.
- Missing data files are handled more gracefully.
Version 0.11.6.2
- Client network player could die two times in a game.
After receiving the playerdata packet from a client did the
server first the player_set_gfx routine first. Which send a
playerid packet with a alife player back.
Changed: player_set_gfx routine will be called after setting
the state of a player.
Also do_playerid will check if the game is not running
or the player is still alife to set this value.
- Dedicated server support (only testing).
- Fixed do_quit and send_quit.
- Fixed number of players in running games was always
set to 0.
Version 0.11.6.1
- Display the number of players for each listed network game.
- Ghost Player added.
- Playername will not overlapped by the player gfx anymore.
- Added menuswitch to enable/disable broadcast requests.
DragonFly's system gzip rejects the input due to bad magic number,
but bsdtar can understand it with the help of zlib. So just use
bsdtar as gtar on DragonFly for now.
it will live with other "check" targets run after package installation.
Get rid of SHLIB_HANDLING, whose meaning had mutated over the years
from one thing to another. Currently, it is used to basically note
whether the system's "ldd" command can be usefully run on the package's
binaries and libraries. Rename this variable to CHECK_SHLIBS_SUPPORTED
for more clarity.
CHECK_SHLIBS is now a variable set exclusively by the user in /etc/mk.conf
to note whether the check for missing run-time search paths is performed
after a package is installed. It defaults to "no" unless PKG_DEVELOPER
is set.
eboard is a chess interface for Unix-like systems (GNU/Linux, FreeBSD,
Solaris, etc.) based on the GTK+ GUI toolkit. It provides a chess board
interface to ICS (Internet Chess Servers) like FICS and to chess engines
like GNU Chess, Sjeng and Crafty.
eboard provides many features other interfaces lack, like a good
looking, configurable interface, multiple board views, resizeable board
(without restarting), seek table, text input separated from the output,
input history (bash-like), scripting, scroll lock, and many others.
Moon-buggy is a simple character graphics game where you drive some kind
of car across the moon's surface. Unfortunately there are dangerous
craters there. Fortunately your car can jump over them!
The game has some resemblance of the classic arcade game moon-patrol
which was released in 1982. A clone of this game was relased for the
Commodore C64 in 1983. The present, ASCII art version of moon-buggy was
written many years later by Jochen Voss.
changes:
- remember window size
- starting direction of shooters now matches original Kye
- add Kye to level if absent, in the same way that windows Kye 2.0 did
- make the game wait a bit before reacting to a key being held down. This stops
the occasional random double-moves caused by a key press spanning more than
1/10th of a second. You have to hold shift down if you really need to move
fast.
- finish writing recording if game exited while recording
- fix crash when trying to tell user about failing to read a recording
Linux is not a good default architecture.
Linux is not a good default architecture.
Linux is not a good default architecture.
For example, many platforms don't have concepts like "-ldl".
I haven't changed the package to use setgid game and removed the
other-writeable, since such files should not be created under
${LOCALBASE}. Bump revision.
X Windows systems environment. It has certain flavours from other games,
especially gauntlet and the rogue-like games (Nethack, Moria, Angband, and
Ragnarok.) Any number of players can move around in their own window, finding
and using items and battling monsters. They can choose to cooperate or compete
in the same world.
In the years of development that have followed, Crossfire has grown to
encompass over 150 monsters, ~3000 maps to explore, an elaborate magic system,
over 15 character types, a system of skills, and many, many artifacts and
treasures.
This is a maintenance release of the stable 2.14 version of
gnome-games. There are only a few bugs fixed:
- The nightfall theme in Four-in-a-row now uses the correct graphics.
- Minor corrections to the Mines documentation.
- Fix a double-loading bug in the card-images code. (Halves the load-time
for SVG card themes!).