Enigma is a re-implementation of one of the most original and intriguing
computer games of the 1990's: Oxyd.
Your objective is easily explained: find and uncover all pairs of identical
Oxyd stones in each landscape. It would be simple, if it weren't for hidden
traps, vast mazes, insurmountable obstacles and innumerable puzzles blocking
your direct way to the Oxyd stones.
Changes in the package:
- Use subst.mk instead of a custom pre-configure.
- Depend on gnome2-dirs, gnugo and pkgconfig.
- Drop useless regexx dependency.
Changes since previous versions:
- ccgo 0.3.3 to 0.3.4
* allow reviving marked-dead groups when scoring local games
* fix compatibiliy with new IGS
* fix ignored handicaps in importing SGF files
* update State when getting own info
* allow undo when playing with computer
- ccgo 0.3.2 to 0.3.3
* support SGF files with handicap setup at root node
* allow handicaps in matches with gnugo
* minor enhancements
- ccgo 0.3.0 to 0.3.2
* internationalization
* remove dependancy on regexx
* many fixes
David Ferlier in PR pkg/24222.
World War II rages and nations fall. SS head Himmler has Hitler's full
backing to twist science and the occult into an army capable of
annihilating the Allies once and for all. Battling alone, you're on an
intense mission to pierce the black heart of the Third Reich and stop
Himmler -- or die trying. Fighting in advanced team-based multiplayer mode,
you'll wage your own WWII in an all-out Axis vs. Allies contest for
frontline domination.
Powered by the Quake III Arena engine, the Wolfenstein universe explodes
with the kind of epic environments, A.I., firepower and cinematic effects
that only a game created by true masters can deliver. The dark reich's
closing in. The time to act is now. Evil prevails when good men do nothing.
* Epic Environments
* Intense Story-Driven Action
* Ferocious A.I.
* Big Screen Cinematic Effects
* Team-Based Multiplayer Action
David Ferlier in PR pkg/24222.
World War II rages and nations fall. SS head Himmler has Hitler's full
backing to twist science and the occult into an army capable of
annihilating the Allies once and for all. Battling alone, you're on an
intense mission to pierce the black heart of the Third Reich and stop
Himmler -- or die trying. Fighting in advanced team-based multiplayer mode,
you'll wage your own WWII in an all-out Axis vs. Allies contest for
frontline domination.
Powered by the Quake III Arena engine, the Wolfenstein universe explodes
with the kind of epic environments, A.I., firepower and cinematic effects
that only a game created by true masters can deliver. The dark reich's
closing in. The time to act is now. Evil prevails when good men do nothing.
* Epic Environments
* Intense Story-Driven Action
* Ferocious A.I.
* Big Screen Cinematic Effects
* Team-Based Multiplayer Action
- Russian translation.
- Fixed problem with non-latin UTF-8 characters.
- Trippled the size of the opening book.
- Made the hints unsensitive at startup.
- Man page for Debian.
* 0.3.8 (07-01-2004)
- added new map 'Operation: Anthill'
- added an option to show only battle results in replays
- units can mostly be selected with single clicks
- fixed building without SDL_mixer
- fixed an obscure memory addressing bug
- fixed several bugs in CoMET
Version 0.11.1
==============
2004-02-01
- Added: Deathmatch mode.
- Added: Kick Bombs special
- Fixed: Network initialization at quit removed
- Fixed: packets.c: do/send_playermove tunnelto wasn't
converted into network arch.
- Fixed: packets.h: pkg_playermove speed changed to Sint16
- Fixed: gfxpixelimage.c colors on bigendian Systems Red
and Blue mask was switched
- Fixed: network.h: NET_CANSEND fixed, didn't checked right
for the server
- Fixed: crash if no tileset was selected in the selection
menu. (error was in menu.c:menu_dir_select)
- Fixed: (Network) three more stones will be restored if a new
bombdata packet reaches the player.
- Changed all Images to PNG. From now on there is alpha blending
supported too.
- Added: Game Setting start_bombs, start_range, start_bombs and
bomb_tickingtime.
- Added: Drop Items On Death element. You can collect now
your opponents items if he died.
- Fixed: Missing "Press F4 to Start" Screen Text in Multiplayer
- Fixed: Networking over IPv6 had a little network init problem
- Fixed: Crash on Hosting games with OGC enabled and no internet
connection
- Fixed: player_move had a problem with the speed of the player
on slow systems.
- Fixed: Major networking and packet handling problem. inpkg_check
fixed, strange crash fixed was reading from players[addr->pl_nr].*
where addr->pl_nr was set to -1. Function inpkg_delplayer added
so all inconig indexdata for double packets can be deleted. This
made a big problem when someone disconnected and tryed to rejoin
Version 0.11.0
==============
2004-01-06
- Added Programm options to the game. For more information
run BomberClone with -help.
- Compiler Flag added for disabling debuging. Compiler
Flags -ggdb and -O0 won'T be set no more.
./configure --disable-debug
- Added smal help screen in the multiplayer selection
screen.
- Fixed: If the player is move on a field where is
currently an explosion then will the player die.
- wrote new OpenGameCache Server for this game and
other games. This server is working almost the same
way as BCMServ did. Except that there is no
Broadcasted chat for now (but i will enable this
soon again).
OGC Link:
http://bomberclone.sourceforge.net/OpenGameCache/
- Menuhandling complete rewritten and changed.
GUI created for menus: lists, buttons, check boxes
labels and other things created.
-new menugraphics made by DJ Mirage.
-mapmenu written by Patty
-the bad response form the game to users action
should be fixed.
- FullScreen switching from within the game
by pressing (F8 Works for some Reason only
in Linux)
- Changed part of the Networkhandling to detect who
is the Game Server.
- AI Players can join network games.
- Changed all positions and framenumbers to float.
Together with this i can drop the hard 20ms
gameloop limitation. So the game will be able to
run on slower systems and compare the loss of
frames.
- some more music tracks added to the game.
DJ Mirage made a page where people could
upload some songs.
- BomberClone music file "cinderella_clown.mod"
thanks to Psycho (http://www.moods.2xs.de/)
Changes:
Games
Atlantik
* Support custom tokens Rob Kaper
* Token/avatar images
* Privacy: only connect to meta server on Internet upon specific user
request
* KNotify event support
KGoldrunner
* NEW IN KDE: Write and test game engine, game editor, game levels and
KDE application interface for new game KGoldrunner Ian Wadham
* Write HTML documentation (KGoldrunner Handbook) Ian Wadham
* Move source code and games data from kdenonbeta to kdegames CVS Ian
Wadham
* Improve the graphics of the game and update the screenshots in the
documentation Ian Wadham
* Convert the documentation to docbook form and commit to kdegames Ian
Wadham
KReversi
* Modified the AI so it scales much better from easy to hard and can
make mistakes on easier levels (much more fun now to play). Benjamin
Meyer
* Converted to use the standard KDE games highscore widget. High
schores now corilates to a much better ranking system based upon
the AI level and then the total number of pieces at the end of the
game. Benjamin Meyer
* Fixed segfaults and converted the application to use xmlui (standard
KDE key accels, help menu etc). Benjamin Meyer
KMahjongg
* Massive code cleanup and bug fixes. Benjamin Meyer
KPatience
* Implemented the popular spider game. Josh Metzler
* Freecell drops cards more intellegent. Josh Metzler