Rocks'n'Diamonds 4.2.0.5:
Here’s another bugfix release that fixes and adds the following:
fixed handling of player at fake acid for EM engine
fixed wrap-around with entering EM style doors for EM engine
fixed activating robot wheel at wrap-around position for EM engine
fixed some elements and properties when reading native DC2 levels
added Emscripten support for running R’n’D in a web browser
fixed compiling on OS/2 (ArcaOS, in fact)
fixed some compiler warnings for newer versions of GCC
Rocks'n'Diamonds 4.2.0.4:
This is yet another bugfix release that fixes and adds the following:
re-added accidentally removed program icon
fixed bug with text input / text area gadgets when pressing “Escape” key
fixed bug with clicked text area gadgets marking level as changed
improved inserting level sketch from clipboard to level editor
fixed some game elements when inserting level sketch from clipboard
added setting game engine when inserting level sketch from clipboard
fixed workaround for color key bug in SDL 2.0.12 that breaks transparency
improved handling “CONF” and “PROPERTIES” buttons in level editor
fixed bug with virtual buttons that may be broken after rotating device
increased maximum tape length for playing extreme levels like “Zelda II”
fixed graphical bugs if digging or collecting causes player relocation
Rocks'n'Diamonds 4.2.0.3:
This is another bugfix release which fixes and adds the following:
fixed some problems with wrap-around levels in Emerald Mine engine
added full compatibility for wrap-around levels in Emerald Mine engine
fixed single-step mode for wrap-around levels in Emerald Mine engine
fixed playing tapes recorded with old Emerald Mine game engine
added command “autofix” to fix tapes recorded with old EM game engine
fixed key shortcut to start/end game (which was broken since 4.2.0.0)
fixed some other key shortcuts that require entering upper case letters
added menu command “:undo-tape” to undo/restore last recorded tape
fixed potential crash bug that may occur when loading custom artwork
fixed single-step mode when using custom elements with mouse click events
added creating undo/redo snapshots when using mouse click events
fixed problems with virtual buttons and showing envelopes on Android
improved startup speed by optimizing parsing of parameter values
improved handling output of warnings, errors and debug messages
fixed showing source date on version page of info screen menu
added showing commit hash on version page of info screen menu
Rocks'n'Diamonds 4.2.0.2:
This is mainly a bugfix release which fixes and adds the following:
fixed broken tapes (for various reasons) recorded with old EM engine
fixed support for initially moving spring in EM game engine
added support for initially moving spring to R’n’D game engine
fixed potential crash bug when reading from artwork info cache
fixed wrong eater content when loading native EM levels
added support for variable number of eater arrays for EM engine
fixed vsync mode when not using OpenGL renderer (like “Metal” on Mac)
added option for setting hint for render driver to setup config file
added displaying render driver on info screen page
Rocks'n'Diamonds 4.2.0.1:
This is a bugfix release which fixes the following bugs:
fixed loading dynamic libraries shipped with the Linux package
fixed level editor key shortcuts (broken by regression)
fixed support for wrap-around levels in EM engine for old tapes
Rocks'n'Diamonds 4.2.0.0:
The most important change is the long-awaited update of the Emerald Mine game engine, which was based on an old version of David Tritscher’s “Emerald Mine for X11” from 2000/2001. The new game engine uses a more recent code base from 2009, which contains new features and bug fixes and improves the compatibility of the game engine with many levels from the Emerald Mine Club level collection (while preserving compatibility of already recorded tapes).
The most important Emerald Mine game engine related changes are:
support for wrap-around levels (like level 80 from level set “Ruppelmine 2”)
improved handling of chain-explosions of the “bug” game element
improved handling of the “fake acid” game element
improved handling of various other game elements (like burning dynamite)
As another important improvement, the whole build system was updated for all platforms to support today’s development tools and to support the most recent versions of the SDL libraries, which removes several problems when building the game on current systems. This also includes native 64-bit support for the Windows version.
Here’s an overview of the most important build system changes:
added support for cross-compiling to Windows 64-bit platform
added CPU architecture (32/64 bit) to version info screen
added build support for older versions of Mac OS X
changed build system for Android from Ant to Gradle
updated SDL libraries to the latest versions for all platforms
The following features and bug fixes were added to custom elements:
added being able to use CE condition “CE value/score gets 0”
added mouse click events to CE change events (experimental)
added new change action “move player new” to CE change actions
added support for tapes with both keyboard/joystick and mouse actions
fixed bug with reanimating killed player by CE condition
The following additions and fixes are related to global animations:
added option to generally set global animations to block clicks
added missing handling of animation mode “random” for global animations
fixed drawing global animations when switching screens without fading
Additionally, there are the following new features and bug fixes:
added workaround for a bug in SDL 2.0.12 which prevents transparency
fixed potential crash bug if personal user level set cannot be found
changed move speed for some elements for older game engine versions
fixed element property that caused levels/tapes to be unsolvable
moved game engine settings to separate setup menu screen
fixed bug with scrollbar still active on virtual buttons config screen
replaced ILBM graphics source files in repository with converted PNG files
fixed text event handling for newer SDL versions on Android
fixed screen rotation for newer SDL versions on Android
fixed screen size for newer SDL versions on Android
updated custom game controller mappings for newer SDL versions on Android
added disabling overlay touch buttons when using joystick
Stone Soup 0.25.1 (20200717)
----------------------------
Bugfix Release
--------------
* Artefacts from acquirement now leave a note in morgues.
* Scarf of harm is fixed.
* Foxfire will no longer attack out of LoS.
* Stacking from empty Nemelex decks is no longer possible.
* Wizlab entry now generates a milestone / note again.
* Fix a bug where cloud generators triggered on load when no time had passed,
leading to a different cloud arrangement from saving + reloading.
* Seeded play fixes for seed instability in a few cases, as well as crashes
related to seed stability and pregeneration code.
* Several speedups for dungeon rendering, especially in zigs.
* Sprint 3 cloud generators have been retuned.
* Improvements to the behavior of restart_after_save (on by default in 0.25.0).
* Using [] in map view from stairs to view other levels now correctly finds the
matching stairs.
* Crashes to do with annotation, off-level map view, and custom flashes have
been fixed.
* It is no longer possible for a bug to cause the player to drown or fall into
lava, emergency flight will be activated instead.
Stone Soup 0.25.0 (20200612)
----------------------------
Highlights
----------
* Spells in many schools have been redesigned to make the schools more
distinct.
* Acquirement scrolls have been despoilered, offering the player a choice of
generated items.
* Effects from spell miscasts, god wrath, death curses, and Zot traps have
been overhauled for consistency and simplicity.
Branches, Environment
---------------------
* Potions of cancellation now appear as loot in Ziggurats.
* Boris can now spawn after the player picks up the Orb of Zot.
* Forest fires and the Tornado spell can no longer destroy temporary trees
made by Summon Forest.
* D:1 Level spawns can no longer generate within LOS distance of the player's
starting position.
* Many arrival vaults have been reworked to allow better player tactics.
* A new Swamp ending themed as a conflict between Yred and Fedhas that
includes an undead version of the Lernaean Hydra.
* Ziggurats now have level set featuring many player ghosts.
* Zot traps have had their effect flowchart simplified and focused.
* Abyss exits that spawn from earning xp can spawn after the initial spawn,
instead of every subsequent spawn being a downstair.
* Troves can now ask for scrolls of fog or scrolls of fear.
Character
---------
* Monsters summoned by the player now dismiss when they become hostile.
* Players can now renounce their religion while silenced.
* All Evocable items can no longer be used by the player while confused.
* Formicids can no longer cast Swiftness.
Gods
----
* Trog no longer gifts ranged weapons nor ammunition, gifting only melee
weapons. These weapons can only have egos of plain, vorpal, flaming, and
anti-magic.
* Trog now hates use of all magical staves and pain weapons.
* Elyvilon's Divine Protection now always protects exactly at 5* piety instead
of protecting at a value between 5* and 6*.
* Fedhas now protects plant allies from collisions and from ranged attacks by
other allies.
* God conducts for harming allies now apply to spells and items that place
harmful clouds.
* Nemelex abilities can no longer be used while silenced.
* Nemelex card revisions:
- The pain card no longer summons a flayed ghost, instead it torments at high
power (the card user is spared).
- The cloud card now produces black smoke around enemies in sight, to better
fir with the deck of escape.
* Wu Jian has been tweaked:
- Wall jumps are now only activated via the 'a'bility menu.
- Whirlwind attacks no longer pin
- Heavenly Storm now starts with a slaying bonus of 5, capped at 15, and
increases by 1 for each martial attack.
* Xom no longer inflicts miscast effects.
* Xom demon summoning is increased in power.
* Wrath changes
- Trog's "firey rage" is now a fireball, instead of a fire miscast. Trog no
longer uses rot as retribution.
- Lugonu's "translocation wrath" no longer uses translocations miscast.
Instead, the player is either teleported to monsters, banished, or set upon
by Abyss summons.
- Cheibriados' wrath no longer uses miscasts. At very high tension, in
addition to sleeping and slowing the player, Chei makes a lot of noise. At
low tension, miscasts are replaced by stat damage.
- Fedhas' wrath no longer uses elemental miscasts. These are replaced by a
choice of corrosive bolt, primal wave, or thorn volley.
- Yredelemnul's wrath no longer uses necromancy miscasts, in their place Yred
fires a bolt of draining.
- Kikubaaqudgha's wrath uses death curses in place of necromancy miscasts.
* Vehumet is less likely to give duplicate gifts.
* Xom is stimulated upon worship at a faded altar.
Items
-----
* Scroll of Acquirement rework:
- Offers players a choice of five fully generated items.
- Three of the item categories are randomly chosen and the other two are
always gold and food (for species that eat).
- Generated items are always useable and not hated by the player's current
god.
- The Miscellaneous category for evocable items is no longer available.
* New Potion of Stabbing that gives a 50% chance to upgrade weak stabs (e.g.
distracted monsters) to strong ones (e.g. sleeping monsters).
* Tin of Tremorstones, a new multiuse evocable. Tremorstones have 3 charges
which recover over time with XP. When used, it creates a number of radius 2
explosions (the number scales with evocations skill) near the center
of present monster that are triple-affected by AC (like LRD). The explosions
are randomly skewed and may hit the user. Most useful for players with good
armour.
* The chaos brand now has might and agility effects, no longer causes miscast
effects, and its cloning effect can create friendly and neutral monsters.
* Potions of Brilliance now provide a stronger universal spell enhancer and
remove spell hunger. They no longer provide an Int bonus nor wizardry.
* Potions of Might no longer provide a bonus to strength.
* Scrolls of Magic Mapping now reveal any floor traps on the level.
* The -Tele property no longer appears on artefact weapons and jewellery.
* Ordinary shields have been renamed to kite shields and large shields have
been renamed to tower shields. This helps make equipment descriptions less
ambiguous.
* The vorpal weapon ego no longer has distinct adjectives for each weapon
class. Now all such weapons are described as 'vorpal'.
* Unrandart changes:
- New unrand: Cigotuvi's Embrace, a +4 leather armour with rN+, rRot and
*Drain that automatically gathers corpses to increase AC. The AC decays
slowly over time but decays more quickly as more corpses are added.
- Boots of the Assassin are now called the hood of the Assassin and use the
headgear slot.
- The demon blade Leech gains *Rage/+Rage and loses its AC-3 and EV-3
properties.
- The Elemental Staff now acts as an enhancer for all elemental schools,
with enhancement applying independently for each school.
- Warlock's Mirror can now reflect piercing ranged weapons.
- The Staff of Olgreb now has a chance to deal poison-arrow flavored damage
on hit, based on evocations skill. It no longer has an additional chance to
cast Venom Bolt on top of casting OTR when evoked. It now grants poison
immunity to monsters wielding it.
- The Dragonskin Cloak now provides rCorr instead of sticky flame
resistance.
- The scythe of Curses no longer curses items in inventory, and now applies
death curses instead of necromancy miscasts.
- The plutonium sword still applies transmutations miscasts, but gains a
chance to polymorph the target on hit (since this is no longer a miscast
effect for monsters).
- The brooch of Shielding is now a guardian spirit amulet with SH+8.
- Bloodbane has been removed, having been merged into Leech.
- Maxwell's Etheric Cage has been removed.
* Phial of floods now applies a silencing "waterlogged" debuff to all monsters
in the flooded area and no longer summons water elementals.
* Staves of poison now do resistable poison damage on hit like other staves
instead of just having a chance to poison.
* Distortion branded weapons no longer teleport foes.
* Distortion unwield effects no longer cause a translocations miscast. Instead,
they either teleport the player to monsters, banish the player, or cause
severe contamination.
* Regeneration items only activate after attuning to the player at full HP,
identical to the amulet.
* Scarf egos are revised: cloud immunity and spirit shield are removed, harm
and invisibility are added. Harm scarves do not drain the player when
removed.
* Amulets of reflection now always give +5 SH and must attune to the player at
full HP. Reflected missiles, poison, and banishments now correctly award
piety.
* Cloak egos are revised: invisibility is removed, preservation (providing
corrosion resistance) and stealth are added.
* The Harm property can now appear on randart armour, and does not incur a
drain penalty on removal.
* Stat rings are now always either +6 or -4. AC, EV, and Slay rings are now
always either +4 or -4.
* Removed: potion of agility, staff of power, crystal ball of energy, sack of
spiders, lamp of fire, fan of gales, wand of scattershot, amulets of the
gourmand, amulets of harm, amulets of rage.
Interface
---------
* The seed selection dialogue has been ported to webtiles and is enabled on
select servers.
* auto_butcher has been changed to default to `always` (from the previous value
of `very hungry`).
* A new option, auto_butcher_max_chunks, prevents automatic butchering with more
than that many chunks in inventory. Its default value is 10 for non-ghoul
characters.
* explore_auto_rest now defaults to true.
* New morgue section: screenshots. When notes are taken with : an ascii
screenshot is additionally saved and can be added to morgues.
* The console monster list now displays monster status information and whether
or not the monster is wielding a launcher or polearm, or has a wand
* The ^x summary display now shows monster status information
* A new option, monster_item_view_coordinates, can be set to true to display
player-relative coordinates in the ^x display.
* The auto-travel trail displayed with show_travel_trail can now be customised
in console (both for glyph and colour).
* The "visited status" of stairs and transporters can now be indicated both by
glyph and by colour in console.
* Allies now show sleep and confusion status tiles.
* A new option, game_scale, allows for global pixel scaling to make dcss more
usable on large and/or high-resolution monitors. (Values in the range of 2-4
will be helpful for upscaling for 2k-4k monitors.)
* The behavior of `tile_filter_scaling=false` has been improved to work on all
tiles in the game, for better pixelated effects.
* Webtiles now supports showing save info in the lobby; see CAO for this feature
in action.
Monsters
--------
* New unique: Maggie, a younger version of the unique Margery, who appears
just before and in Lair. She has a steam, acid, or swamp dragon scales, Bolt
of Fire, and Mesmerize. Only one of Maggie or Margery will place in a game.
* Margery now always gets Fire, Shadow, or Storm dragon scales as a
counterpart to Maggie's armour.
* Both Maggie and Margery have a small extra chance of spawning with a
pre-enchanted Wyrmbane (1 or 2 points of enchantment, respectively).
* Monsters such as spiders no longer have a clinging ability.
* Mummy death curses are no longer necromancy miscasts, and instead have their
own effect table.
* New monster: nameless horror. Nameless horrors are produced by summoning
miscasts. They are giant, tanky, have an antimagic attack and abjuration as a
natural ability.
* Hepliaklqana ancestors and demonic guardians can no longer be enslaved or
frenzied.
* Summoned monsters can now get the inner flame status, both from the spell and
the scroll.
* Monsters now try to avoid blocking the line of fire of monsters behind them.
Spells
------
* Spell in many schools have been redesigned to make the schools have better
differentiation, more positional considerations, and better UI. The
descriptions below describe the schools' individual focus and any new,
changed, and removed spells in each school:
- Fire spells have directed explosions or set things on fire:
+ New L1 Conjurations/Fire spell Foxfire that conjures two foxfire
projectiles that quickly hone in on their target, each doing a bit more
than half the damage of Flame Tongue.
+ Conjure Flame now creates embers on the player's position that turn into
a flame cloud a turn later. The embers smother if a monster steps on them.
+ Inner Flame now creates a flame cloud under the affected monster
whenever it takes damage in addition to the usual explosion it makes
when the monster dies.
+ New L6 Conjurations/Fire spell Starburst that fires 8 range 5 bolts in
the principle directions.
+ Removed spells: Flame Tongue, Throw Flame, Bolt of Fire.
- Air school spells bounce, are pointy, or are hard to direct:
+ Airstrike damage now scales so it's greater the more unoccupied squares
there are surrounding the target.
+ Summon Lightning Spire now places the spire randomly.
- Earth spells are directed:
+ Borgnjor's Vile Clutch now is a range 6 always-penetrating beam instead
of a smite-targeted 3x3 explosion.
- Ice spells are diffuse and subtle:
+ New L3 Ice spell Frozen Ramparts that makes all walls within radius 2
become covered in ice, damaging monsters that walk by. Damage bypasses AC
and slows cold-blooded animals.
+ New L4 Conjurations/Ice spell Hailstorm that fires a ring of ice beams
from radius 2 to radius 3, not affecting radius 1 squares. Monsters with
rC+++ such as ice beasts are immune to this effect.
+ Ozocubu's Refrigeration does 33% more damage on-average and no longer
harms the caster.
+ New L9 Ice spell Absolute Zero that instantly freezes to death the
closest monster in range, leaving an ice block. A random closest monster
is chosen as the target when there are ties. The spell is range 5 and
very loud, with noise attenuated by power.
+ Removed spells: Throw Frost, Throw Icicle, Bolt of Cold, Glaciate.
+ As a result of these changes, Ice Elementalists no longer put starting
skill in Conjurations.
- Conjurations are pure magic with good accuracy in some way:
+ Iskenderun's mystic blast now makes a range 5 explosion around the
player that damages and pushes back monsters, potentially colliding them
with features and other monsters.
+ Dazzling Flash replaces Dazzling Spray. Makes a flash centered on the
player of up to radius 3 that can blind monsters in the affected area.
+ Searing Ray now fires all its rays at the chosen target, adjusting
the rays as the target moves. If no target is chosen, the spell
repeatedly fires in the chosen direction. The rays all penetrate and
each has the same damage and to-hit. The ray damage is adjusted to have
the same overall damage distribution as before this change.
+ Spellforged Servitor now gives only one spell to the servitor. This is
the highest level servitor-compatible spell the player has from the
following sets, in order of preference: L4 and higher ranged damage
spells, cloud spells, and low-level or short-range spells.
+ Force Lance is removed.
- Poison spells poison things or perform some kind of alchemy
+ Sting is now a range 3 Poison/Transmutations spell using the same
partly-resistable beam type previously used by Poison Arrow.
+ New L6 Poison/Transmutations spell Eringya's Noxious Bog that creates a
temporary toxic bog trail as the player moves. The bog terrain applies
the same partly-resistable damage flavor as Sting as well as the
movement and combat penalties of shallow water.
+ Removed spells: Venom Bolt, Poison Arrow
+ As a result of these changes, Venom Mages now put starting skill in
Transmutations instead of Conjurations.
- Necromancy has balance adjustments to make the school not so strong and
to begin to move it closer to a melee support school:
+ Corpse Rot now creates miasma clouds in a ring around the player, making
one cloud for each corpse in LOS, but with lower duration.
+ Agony and Dispel Undead are now range 1, and Dispel Undead is now L4.
+ Regeneration and Bolt of Draining are removed.
* The Young Poisoner's Handbook now contains Ignite Poison.
* Confusing Touch is now level 3 and checks MR instead of monster hit dice.
* The player is now immune to the melee-fumbling effects of liquefied ground
made by casting Leda's Liquefaction. The slow movement applies regardless of
flight status and the spell can be used while flying.
* Firestorm and Ignition now can burn trees, and Fireball burns trees in all
squares of its explosion.
* Call Imp no longer bases the type of imp summoned on spellpower.
* The Confuse spell has been removed.
* Spell miscast effects have been simplified to give contamination and a single
per-school effect, scaling with spell risk and level. The new effects by
school are:
- Charms and Hexes: debuff and slow.
- Summoning: durably summon a nameless horror (new monster).
- Translocation: dimension anchor.
- Transmutation: extra contamination for the player, malmutate a monster.
- Conjuration: irresistable AC-ignoring damage.
- Elemental schools: school flavored damage (Earth uses fragmentation
damage).
* The Deflect Missiles spell has been removed.
* Tukima's Dance can no longer be used if the player sacrificed Love.
* Lesser Beckoning and Teleport Other now turn allies hostile.
* Eldritch Tentacles from malign gateway can no longer attack out of LOS of the
player, and arrive sooner after the gateway is opened.
Development
-----------
* The WebTiles server has seen a major overhaul and now supports python 3 as
well as Tornado 5+, as well as numerous other backend/technical improvements.
* The catch2 testing framework is now integrated into the project and is
enabled in our CI testing.
* GitHub actions have been configured to replace Travis CI testing.
Subversion release 15.6
* Fix for #307: Prevent writing invalid games in the editor
* Re-enabled the Windows port (15.5 was not released for Windows)
* New feature: Allow automatic rolling of the dice
* New feature: When trading, charity can be prevented
* Explicit language selection with an environment variable: LANG for Windows, LANGUAGE for Linux
* Better IPv6 support for games found with Avahi
* Support for building with gcc 10
* Cosmetic improvements for many themes
* Use a more modern 'beep' on Linux
* New default: wide-screen layout
* Various improvements in the editor
* Code quality improvements
Subversion release 15.5
* Fix for #298: Allow trade after a road building development card
* Use more modern helper libraries for the inline help
* Minor code quality improvements
Subversion release 15.4
* New theme Nouvellia, by Brian Mansberger
* Fixed rendering issues in ccFlickr theme
* Improvements for the MinGW port
* Fix for #290: check for the winning condiation at the beginning of the turn
* Fix for #285part2: Fixed unplayable development card
* Use the default about dialog
* Framework change: replaced glib-gettextize by intltool
* GTK+3 deprecation checks are turned off per default
* Minor code quality improvements
Subversion release 15.3
* Relicense of the desktop icons to CC-BY-SA-4.0
Subversion release 15.2
* Ported from GTK+2 to GTK+3
* A new computer player, by Rodrigo Espiga Gomez
Subversion release 15.1
* Full IPv6 support
* More graphics are in vector format instead of bitmaps
* A map preview is shown when creating a game from the client
* A toolbar is added to the editor
* Added a dice deck instead of rolling the dice completely randomly
* The computer player uses more various chat messages
* Code cleanup, including fixed memory leaks
* The Microsoft Windows port now also has a server
Subversion release 14.1
* New features:
* Added the game comments to the editor. With thanks to Micah Bunting
* Added island discovery bonus in the editor. With thanks to Micah Bunting
* Spectators see the nosetup nodes
* Editor uses shortcuts for games folders
* Large icons for the GNOME3 desktop
* Bugfixes:
* Speedup of server-gtk
* Setting the avatar icon works again
* Trade is possible again in games without interplayer trade
* Right-click in the editor shows the menu again
* Code cleanup (Preparation for Gtk+3, hardening flags, memory leaks, ...)
Subversion release 0.12.5
* New features:
* These features were written by Micah Bunting:
* The maps in the editor can be manipulated more easily
* The map can be zoomed
* Full screen mode
* Notifications. With thanks to Patrick
* Bugfixes:
* Cosmetic fixes to the way the map is drawn
* Fixed some crashes involving the pirate
* Fixed some memory leaks in the meta server
Subversion release 0.12.4
* New features:
* Added a logbot type computer player. With thanks to Andreas Steinel
* New map: North Americ by Ron Yorgason
* New map: Ubuntuland by Matt Perry
* Added a close button on tab pages. With thanks to Anti Sullin
* Use AVAHI, With thanks to Andreas Steinel
* In the connect dialog, the games can be sorted
* Computer player uses the soldier cards and monopoly cards better
* New theme ccFlickr, by Aaron Williamson
* Tooltips for the development cards. With thanks to Aaron Williamson
* The editor can set/unset nosetup nodes
* Bugfixes
* Fixed the FreeCIV-like and Wesnoth-like themes
* The computer player is more stable
* The meta-server is more stable
* Use the correct size for the icons in the context menu in the editor
Subversion release 0.12.3
* New feature: Look in $XDG_DATA_HOME/pioneers/themes for themes
* New feature: Look in $XDG_DATA_HOME/pioneers for games
* Fixed IPv4 vs IPv6 connection issues when adding local computer players
* Some cosmetic changes
Subversion Snapshot release 0.12.2
* Bugfix: Rejected trade was not sent
* Bugfix: Tournament mode used seconds instead of minutes
* Translation updates
Subversion Snapshot release 0.12.1
* Removed double menu entries
* New feature: the moment of checking for victory can be influenced. With
thanks to Lalo Martins.
* Use scrollbars, so Pioneers will work correctly on smaller screens.
* Fixes for DoS that could stop the server.
* The computer player will not attempt to buy development cards when none are
available.
* Changed the order of distributing player numbers when (re)connecting.
* Fixes for the new OpenBSD port.
* All names of the computer players are unique. With thanks to
chrysn@users.sourceforge.net
* Easier selection of meta servers.
* Games created by the meta server will automatically add computer players
after a minute.
* Tournament mode: the timer will only be started when a player enters the
game, and the timer will be reset when the last player leaves before the time
has elapsed.
* Fixed a crash that could occur after many trades.
* A new command line option to ./configure: '--enable-protocol=IPv4'. When
this is given (needed for the *BSD ports), only connections on IPv4 are made.
* New language: Czech
* New board: South Africa
Cracker1000 (1):
Add .life serialization support to lsns (#652)
Ian Bastos (2):
check SDL2 framework on OSX
Implement file drop handler (#666)
Nick Renieris (2):
graphics/gldrawmethods: Fix compilation
gui/game/brush: Add smooth/organic elliptical brush
Nikolas Ostrowski (1):
include libcurl package in prerequisites
Nuno Miguel (1):
Fix namespace error
Piotr Szegda (1):
Update appdata.xml (#680)
QuanTech0 (1):
Division by Zero fix (#689)
Sebastián Mestre (1):
Use CoordStack for INST Flooding (#676)
Secundario (1):
Do a single CoordStack allocation per thread
Tamás Bálint Misius (97):
Replace http_* calls with Download calls in non-RequestBroker stuff
Turn RequestBroker::RetrieveAvatar into a request derived from Download
Turn RequestBroker::RetrieveThumbnail into a request derived from Download
Use the new thumbnail renderer task everywhere
Add RequestMonitor
Turn RequestBroker::Get/SaveUserInfoAsync into a request derived from Download
Rename Download* to Request* and move HTTP stuff inside src/client/http
Fix filename field in multipart content-disposition headers
More renaming, remove a few useless .c_str()s and fix a URL that had previously contained Download and thus fell victim to my mindless text replacement tricks
Turn ThumbnailRendererTask into an AbandonableTask
Fix dumb things that aren't necessarily lethal but are eyesores
Add curl, rework Request and RequestManager a bit
Remove spinning from AbandonableTask::Finish
Change scheme to https everywhere
Add STATICSCHEME macro to be used with requests to STATICSERVER
Fix a bunch of threading-related issues
Fix thumbnails sometimes not being resized in the save browser
Follow redirects and fix save loading by ptsave parameter
Fix AbandonableTask being utterly broken
Only use curl mime feature if it actually exists
Another curl version-dependent feature thing
Fix save buttons and probably other things not being cleaned up in FileBrowserActivity (fixed#635)
Tweak replace mode and specific delete mode (fixes#631)
Fix pavg loading behaviour of QRTZ/GLAS/TUNG (fixes#607)
Add more sign macros (fixes#578)
Fix {ctype} sign macro displaying Empty for non-element ctypes
Fix msvc compile error again
Add more SSL client error strings
Add option to redirect cout/cerr to files
Print libcurl error buffer to stderr on client error
Fix a few exceptions returning pointers to temporaries in what()
Fix Lua reference leaks (fixes#638)
Fix Element::Identifier assignment leak (closes#205)
Clean up sign-related code a bit
Use C++11 threads
Get GetUserName out of the way on Windows
Move notification out of block locking associated mutex in Gravity.cpp
Flatten include trees
Nuke using namespace std;
Add really basic VS project generator
Add new element script
Leave only the 'wants pressure' check in Simulation::Load for QRTZ/GLAS/TUNG
Fix transition properties not being validated
Fix part_change_type not being called by sim.partProperty
Add more transition type checks and fix tpt.eltransition
Expose transition constants to Lua (fixes#654)
Make elem.free rebuild menus (fixes#649)
Update README and intro text
Add missing standard include (fixes#644)
Invoke vsproject.py automatically and make newelement.py a bit more friendly
Ignore more VS crap
Get widths in order, various other things
Make Simulation.IncludePressure pref node accessible from OptionsView
Reinstate inversion of inclusion of pressure when shift is held
Use tool desc. and relevant menu desc. in tool search (fixes#289)
Fix text wrapping (fixes#166)
Allow wrapping after certain punctuation characters
Fix highlighting in ConsoleView
Purge the last traces of PositionAtCharIndex and CharIndexAtPosition
Fix selection background of formatted labels
Use current rendering modes when placing a save (fixes#446)
Make Renderer::ResetModes actually reset modes
Revise ctype-drawing (fixes#657)
Replace a few occurrences of hard-coded font height with FONT_H
Prioritise ctypeDraw functions over sparking
Okay, it wasn't functionally equivalent (see 79f9a2d6)
Prevent protocol downgrade attacks
Prevent newlines from being needlessly appended (fixes#667)
Only allow strong ciphers to be used
Fix VS warning complaining about std::fill(float *, float *, int)
Remove unused variables from Simulation::FloodINST
Don't destroy the new command being entered in ConsoleView
Nicer implementation of sim.parts
Add option to make deco tools use sRGB colour space
Add Lua API for deco tool colour space, see 51e5f2b
Add gamma = 2.2 and 1.8 modes, see 51e5f2b
Make sRGB the default colour space for deco tools, see 51e5f2b
Add link to up-to-date build instructions to README.md
Keep GameModel brush radius consistent
Incorporate Gravity property into calculation of acceleration due to newtonian gravity
Revert previous change, add NewtonianGravity element property instead
Fix unsigned integer properties being returned as signed integers from Lua functions
Blacklist SPRK in PCLN's and PBCN's ctypeDraw function
Get rid of tiny callback classes, round No.1
If you don't assign the callback, it won't be called
Ditch element and tool classes
Add HTTP API for Lua
Much good #defining ENFORCE_HTTPS does if we don't include Config.h
Make NOHTTP transparent to the Lua API
Fix random warnings from clang 8.0.0
Only make the request a POST if POST parameters are present
Fix PMAPBITS compile-time sanity check
Don't treat warnings as errors in MSVC (fixes#686)
Failure to remove a tag shouldn't be fatal
Fix crash when overwriting existing local saves
Restrict saved version to 95.0 if signs with macros are present
Catch exception by reference rather than value
iczero (1):
Fix race condition in Gravity.cpp
jacob1 (73):
allow using element names as argument 2 to tpt.set_property again
prevent weirdness when ctrl/shift/alt key event is canceled
change a bunch of virtual to override (should fix annoying mac compile warnings)
USE_SDL is no longer used
Fix stamp and local save thumbnails being stretched
Tick Client 10 times a second, makes thumbnails appear way faster
Increase local browser ui size
zoom api changes: throw errors instead of returning bools, zoomEnabled takes book as arg, some small refactoring
Fix compile error in some older versions of clang
use override in all possible places
Fix updater
Make element names a String (unicode support)
Fix msvc compile
Add CURL_STATICLIB when compiling on windows, add possibly needed msvc libraries
run curl-config on linux; remove hacks for detecting old mac compiler
Add MotD when using a broken alternate update server
Allow loading window positions on 2nd monitor
Fix sim.deleteStamp not updating stamps.def
Fix pressure / ambient heat being saved as 0 instead of not at all when shift is held
Fix msvc compile error
better capitalization
Fix POLO eating PROT ID#0 no matter where it is
Fix crash when searching in element search ui
Add sim.CELL constant + some other change I made a while ago for some reason
Add disable-network command line argument
misc whitespace changes
Fix 'l' crash
Fix stamps not saving properly to stamps.def. Make "Rescan Stamps" sort stamps by time created
Fix tpt.eltransition.<elem>.presHighType
Update gravity mask even while paused
arbitrary gravity code cleanup
Fix CELL size check when loading OPS saves
don't automatically run vsproject.py when running generator.py, update msvc version
Fix cipher list on Windows. Lock cipher changes behind a define, not going to define it for now
vsproject.py updates
LSNS: formatting changes, change if statements to switch
Fix frame # not showing properly in HUD when recording
Rewrite flood_water to use CoordStack and fix stack overflow, fixes#646
Make water equalization fill in areas slightly more naturally
Fix missing period in update notification, --no-fft compile fix
Add somewhat ugly --nohttp option
fix --nofft renderer check
Fix --nohttp
Fix static compilation
Fix deleting stamps not working
Fix off-by-one issue in sim.parts, fixes#678
Fix clang 8 compile warnings
Fix crash if any built-in scripts try to use the interface api
Fix STK2 rocket boots not saving in saves
Fix crash if error happens in ctypeDraw lua function
Fix crashes if returning invalid arguments from graphics or ctypeDraw lua functions
also allow nil here
Add DefaultProperties, replaces some of the case statements in create_part
Add Create function, handles setting default properties for elements that need randomness or special code
Add CreateAllowed and ChangeType events
Add Lua apis to interact with DefaultProperties, Create, CreateAllowed, and ChangeType
Fix MSVC compile
remove unnecessary arguments to FloodINST. Fix random warning.
Don't look at generated/ anymore (fixes compile error)
split http.request into http.get and http.post (for api reasons)
allow making POST requests with empty body
change to 1L because technically the argument is a long
Add "perfect circle brush" option (on by default), to allow using old circle brush
replace mode: reset created element back to default properties, instead of just changing type
Fix fighters sometimes loading from saves with no element
whitespace fix
Check for Security.Framework on mac
Fix bug where deco renders on EMBR in save thumbnails
Fix TextPrompt::Blocking
restrict new LSNS features to version 95.0 also
Fix --no-http compile
Version 95.0 (build 345)
Fix compilation with static SDL 2.0.10
mniip (3):
Fix --nolua compilation
Fix font editor compilation
Fix signedness warnings in String.h
moonheart08 (1):
Add shebang to python scrips used in the project.
ssccsscc (3):
Added Lua function for working with zoom
Added Lua function for working with zoom
Fixed typo
suve (3):
Add the --no-install-prompt option to Sconscript
Add a man page
Guess best scale on startup (#684)
yarek (2):
Add horizontal separator
Small UI refactor nFixed category refreshing
yareky (1):
Allows to change menu selection from hovering to mouse click
* The player coordinates widget on the Automap is now optional.
* Sounds may now be played in their full length. However, this only
applies to sounds originating from (removed) map objects, not to
those that emerge "in the player's head".
* All textures are now always composed, whether they are multi-
patched or not. Furthermore, two separate composites are created,
one for opaque and one for translucent mid-textures on 2S walls.
Additionally, textures may now be arbitrarily tall.
* A new wrapping column getter function has been introduced to allow
for non-power-of-two wide mid-textures on 2S walls.
* Parts of the renderer have been upgraded to use 64-bit integer types.
* Empty DEHACKED lumps are now skipped.
The custom C++ preprocessor thingy has been choking for a while on
clang; recently gcc's jointed the party. Work around this by building
it with -g instead of -O2. (For me at least with gcc, while -O2
produces a tool that gives spurious syntax errors, plain -O gives one
that loops forever instead, which isn't an improvement.)
Maybe someday someone will bother to find out where the undefined
behavior is.
Also build the actual game with -Wno-return-type to silence complaints
about dead functions not declared as dead and similar, and while here
adjust things so it still installs correctly regardless of umask.
Provided by Thomas Dettbarn in PR 55831.
dmagnetic (0.28-1) unstable; urgency=medium
* Spectrum128 and Spectrum+3 binaries can be used
* Acorn Archimedes binaries can be used for playing
* Some internal bugfixes
-- Thomas Dettbarn <dettus@dettus.net> Sat, 28 Nov 2020 12:56:54 +0100
Changes on the 0.2.9 branch
- Added detection and reaction code for timing assist bots
- /shuffle now works before you actually join a team
- Implemented /shout command and associated settings
- Fixed suspension and silenced status not being re-applied after a player
disconnects and rejoins a server.
- Tweaks to enemy influence system.
- Ingame menu and console now are drawn on top of a semi-transparent,
darkened area for increased readability.
- New first start menu with clearer language selection and initial setup.
- Tutorial match against one AI at slower speed.
- Tutorial tooltips for the most important keybindings.
- ADD_MASTER_SERVER command to announce a server to a new master server.
Simplifies the process to list your server on a subculture.
- Team launch positions logged to ladderlog with POSITIONS event. Disabled by
default.
- New command-line option "--input" added to poll for input from a file
instead of stdin.
- Added WHITELIST_ENEMIES_[IP/USERNAME] to allow players to be enemies, even
if they come from the same IP address and ALLOW_ENEMIES_SAME_IP is
disabled (which is its default setting).
- GAME_END, NEW_MATCH, and NEW_ROUND ladderlog events include date and time.
- Added ENCODING ladderlog event, which specifies the encoding for data in
ladderlog.txt.
- "--input" now can be used more than once to read from multiple files or pipes.
- new team management ladderlog messages:
TEAM_CREATED <team name>
TEAM_DESTROYED <team name>
TEAM_RENAMED <old team name> <new team name>
TEAM_PLAYER_ADDED <team name> <player>
TEAM_PLAYER_REMOVED <team name> <player>
- Manage external scripts on Unix dedicated servers. New commands:
SPAWN_SCRIPT, RESPAWN_SCRIPT, FORCE_RESPAWN_SCRIPT, KILL_SCRIPT,
LIST_SCRIPTS, SCRIPT_ENV.
- New setting ACCESS_LEVEL_ANNOUNCE_LOGIN that determines if a player's
login/logout message can be announced.
- Authentication is now enabled by default.
ChangeLog:
2.0.0 to 2.1.0 (2020-11-20)
* Use actual terminal background color (instead of black) as background
color (pr #31)
* Define minimum gettext version instead of exact one (pr #32)
* Require gettext 0.20
* Add Japanese translation (pr #40)
* Minor code change
Qstat version 2.14
Summary of New Features
-----------------------
New protocols:
DirtyBomb aka Extraction [-dirtybomb]
Starmade [-starmade]
Farmsim [-farmsim]
Refactored output splitting out xform processing into its own files improving various portions of it.
Fixes
-----
hcache segv fixes
packetmanip fixes for packet combining
--
Steven Harltand
QStat version 2.11
** UPDATED for 2.11 **
November 04, 2006
Summary of New Features
-----------------------
new protocols:
Warsow [-warsows, -warsowm]
Prey [-preys, -preym]
TrackMania [-tm]
Tremulous [-tremulous, -tremulousm]
add -nx and -nnx options that enable resp. disable name transformation
calculate player score for AMS servers
Fixes
-----
fix segfault when a "tribes2 master" returns garbage
--
Steve Jankowski
Steven Hartland
Ludwig Nussel
2020 August 20
=================
(version 1.21)
FIXED: Skeletons not on level 3 did not behave like skeletons.
FIXED: Don't crash if the intro music is interrupted by Tab in PC Speaker mode.
FIXED: Don't switch to PC Speaker mode if there is a mod name in the replay file.
DONE: Detect guard skill customizations in PRINCE.EXE. (Used in Illusions of Persia, for example.)
TODO: Should we add the guard skill options to the INI, the CFG, the replays, or the settings menu?
FIXED: Don't draw the right edge of loose floors on the left side of a potion or sword.
FIXED: A guard standing on a door top (with floor) should not become inactive.
FIXED: Left jump (top-left) didn't work on some gamepads.
FIXED: Replaying from the command line did not work if there were no replay files in the replay folder.
DONE: Added support for gamecontrollerdb.txt file.
DONE: Detect changes of the shadow's starting positions and automatic moves in PRINCE.EXE.
DONE: Added "Restart Game" to the pause menu, so now it's possible to restart the game using a controller.
DONE: Added fast forward.
TODO: Speed up music and sound effects during fast forwarding.
ADDED: You can now use quicksave and quickload while recording a replay.
TODO: Verify that the quickloaded state is from the currently running recording.
Quake II 7.44 to 7.45:
- Fix a crash under windows when opening the games menu with mods
installed.
Quake II 7.43 to 7.44:
- Fix some input option not getting saved.
- Limit busywaits to the full client. This lowers the cpu consumption
of q2ded considerably.
- Rework the build system to be more distribution friendly. The base
CFLAGS and LDFLAGS can now be overridden by the environment and by
options passed to make. (by Simon McVittie)
- Fix some corner cases of broken IPv6 connectivity.
- Fix qport colliding between several Yamagi Quake II clients.
- Keyboard keys unknown to Yamagi Quake II can now be bound.
- Adaptive vsync is now supported by setting 'r_vsync' to '1'.
- Implement 'coop_pickup_weapons'. When set to '1', a weapon may be
picked up by coop players if the player doesn't have the weapon in
their inventory or no other player has already picked it up.
- In coop elevators wait for 'coop_elevator_delay' seconds.
- If 'cl_anglekick' is set '1' angle kicks are ignored. This breaks
the gameplay a little bit, but helps against motion sickness. This
cvar is cheat protected.
- Add 'listmaps' command and autocompletion for maps. (by JBerg)
- Make 'wait' in scripts wait for 17 ms. This fixes some movement
makros.
- Support for Haiku. (by David Carlier)
- Add a 'mods' submenu. (by earth-metal)
- Add the 'vstr' command and 'nextdemo' cvar. Ported from ioquake3.
(by Denis Pauk)
2020-10-01 Nick Gasson <nick@nickg.me.uk>
* src/floating_shape.c (make_shape_from_pixbuf): Correctly detect
if the display is composited or not.
* src/floating_shape.c (draw_shape): If the window manager is
non-compositing use the root window content as the window
background. The previous release would show black squares instead.
* xcowsay 1.5.1 released!
2020-02-08 Nick Gasson <nick@nickg.me.uk>
* xcowsay 1.5 released!
2020-02-03 Nick Gasson <nick@nickg.me.uk>
* src/xcowsay.6: Remove the note about the lack of anti-aliasing.
2020-02-02 Nick Gasson <nick@nickg.me.uk>
* src/floating_shape.c (make_shape_from_pixbuf): Update to Gtk3.
* src/bubblegen.c (bubble_init_cairo): Use Cairo to draw bubble.
* src/bubblegen.c (bubble_init): Merge `bubble_init_left' and
`bubble_init_right'.
2017-04-10 Nick Gasson <nick@nickg.me.uk>
* src/xcowsay.c (main): patch from Tony Finch to make cow
location more random.
Changes in 0.2.1
------------------
KNOWN BUGS:
* Leap Frogs fail to leap in Interleaved Mode, because the land
is not cleared by one explosion before the next missile is animated.
* Some moves/items are interpreted locally instead of sent through
the network server like they should be. It contributes to desync.
* Graphics/Computers are fast - hangs and crashes have been reported.
* The wedge code sometimes draws straight ends instead of rounded ones.
* The man page is out of date enough to notice.
BUG FIXES:
* Audited for 64-bit pointers and should now run on 64-bit platforms.
* Hans de Goede of the Fedora project fixed a stack smash in saddconf.
* Fix from Sayu for roller infinite loop on elastic/rubbery walls bug.
MISCELLANEOUS:
* Updated the FSF's address in our GPL notices.
* Upgraded various autotools cruft so it kinda works with newer versions.
* Patch from Ilya Barygin to allow linking with the --as-needed option.
* Added autoselection of h_addr_list[0] vs. h_addr.
* Updated the libtoolization.
GTK 2.0 CONVERSION
* GTK >= 2.20 is now required. I got tired of the GTK habit of
constantly coming up with a new shiny thing and deprecating every
way that used to be the right way to do stuff, so I am not going
to even vaguely try to support GTK < 2.20.
* Fixed segfault in some menus caused by incorrect use of GtkDialogBox.
* Changed yet more random interfaces GTK changed for whatever reason.
* We need to finish GTK2 support. We are using allow deprecated some.
1. GdkFont is deprecated, so all the font code still needs rewritten.
2. The chat window used GtkText and still need to be rewritten.
3. sgtk/swidgets/sconsole.c:#define __ALLOW_DEPRECATED_GDK__
sgtk/swidgets/sdialog.c:#define __ALLOW_DEPRECATED_GDK__
sgtk/swindow-gtk.c:#define __ALLOW_DEPRECATED_GDK__
Version 2.1.01.0 (HR 2008/03/05)
- Updated configure.in and Makefile.in for building an new configure
script and Makefile with BSD support (autoconf -o configure configure.in).
The goal is to build on supported platforms 'out of the box'. If there
is anything to do, please let me know at
tshe_hermann remove_this at web dot de
- Added scrolling credits in the title screen. Therefore increased
the third paragraph of the version number.
Version 2.1.00.2 (HR 2008/02/11)
- Changed numbering scheme to a dotted style to become better compatibility
with distro's numbering scheme.
- Fixed broken sound. xgal.sndsrv.linux opens /dev/dsp now with O_WRONLY.
This makes simultaneously playing oggs working.
- Added man page (content and build handling). Added <s> and <Q> key.
Version 2.1.00-1 (HR 2008/02/07)
- added ifdefs in score.c for compiling with no sound support
- added file mkinstalldirs. Needed by make install
Version 2.1.00-0 (HR 2008/02/06)
- This release is mainly a bugfix relase. Some of them are years old.
See hints below.
- added the xgalaga_2.0.34-44.diff from debian. Thanks to Joey Hess for
collecting all these stuff over the years.
Main changes are: compiling xgalaga-hyperspace, full screen mode, security
fixes for HOME-Variable and global score file, joystick support,
improvements of sound server, new weapons machine gun and spread shot, ....
- Bugs as reported at sourceforge Request ID 1394882 "make error on fc4 64-bit"
and 1167157 "make error on FC3" are supposed to be fixed. Changed the order
of header files in several .c files. I have no 64 bit system to test this,
but I got the same error on ubuntu 7.10
- Debian bug report #149743: "xgalaga starts when i want to turn sounds off" is
fixed. In fact, it started on any key except <q> or <Q>. Now starts only on
the keys <k> and <m> as stated in the last line on the title screen.
Turning sound off works during the game and at the title screen. For clarity
there is now a 'Q' (=quiet) right from the level, which appears, when sound
is switched off.
- Debian bug report #60266: "Too slow when sounds are not available" is
probably fixed. I could not exactly reproduce the bug. On my box, xgalaga
crashes totally. Maybe it depends on the sound system. I added the evaluation
of the returncode on writing to /dev/dsp. The crash was gone away.
- Debian bug report #399987 "xgalaga -level accepts ""impossible to loose""
levels" is partially fixed. The -level parameter value is cut to 15. Higher
levels are still avalable by playing (good luck).
- Added a couple of additional key codes. The <p> (pause) and <s> (toggle
sound) did not work, because they produce key codes increased with 256.
Editing the high score name also didn't work on the same reason.
- Added bugfix for "[1837041] Fix seg fault" as reported on sourceforge
- Changed order of libs in configure.in. This (and some other improvements)
makes xgalaga compile under Cygwin/X
This release was unplanned but we introduced a regression in 0.6.2.2 that
we have to fix. Next time we will be a bit more conservative in
backporting fixes :(. But this is for-sure the last patch release. The
next release will be huuuge.
Regressions fixed
The implementation of Skill reflection crashed the Player when the skill
had no target, e.g. when it was a skill that just toggled a switch. This
broke directly the first battle in OFF. (#2342)
Battle
The correct default state rank B instead of C is now used for enemy damage
calculation. (#2332)
Damage calculation for states is now more correct: The damage/recovery is
rounded down. (#2343)
For Developers
The Player compiles now on the Haiku operating system. (#2359)
When using vcpkg and CMake 3.15 or newer the detection whether a shared or
a static runtime (/MD vs /MT) shall be used is now autodetected via
MSVC_RUNTIME_LIBRARY. (#2267)
CMake will not download the TestGame via git anymore. The motivation here
was years ago that we want to use the TestGame for unit and regression
testing but this never happened.
Provided by Thomas Dettbarn in PR 55771.
On October 31st, 2020, I uploaded dMagnetic 0.26, which was capable
of reading the Amstrad CPC binaries from DSK images. :)
Update pkgsrc patches and remove the ones that were merged upstream.
Doom Legacy Changelog
1.48.6 SVN1550 (2020-09-09)
FEATURES 1.48.6
* DoomLegacy can read zip archives (Linux Only, enabled by compile option
ZIPWAD). When an load file is a zip archive, all loadable files within the
archive are loaded. When searching for a known file, zip archives of the
same name (but with .zip) are also searched.
This uses library libzip. When built with compile option ZIPWAD_OPTIONAL,
DoomLegacy detects if the libzip library is present on the user machine.
This allows DoomLegacy to run without the feature, when the user does not
have libzip.
A libzip before version 1.2 does not have a seek function. A compile
option will provide our own zip_seek function, so libzip 1.0 can be used.
* Recorded Demos now include both the Version and Revision numbers, so
revision specific behaviors can be enabled. DoomLegacy 1.48.6 has modified
its native demo format, which is revision specific. Older demo formats are
still playable.
* Recognize and handle DeePsea Tall patches. Enabled with compile option
DEEPSEA_TALL_PATCH. Michael Bauerle submitted the orignial patch, derived
from crispy doom.
BUG FIXES 1.48.6
* DoomLegacy and PrBoom monster infighting does not have missile
invulnerability between monsters of the same species. Some other ports
(Boom, MBF, Eternity engine) do not have the infight test, so their
monsters are always invulnerable to missiles from their own species.
Added another item to the infight control to select the behavior.
Implements "Full Infight" setting with missile damage (Legacy, PrBoom).
Implements other infight settings without missile damage (Boom, MBF,
Eternity).
Fixes BUG 0664.
Added MBF infight logic, thats stops monsters from firing on friends.
* Legacy demo would fail to start due to blocking the textcmd that loads the
map.
The Legacy 1.48.4 demo was recorded with player 0 issuing the map textcmd.
Player 0 was not in the game yet, and this was detected as a textcmd from
a non-existant player, which got caught by new security code. For textcmd
issued before player 0 is in the game, the demo needs to use SERVER_PID.
Fixed demo read to redirect player 0 demo textcmd to SERVER_PID.
DoomLegacy 1.48 has a single long combined textbuf, containing the textcmd
from all players. Within the combined textbuf, there are individual
textcmd marked with the player id. Individual textcmd are still limited to
255 chars as in an ordinary textbuf. The DoomLegacy 1.48.6 demo format has
been changed to store the entire combined textbuf buffer into the player 0
slot.
This is simpler for recording and playback, has the same effect, and
allows SERVER_PID textcmd, which the previous demo format did not.
The commands to create a player (and other server actions) are now issued
by SERVER_PID, where in older demos they were issued by player 0, before
player 0 existed. DoomLegacy 1.48 has better protection against malicious
network traffic than previous versions, and checking textcmd validity is
part of the security protection. This fixes demo playback to work with the
security checking.
Changed the SERVER_PID to 250 now, for future expansion of players.
This fixes bug 0665.
* Fixed the moonwalk bug, where monsters would sometimes walk backward. This
was due to a bad translation of an everything-in-one-expression to more
maintainable code.
* Make an oof sound when hit a 2s line, just like when hit a 1s line.
Adopted from PrBoom, a Killough enhancement.
* Make optional, and disabled, some old development hacks.
Option DEVPARM_LOADING:
Loaded development wads from a special directory. This used switches
-wart, -devgame (even older -shdev, -regdev, -comdev).
Option WADFILE_RELOAD:
If a filename started with a tilde "~", it was taken as an indication to
reload the file on every lump access. This was to enable leaving doom
running while changing wad files.
Option LOADING_DISK_ICON:
Not implemented in any port anyway.
* The Full Graphics startup was fragile, requiring constant fixing. Video
startup now changes directly to the config modes, which is faster and
cleaner. Removed some antiquated code and interactions, adopting an
interface that puts the main code in control.
* Fixed the violet line, trees, and tall sprites of "Lost civilization" wad.
This required being able to save the same texture as both a transparent
patch texture, for drawing hanging vines, and as a picture format texture,
for drawing tiled walls. This fixes Bug 0663.
* The fast drawing of wall textures required them to be a power-of-2 in
width, so they could be tiled. To handle the case where it is not a
power-of-2 in width, it now uses a slower masked draw similar to that in
PrBoom, which also handles a negative offset. This fixes the large tree in
"Lost civilization".
* Fixed some old code to use POSIX fcntl, which allows it to compile on
SunOS. Patches submitted by Michael Bauerle. Fixes Bug 0666.
Features
Propper widescreen (and other aspects) support
Select difficulty in single player (remembered in the save game)
Adjustable game speed in-game
V-sync can now be disabled in the ini
Better line drawing function used for the automap
Support for loading custom Hell level maps
Make all objects and monsters available to custom maps
Added support for joining a game via hostname instead of IP
Bugfixes
You can now enter and exit fullscreen also when the game is paused
[Amiga] Fix double-clicking in menu
Original Diablo bugs
Fix some monsters AC and to-hit values on Nightmare/Hell ending up as 0
Fix player base block resetting to 0 after loading a save game
Correctly render trees in front of the player
Fully render sprites that are larger than the floor tiles
Fix objects disappearing when walking on the opposite wall
Dupping via belt has been fixed
Correctly detect if the mouse is clicking the world or UI in some areas
Minor typography corrections
Corrected name of Chamber of Bones in automap
Correctly align the inventory slots
Install the new interchangeable BLAS system created by Thomas Orgis,
currently supporting Netlib BLAS/LAPACK, OpenBLAS, cblas, lapacke, and
Apple's Accelerate.framework. This system allows the user to select any
BLAS implementation without modifying packages or using package options, by
setting PKGSRC_BLAS_TYPES in mk.conf. See mk/blas.buildlink3.mk for details.
This commit should not alter behavior of existing packages as the system
defaults to Netlib BLAS/LAPACK, which until now has been the only supported
implementation.
Details:
Add new mk/blas.buildlink3.mk for inclusion in dependent packages
Install compatible Netlib math/blas and math/lapack packages
Update math/blas and math/lapack MAINTAINER approved by adam@
OpenBLAS, cblas, and lapacke will follow in separate commits
Update direct dependents to use mk/blas.buildlink3.mk
Perform recursive revbump
1.10.3 (2020-08-09)
------------------------------------------------------------------------
Change: Also make roadside trees match the tree transparency option (#8245)
Fix: Center text and icons in the status bar vertically (#8273)
Fix: [NRT] Set invalid road and tram types for rail tunnel ends (#8269)
Fix#7980: Properly invalidate mouse-over station coverage highlight (#8263)
Fix#8250: [NRT] Company infrastructure window always omits last road/tramtype (#8251)
Fix#8162: [NRT] Improve error message when converting town owned road (#8247)
Fix#8216: Don't show floating text on autoreplace if cost is 0 (#8244)
Fix#8129: Crash if a news message expires while viewing the endgame screen (#8243)
Fix#8221: Use more specific error message when a bridge is too long (#8240)
Fix#8230: Resolve ".." when opening files in .tar (#8231)
Fix: A few race conditions in netcode (#8227, #8228, #8229)
Fix#7838: Crash relating to group creation and renaming (#8223)
Fix#8104: [SDL2] Fix window resizability when going from fullscreen to windowed mode (#8211)
Fix: Display banlist's indexes correctly (#8209)
Fix: Possible desync with subsidy creation (#8159)
Fix#8131: Draw small bridges pillars in more places (#8149)
Cave Story (Doukutsu Monogatari) is a classic freeware metroidvania
platform-adventure video game by Daisuke "Pixel" Amaya.
This is a somewhat upgraded/refactored version of NXEngine, a complete
open-source clone/rewrite of Cave Story.
Version 1.14.14
Add-ons client
* Add-on titles and descriptions translated to the current language are used when available.
The original English title is displayed in the UI and considered for search purposes in addition
to translations.
Add-ons server
* Made it possible to provide translations for add-on titles and descriptions at upload
time in the .pbl. Only clients running 1.14.14/1.15.4 or later can read the
translated values.
Language and i18n
* Updated translations: British English, Catalan, Chinese (Simplified),
Chinese (Traditional), Czech, Esperanto, French, Hungarian, Italian, Polish,
Portuguese (Brazil), Russian, Spanish, Turkish
Multiplayer
* 5p - The Wilderlands:
* Player 5’s units are sorted when cycling through them with the »n« key.
* Map tweaks (changes to some castles & villages, the northern river and embellishments)
User interface
* Do not list nameless abilities in the Abilities and Ability Upgrades lists in unit
descriptions in Help.
* Fixed disabled buttons using the pressed highlight color.
Miscellaneous and bug fixes
* Made wmllint recognize [remove_time_area] in order to avoid spurious warnings about
unit ids.
* Files created by the scenario editor include a boilerplate warning about hand-editing them.
2.2.0 "Interactive Fantasy" (2020-09-27)
New games:
Added support for Blazing Dragons.
Added support for Griffon Legend.
Added support for Interactive Fiction games based on the following engines:
ADRIFT (except for version 5)
AdvSys
AGT
Alan 2 & 3
Archetype (newly reimplemented for Glk from the original Pascal sources)
Hugo
JACL
Level 9
Magnetic Scrolls
Quest
Scott Adams
ZCode (all ZCode games except the Infocom graphical version 6 games).
Currently, more than 1600 games are detected and supported.
Added support for Operation Stealth.
Added support for Police Quest: SWAT.
Added support for English translation of Prince and the Coward.
Added support for Ultima IV - Quest of the Avatar.
Added support for Ultima VI - The False Prophet.
Added support for Ultima VIII - Pagan.
New ports:
MorphOS port got a major rewrite.
General:
Autosaves are now supported for all the engines.
Errors are more likely to open the debugger, and be displayed, than just crash ScummVM.
Games are sorted in GUI ignoring the articles.
Now Hebrew is displayed correctly in GUI (requires FriBiDi library).
Updated the Roland MT-32 emulation code to Munt 2.4.0.
Added option to select the default voice for ports that support Text-to-Speech.
Added support for Discord Rich Presence integration on supported platforms (Windows Vista+, macOS 10.9+ 64 Bit)
Major improvements to the keymapper.
BBVS:
Added support for the demo, available from our website.
Added support for the Loogie minigame demo.
Dreamweb:
Added support for Russian fan-translation.
Fixed animation speed.
Illusions:
Fixed subtitle speed (set it to max for good speed).
Added support for Russian Duckman.
Kyra:
Added support for the SegaCD version of Eye of the Beholder I (with CD-Audio, animated cutscenes and map function).
Added support for the PC-98 version of Eye of the Beholder I.
Added support for the Spanish versions of Eye of the Beholder I and II, Legend of Kyrandia 1 (CD-ROM fan translation) and Legend of Kyrandia 2 (floppy version and CD-ROM fan translation). Fix Spanish Lands of Lore support (floppy version and CD-ROM fan translation).
Lab:
Fixed sound looping in some rooms.
Neverhood:
Added support for bigger demo, available from our website.
Prince:
Fixed inventory item descriptions display.
Added English translation.
Fixed bug with infinite loop when looking at some objects.
Queen:
Fixed loading a save game from the launcher.
Fixed random long delays when starting a game.
SCI:
Major improvements to Amiga and Mac sound drivers.
Improved MIDI playback and fixed many audio issues.
Fixed 30 original script bugs in ECO2, GK1, KQ4, KQ5, KQ6, KQ7, LB1, LONGBOW, PHANT2, QFG1, QFG3, QFG4, SQ5 and SQ6.
Fixed a script bug responsible for rare and random lockups in most Sierra games between 1992-1996.
Added support for Inside the Chest / Behind the Developer's Shield.
Added support for German LSL6-Floppy.
Added support for Hebrew Torin's Passage.
Added support for Italian Lighthouse.
Added support for Polish KQ5, LSL2, LSL3, LSL5 and LSL6-Floppy.
Fixed Russian LSL1 error when hailing a taxi.
Fixed Phantasmagoria 2 error when attempting easter eggs.
Fixed QFG3 auto-saves.
Fixed QFG4 and Shivers save game thumbnails being obscured by control panels.
Fixed a random crash in the Windows version when exiting a game.
Added support for Roland D-110 sound driver.
The "Prefer digital sound effects" checkbox works correctly now for SCI01/SCI1 games.
SCUMM:
Fixed palette issues leading to incorrect colors in MM NES intro and dark rooms.
Fixed the rendering of the flashlight in MM NES to match the original version.
Replaced the existing NES palette to a more accurate NTSC palette based on Mesen.
Added a new GUI option to switch to an alternative NES palette based on the NES Classic.
Improved colors in Apple //gs Maniac Mansion.
Fixed crash when entering garage in Apple //gs Maniac Mansion.
Added support from Classic Full Throttle from Remastered release.
Supernova:
Improved English translation.
Sky:
Fixed syncing of music volume between native settings panel and ScummVM configuration.
Sword1:
Added support for localized menus in Novy Disk Russian Trilogy release.
Added support for Spanish playable Demo available from our website.
Sword2:
Added support for Spanish playable Demo available from our website.
Titanic:
Fixed Barbot crash after asking what else he needs.
Wintermute:
Added subsystem for tracking achievements, implemented for 10+ games.
Xeen:
Add missing sprite drawer for enemies hit by Energy Blast.
Fixed freeze due to bad mob data at the top of Witches Tower.
Fix crash loading some savegames directly from the launcher.
Fix curing the well in Nightshadow.
Fix loading of wall items from savegames.
Fix U/D keys not working on Quests dialog
Fix incorrect mirror destination for Dragon Tower
Fix crash reading book in Great Pyramid safe
Prevent attributes from going negative
Fix border faces animation during Clairvoyance
ZVision:
Fixed regression in the safe puzzle in Zork Nemesis: The Forbidden Lands.
Fixed getting perfect score in Zork: Grand Inquisitor.
Android port:
Added support for immersive fullscreen mode.
Improved keyboard and mouse input.
iOS port:
Fixed unsupported graphic mode for some games (such as SCI games with high quality video scaling enabled).
Removed Quit button to follow the iOS design guidelines.
Removed virtual keyboard input assistant bar. In particular this means that we no longer see a bar at the bottom of the screen when using an external keyboard.
Added save of current game state if possible when switching to a different task and restore game state when returning to the ScummVM task.
Linux port:
Added option to use the system file browser instead of the ScummVM file browser.
MacOS X port:
Fixed blurry on Retina screens. Unfortunately this required dropping support for the dark theme for window decorations.
Fixed Taskbar icon display when running a game (this was broken since ScummVM 1.9.0).
RISC OS port:
Added a VFP optimized build for newer hardware.
Windows port:
Added support for using additional OneCore voices for text to speech.
Active support for Windows Vista and lower is now discontinued. While we still provide builds for those systems in the foreseeable future, some newer features might be missing.
- Binaries are now built with optimization flags and debugging information
(stripped for release).
- A "secret" option to force integer video scaling factors has been added
("integer_scaling").
- A mouse button binding for the "Use" action has been added. Double click
acting as "Use" has been made optional.
- The "Ouch Face" and the "Picked up a Medikit that you really need" message
are now shown as intended.
You may have to rebind your mouse buttons!
- Level stats and level time widgets have been added to the automap.
- The weapon sprites can now be centered during attacks.
- A crash when a Dehacked patch attempts to assign a non-existent code
pointer has been fixed.
This is a tool for Go players which performs the following functions:
* SGF editor
* Analysis frontend for KataGo, Leela Zero or compatible engines
* GTP interface
* IGS client
* Export to a variety of formats
The basic goal for this program is to provide an everyday SGF editor
that is fast, easy and convenient to use and does everything you
could want out of such a tool. Some of the more unusual features
include a Go diagram exporting function for sites like lifein19x19.com
or Sensei's library, as well as SVG vector graphics or slide export.
q5go also supports some non-standard Go variants. For beginners,
tutorials that explain the rules and basic tactics are included.
This program is based on the old Qt3 version of qGo, but ported to
Qt5 and modernized.
Bug-fix release, fixing linedef type 242 rendering with moving control
sectors and SDL2_Mixer opening a different number of audio channels than
requested.
GemRB v0.8.7 (2020-08-23):
New features:
- new smarter pathfinder with bumping support
- animal taming, iwd2 hardcoded saving throw bonuses
- vcpkg and out-of-the box msvc support
- non-ascii data filename support
Improved features:
- disk reading speedups, ease of setup
- iwd chargen, pst spell timing, hardcoded overlays, iwd2 casting ai
- better actor speeds & walk sounds
- audio, pst ini handling, savegame compatibility, morale handling
- effects, projectiles, actions, range calculations
- bugfixes
Notes:
- switched to c++11 and cmake 3.1 as a minimum
- dropped windows 9x compatibility
Normally I would just mark it BROKEN but it seems to actually verify
the checksum of the file it tries to fetch during install stage.
Still, this needs to be fixed.
(Its ancestry clearly includes Elite, though I couldn't say how in any
detail.)
Alas, it does not run on my NetBSD because of opengl version issues,
but it should run on Linux and MacOS.
Be careful, it can be quite a timesuck :-)
Remove nonportable strip option "--strip-unneeded".
POSIX strip doesn't support options.
Bump PKGREVISION because the different strip algorithm affects platforms
with support for "--strip-unneeded".
pkgsrc changes:
---------------
* The project is now hosted on Github
* Remove the patches: the fixes have been fixed upstream
* The tool to generate documentation has been replaced from textproc/asciidoc
to textproc/ruby-asciidoctor
upstream changes:
-----------------
2020-07-19: Version 3.4.1
* General:
* Fix: Zoom speed tied to game speed (commit:22a7855b4ca5262f75b48625ea1a2fd14e6e3d2d, #939)
* Fix: Chatbox text drawn over tooltips (commit:605969d3196d56d7fbcc9057b776d168630a9634, #965)
* Fix: End game stat bars having an off by one error (commit:ef02b1256619e15b0b08a7d8fbe36b4a60994204, #973)
* Fix: Improve keymap default logic (commit:79518b0b19396c48ffc607183353dbe252578291, commit:8d764e53c31909f12d46ab8194d64be460988618, #977)
* Fix: Chatbox related softlock (commit:a12b1a9cf305054317630664492dc8816acefada, #978)
* Fix: Fix simple keybinds not firing when a meta key is held down (commit:92979bab768e0fba7666c944883885017e8ddcc8, #993)
* Fix: Refund factory power better with queued templates (commit:43b48a7a8552615787a07ee808a9693e0f8bf7b7, #990)
* Fix: Minimized/occluded window causing a huge spike in CPU activity on macOS due to vsync issue (commit:17fb3cc2db07cd063886ef6d180a5b8be65e7654, #1020)
* Fix: Prevent softlock when opening reticule menus while keymap is open in multiplayer (commit:7a268d18fbff99ff09eb639db2b6cb940fa33dd7, #1030)
* Campaign:
* Change: Victory condition "eliminate bases" now triggers a last attack from the AI like the other conditions do (commit:215f6f255621138b745ef364052d2890282f41f0, #988)
* Fix: Failing at the start of cam3-c if no trucks were present at the end of the cam3-1 mission (commit:46fe92bfecbed112af1bef5f0ade117039650ff7, #1021)
* Multiplayer:
* Fix: Changing flag color should not reset ready status (commit:cd1c0be79a6698d8db6e2110a8899239e08e9a91, #966)
* Fix: Fix map preview sticking to kicked players (commit:a411fddbc629829c7010503e0c85ca274006b98d, #974)
* Fix: Player stat "played" not representing actual completed games played (commit:ca27273228e8f04df5e5c7e1bde45950b3be1e8f, #1013)
* Fix: Reload palette file after mod downloads (commit:4a8f98d4b5f9a72b0dd09b4241a7d60646d69505, #1015)
* Remove: Prevent ability to change to smaller maps after hosting has started (commit:c56ad15e34ed1cdd52d885b1b3b6d751a2c1a1ff, #1027)
* AI:
* Change: Improvements to BoneCrusher! AI (commit:e02323c2665da6f6ce09f7417c47f00e71439498, commit:9902035e1d4600c246b553f52e526f8a126bb2f6, commit:38a44a163ad2af9d628f0a8875f5eb8594d3ad95, #1007)
* Balance:
* Change: Make Scourge available at start in T3 (commit:ab9a5f3d5b861c84023df8cc3bc19ca548b61557, #999)
* Other:
* Add: Account for Repair/Demolish construction queue mid-way stopping (commit:588c84c9a42f9de8e841322468b9574c0d4a7811, #989)
* Add: macOS: Video sequences app bundle packaging (commit:880352481ad60c61b120a3f59893b3d8c2668eec, #1018)
* Change: Set new map zoom rate limits (commit:5d212ce31693585cae5f0c68331d7eae7e7f6dfb, #939)
* Change: Point revisions use the same app configuration / save directory (commit:22dab1a7069bc86acf5a1c161bd3f18252d29c56, #976)
* Fix: Damage calculation must always return at least 1 thus fixing Nexus Link damage against tracked units (commit: 7b41dd69c63cbdc3c5ef53b89a3ea717e06ad9c8, #981)
2020-06-24: Version 3.4.0
* General:
* Add: Frontend "continue last save" option (commit:54536b3bb2f919de5250698ea00317c0b174c797, #408)
* Add: Shortcut to quit to main-menu after victory (commit:9beabb55a7444c5cb02ab9992f22dd51ded7fe43, #518)
* Add: T4 technology level where all research is completed and addon.lev change (commit:c0f8f1ddef9e38948a9fed5aa300f9a4b5698a1d, commit:e50fac0423492ca8180e42507fe0db6c51c9a282, commit:1cfb90a05efc7f7135d5b659b434a6381aee71a8, #396)
* Add: Option to enforce structure limits on maps and disable most research related to limited structures (commit:ba06ee18c99b04f3cd46a81e2eed1a251f2d05f3, commit:55d627faf623ec07663701165ab4efe3d8044408, #409)
* Add: Quicksave feature (commit: d130d5cf8f510dbcf6a3680d5ef436b18d761669, #464)
* Add: Way to change most game settings with the in-game pause menu (commit:905cc6ff2f659d6118ce13285f2ddd341a17c6cf, commit:e821f2ed15765f0f0a7fe64df335f646bf61e93b, #469, #565)
* Add: Autosave feature where the save rate is moddable in rules.js (commit:bff9eb56db0b0883156eb14bcd8add2327bc0f7a, #536)
* Add: Favorite build items menu shown as a heart icon (commit:8241df0042cfaac75b2e1b192ffb8c31b220ec4e, #556)
* Add: Right-click AI slot to quickly copy it to all other AI slots (commit:e7ff1e1d5fb956aeaa1dc721f3950dd0f2f4de2b, #551)
* Add: Randomization of game options button in skirmish/multiplayer games (commit:f49ff2b8bbbf9b43bf80dbb2402507cf770cef89, #539)
* Add: Randomization of map and positions. Not available when hosting games (commit:e821f2ed15765f0f0a7fe64df335f646bf61e93b, commit:c4fb21e2dfd02b48c353e0b2491d87728770569b, #568, #596)
* Add: Allow pressing enter/return key when connecting to password protected games (commit:81a1a3790662ba3508b888d47929bf0011a6bc4b, #579)
* Add: Add support for changing map, game name, and hosting player's name after already hosting (too many commits, #526)
* Add: Support configuration of OpenAL-HRTF mode (commit:33c4d81795f8f98c103b2af81d4c1575f0f4abb4, #675)
* Add: Support in-game notification popups (commit:0d9a0e6736ee830b29811bf27eacf79f693f8ab5, #679)
* Add: keybindings for camera pan added (commit:6fb19e8a053a9a5de2138fe6afa6c1ea6d7e0c6f, #739)
* Add: Discord rich presence / join support (commit:9c59dd3b15a7d14b4a11244daecaf9fa45d7aac7, #876)
* Add: Unit / kill count gui feature (commit:ff8c56612a1e3afd597f88fb6cd2ae56142e5206, #943)
* Change: Challenge layout updates (commit:93db639e1f83ea1819139bf6b85f70b1287a094e, #524)
* Change: Pressing the key 'M' now shows the key mappings (commit:0bc1b68c862f85146b0693e9c29509ddf63fd5ad, #661)
* Change: Sort saved games so that recent ones appear first (commit:2d35022fd58193fe6995c6df7806bf6d1a77bd55, #902)
* Change: Simplify technology level selection (commit:e448c8a4f3b865957aab58d8718f6da1c2bf87eb, #949)
* Fix: Not initializing the random number generators at application start (commit:925cb7ca4614930ad40d0932c6d957e7986090ac, #539)
* Fix: Enemy hover units turning invisible when over certain depths of water tiles trying to be seen by other hover units (commit:8242c25a2436b817fdf0662bf295ac467ecde59f, #576)
* Fix: Fast-play should not create net logs (commit:e2f3dc9e40247cf0065fb20fd080a00a0dbd9946, #599)
* Fix: Production queue was broken after loading saves (commit:25f2970f5f73128df9ed0d87c0bdf032f7a10aaa, #664, ticket:2983)
* Fix: Units dropping out of the sky when produced from factories (commit:6b869f9e02fa21cbc7f0f0902d5d7ee9f6d77d2b, #719)
* Fix: Game falls into infinite loop when you load a damaged save (commit:10ca85b2ebfb86ab7dcbf14b16b461e8f3490312, #906)
* Fix: Tile burning flag is not restored on load (commit:384c7228621c0f0b98910ffb767425e541d7123d, #912)
* Fix: Trucks should stop mid-way if structure becomes finished (commit:312c7869f908f00484d6184221fa6ab0d37f1832, #914)
* Fix: Moduled building demolishing power return (commit:91ce267100564a1d7ec0edb54294bd46a14d938e, #940)
* Fix: "Cannot build. Resource burning" will pop up for each selected truck (commit:ee555f790f9e2363f71e1199aa99b3e2f072f145, #907)
* Graphics:
* Add: Allow shadows with these feature objects: artifact, boulder, and vehicle (commit:0e502341f099f78f2a0d81b158e0c0d225a54cdf, #635)
* Add: Interpolate frames in animation (commit:b399fc362dcb202e341d7ddb73ea9e782b64e79a, #748)
* Add: Occlude terrain ambiently (commit:ba0b8ce41712c146cab142c771fc796838ac0a96, #764)
* Change: Replace little cyborg walking animation with super cyborg walking animation (commit:98582506106a76e6a1d11c0f874ea84c25f2a712, #819)
* Change: Allow transparency for structure bases (commit:7a5a14c43ad83ba0eb0da56fe3301b9d921496df, #883)
* Fix: Atmospheric effects should respect game time slowdown (commit:41c72f127d9b130c4fe9df901519728a7a1634d0, #913)
* Campaign:
* Add: Make campaign use dark unexplored tiles like before 3.1.1 (commit:15a032e9de9179f678dd3063151a040bd9e362c3, commit:5dd63b5fcd8dbffaea5087b5c89f88551b655937, #447, #529)
* Change: Slow down factory production timers on Alpha 12 (commit:9fa9b8ca09e257cb96cc86a4ad937c3f8a1adfe7, #678)
* Change: Increase Bunker-Buster ROF (commit:f0998eaad700fa88881e13d999d37c2261e14b63, #707)
* Fix: Alpha 11 (cam1-7) failing to allow the player to win if getting the artifact too fast (commit:cd6d345eef01abf6343d7dc762ba6dfd4ee5ac05, #574)
* Fix: Gamma missions 3, 4s (pre-away mission), and 5 did not game-over because of trucks stored at the end of the Gamma 2 scenario (commit:e0fb35b5a9ee445e5555482d58b37a97e95ce6c8, #588)
* Fix: Prevent the ability to select the campaign transporter on Alpha 9, Beta 1, and Gamma 1 (commit:9e6e5bfd0b716f8f496710d5304cd15dd72a8ad8, commit:7e8c5deed1ae9351bf143a7bae6dab4ba6a5ea9e, #651)
* Modding:
* Add: Basic upgrade support for repair turrets (commit:3ae3006f67beb2addf9b7149becde6d2c132188d, #658)
* Multiplayer:
* Add: Remembers the last server in the IP-connect box (commit: feb25267030a0bf079a848f3cc232db8255087bf, #433)
* Change: Consistent upgrade values for some research (commit:112122b92f0370b60a0e379ca4e93187540eff5b, #557)
* Change: Scavengers no longer affect score (commit:f0cbddfcdd8dcf237c05c2b00cb624ac995da6bd, #666)
* Change: Starting technology is mostly different on T2/T3 and based on time (commit:f7f33be120633e2382a505279390cd7f26b2702e, #720)
* Fix: Melting map player 4 owning a player 0 derrick (commit:07c4fdc24cfe85c5649048a2247a8ccdec796dd3, #546)
* Fix: resetReadyStatus() now actually resets ready status buttons as it implies when host changes settings (commit:ce1b60c3e9e5c17faa8f45d80fcc9fea2d5870eb, commit:31295dfcbbbb4aae3c67095980fc6ba2ae56f02f, #572)
* Fix: Do not allow the exit-click for Map Preview go to the invisible widgets (commit:91194316acc451e3f1e4cbbaa38849a7d57aae17, #585)
* Fix: Protect the status of map-mods when previewing maps so a warning about hosts altering the code doesn't happen, or, the red icon showing when it should not (commit:8d4a8c243e74b7ab8323fb0ceeba56147a53ee76, #586)
* Fix: Fix saved template availability when loading skirmish saves without a HQ built or when immediately removing the HQ on (advanced) bases (commit:78f312d3ed33163639ee867837496cceeba2127b, commit:23497d673c9905e01d2d34f73755127fe8af21fc, #630)
* Fix: Drum spawn logic should no longer show an error in some cases (commit:da3fc1f58c5d2da72e698375cc80f3f78650b834, #657, ticket:4419)
* Fix: Beacons will now remove themselves properly when dropping another with a save already having one (commit:5286fb434f74536a7e690b7367730bb7bccda1be, #707)
* Scripting:
* Add: Prints some game settings on skirmish/multiplayer game start (commit:a087c51b467ebffe7cb0edaca14e8ebe9d4411e7, #615)
* Change: Ignores repeated orders issued from scripts (commit:b2eb7f4ef4087b20c9dde1e4156e390e17485be6, #487)
* Fix: eventGameLoaded only fires when loading saves, as it was intended (commit:6bcd12ccdf9f8a739348ed2406274a0351025720, #550)
* Fix: Functions isStructureAvailable(), addDroid(), makeTemplate(), and buildDroid() no longer return false if they encounter redundant components/structures (commit:eee8025fc1f4484327a4bf5c2bfe0aa25169f74e, #590)
* Fix: Script debugger impacting performance after closing it (commit:aaaf3ae796106a40cb005ace87de7369179fb766, #611)
* Fix: LASSAT stattype could not be used with function enumStruct() (commit:442b0b00c76b3044dfc1e8340dda007c69f25d46, #613)
* Remove: WzScript (commit:05d7814e4d15e5c46311ab91410a52546e83a49c, #512)
* AI:
* Add: BoneCrusher! AI (commit:60a369044b6d5f5e306a1969dbc81ac4782f1ceb, #532)
* Add: Cobra AI (commit: 42adc8de34c018c3fc809bfddb59f288059c94d3, #513)
* Add: Nexus AI ported from original (commit: 5aa27ef4cbcfd62cb97454b60580323663300ec1, #513)
* Change: Rename SemperFi-JS to SemperFi (commit:ed9f4d0c59a7689d9d26c9eb3538a84b596aa973, #513)
* Fix: Division by zero if one AI is available to choose from in the AI chooser menu (commit:020586f6bb15a97949f7a8986889862639ca7db1, #523)
* Fix: AI communication channels were switched off after loading saves from a fresh application start (commit:5171d00e34814b53a85ca2131c83625695eccecb, #660)
* Remove: Classic Nexus AI (commit:3fbe32bb8257c3cba27d8244769ebe8420b6936b, #511)
* Remove: Classic SemperFi AI (commit:2612c2bce9470ac6c0a8e51f44b55382842e0226, #511)
* Other:
* Add: Autohost from JSON settings file similar to automated challenges (commit:aa1ba903c99ffe5dc41b2da6e57fcc072c7e592a, #502)
* Add: Timestamp chat messages (commit:a68d5389c913d5a36d1c66b9135b383202c8b41f, #680)
* Add: Fade effect when starting games (commit:b328ea78b271f931853cfe67500280fcbc061601, #751)
* Add: Vary initial derrick animation frame (commit:b00e9f15de144b1e3c10814a282d6500f06ac765, #747)
* Add: Vary initial radar dish rotation (commit:63b7a2c4f11c3bec2c532636284dba3165c0d69a, #741)
* Add: Give half-tracks propulsion sound (commit:5614099a6cc7d40e5adf0328165b09d703f94438, #870, ticket:4181)
* Change: Huge titleUI refactor (too many commits, #540)
* Change: Display "global" or "ally" on chat messages for the sending player (commit: ea97d3202c0f342c5287fffb5bdd8724d9e4daca, commit:e065469b1e8f667222eb5548e685a159a8815403, #519)
* Change: Behavior of "select similar units" improved (commit:bc5597071f7814c50f89c28895b4db61fdb1d9ab, #669)
* Change: Deprecate autotools toolchain (commit:eca70df4a21492bd27b14b6e993d20bcbb375429, #695)
* Change: Smoother mouse rotation (commit:7316d8103dc2390cd34ca95fdaf201a1d68f90d1, #734)
* Change: Smoother zooming (commit:8a943d9470b8538599006fd5c067237e6595cc50, commit:3314483a92b9e595299df0ff76c45e3160242f55, #733, #751)
* Change: Redo the drag box pulse effect (commit:524271d5f49c4811850019c319d4c3e86f56dc73, #749)
* Change: Adjust height tracking logic (too many commits, #892)
* Fix: Map zoom config limits are now higher to prevent the camera starting too far zoomed in (commit:098d2eb74640cf87f54736967102681a02330bea, #537)
* Fix: Derricks now emit sound again (commit:e307e88e97ff05ef7a54139922b2247aa9763143, #543, ticket:4766)
* Fix: Scanlines config option is no longer switched off if a video can not by played with scanlines (commit:4d4f955f35776d27f997ea90fe2d00125969c145, #581)
* Fix: Display of debug menu items (commit:c91d6e7715a09c7e0474ed8e75dcc1396ac27582, #598)
* Fix: Better crash log handling on Windows (commit:16b420cfbec50b1fcb9f552eb084c72c8f326e36, commit:d52958a62926a67d595fdd527b22040dd60f98a4, commit:2edb62ed9a457ed06a3a8ee0f107c3b3fe32f2a3, #619)
* Fix: Enable HiDPI support on all platforms supported by SDL (commit:5e3387a1f5850fa3a60d3ac6c92722c01c484495, #627)
* Fix: Fix negative score overflow in debug menu (commit:01275997ad7a76a91aa1d9d68a57729cadcee16e, #667)
* Fix: Improve info message when losing a unit (commit:2264ed975f35b6ab5ab05fbf7321882cb947b9a7, #668)
* Fix: Prevent duplicate projectile IDs (commit:0861c922d8891be1f1b878da617c8544810cd80d, #769)
* Fix: Prevent some graphical responses from the reticule buttons when the game is paused (commit:234fe01a0f12c178689e2b3bfcf8f5e84c12bac8, #792)
* Fix: Fix radar jump rotation bug (commit:2d5c88b7b61492c2edc117b27ddc7c255caaeb4a, #856)
* Fix: Crash when upgrading structures without upgraded models available (commit:f4350b9becd0128b5a272dd8692897300e39a18b, #887)
* Fix: Prevent the radar viewing window staying green when switching from Gamma to skirmish/multiplayer games (commit:35505527dd8d0571beb809f484f571544b76b372, #891)
* Fix: Reset scroll direction / speed on new game start (commit:4626a62fbca70e50f093b5884ea8963b68f11251, commit:ff527f66fbb03738b2a73376f09b8600437fe657, #898)
* Remove: Disable cursor swapping when moving the camera via keys (commit:284a168a90dba3b1aab288f8c661ecbe71157b65, #772)
* Balance:
* Change: Increase multiplayer Bunker-Buster weapon ROFs to hopefully increase their usefulness, according to mp community players (commit:58449ecb36f0283e9c31a68c6d35b0aafc31caff, #531, ticket:4861)
* Fix: HMG bunker not being affected by upgrades due to sharing same name with another structure (commit:f27ae30a370266e1a09ce1d088b5906cbf7eaf90, #508)
* Translations:
* Change: Moved to Crowdin (commit:5b446f5c21e58941b5528ace991eac512085799e, #700)
* Documentation:
* Add: Alliance type ALLIANCES_UNSHARED now documented for script global variable 'allianceType' (commit:e030c3d0b2894343912a489167ecfd2a27b66495, #601)
* Remove: Doxygen support (commit:540ce1948e055e9937383c052616a5e4dd5fb0c9, #316)
Summary of Changes
* percentage combat is refined to become an actually playable option
* improvements to throwing
* udate to town generation
* a major update to the new blackguard class
* several tweaks to the other new classes
* many improvements to the MacOS front-end particularly, but also others
* improvements to tiles
* addition of fancy color-cycling of monsters
* configurability of charecter sheet
* inclusion of some new, rare level types
* experimental Windows curses and SDL2 console ports added
* many small bugs fixed and quality-of-life improvements made
Summary of changes from 2.15.3 to 2.15.4
* Fixed a problem in multiplayer that halted the game play.
* Added option to play with the original seven kingdoms, and enabled on
original scenarios.
* Apply the leadership bonus when the general is in fort for defending
soldiers in range.
* Fixed the mobile general range calculation for the leadership bonus to
not apply to the troop anywhere on the map.
* Apply the leadership bonus when the general is on a ship for defending
soldiers in range.
* Updated translations.
* Added hotkeys for managing the build menu in the War Factory, Harbor,
and Town.
* Restored support for real full screen resolution that requires a
screen mode change.
* Improved dynamic UI button and text layout.
* Added Polish translation.
* Added trade locations to the trade report.
* Sort and filter trade locations based on the map selected caravan.
* Allow setting stops using the trade report.
* Allow copying trade routes using the trade report.
-------------------------------------------------------------------------------
Version 0.64 - released June 2020
-------------------------------------------------------------------------------
# New Features
* EXPERIMENTAL: ISO images may be used as a Theme Hospital data source. Known
limitations of using ISOs are that the in game movies will not play, and the
first time Windows install will not allow selecting the ISO file in the file
dialog.
# Bug Fixes
* Confirm dialogs are now sized properly in all languages.
* Many circumstances causing rooms to become stuck have been fixed.
* Level 6 map issues causing errors have been corrected.
* Epidemic patients couldn't be treated while they were seeking a room.
* CJK text layout issues have been corrected.
* French Level 5 description was replaced so that formatting characters
no longer show up in it.
* Some undefined behavior and potential memory leaks have been corrected.
* Earthquake cheat now breaks your hospital instead of the game.
# Translations
* Updated translations for Chinese, French, Brazilian Portugese.
LOVE is a framework for making 2D games in the Lua programming
language. LOVE is totally free, and can be used in anything from
friendly open-source hobby projects, to evil, closed-source commercial
ones.
I mistakenly enabled LuaJIT support on supported platforms.
It doesn't actually work in this version of LOVE (oops).
The previous inclusion of LuaJIT's buildlink3.mk was a mistake,
instead the exact version of lua51 should be included and the library
name corrected.
Bump PKGREVISION.
LuaJIT was never actually being used but got pulled in anyway, this
breaks aarch64 builds.
Detect the standard lua library properly removes the need to include it.
I'd enable LuaJIT as an option but I can't get it to build against it...
Bump PKGREVISION
Use native inet_aton() on Solaris.
Solaris has inet_aton() in libresolv since version 2.6 from 1997.
No revision bump because this only affects the Solaris build that was
broken before.
Version 1.14.13
Campaigns
* The South Guard:
* S6b: Fixed enemy units triggering their own ambush events.
Language and i18n
* Updated translations: Chinese (Traditional), French, Portuguese (Brazil), Russian
WML engine
* Fixed OOS issues caused by select events triggered during events.
Miscellaneous and bug fixes
* Fixed a major memory leak in the display code affecting all graphics operations, dating back to
version 1.13.13.
* Include graphics settings and the list of installed add-ons in the Game Version dialog's clipboard
report and the command line --report output.
The type label_t is not available on all OS, e.g. on SmartOS.
labelforname() is an unused function and the only place where label_t is
used. Commented out with new patch.
Bump PKGREVISION because C source file has changed.
Changelog:
- The code has been prepared to compile with GCC 10.1.
- Support for tall textures and sprites in DeePsea format has been added.
- Missing textures are now treated as non-fatal.
Changelog:
After watching CTWC (which is awesome) and starting to play tetris
again myself I finally took the time to add wide screen support to
LTris (my monitor gave me severe seizures in fullscreen...) by
using a shadow surface. It is just software scaling but hey at
least it is playable again in fullscreen.
As with Barrage: SDL will return bad mouse positions if switching
window -> fullscreen. You'll need to switch and then restart the
game. Nothing I can do about it, sorry.
Provided by Thomas Dettbarn in PR 55359.
This release saw major improvements when playing the original games
from the MS DOS releases. The images packaged in there used a
slightly different format than the AMIGA versions, resulting in
muted colours when playing with the LOW ANSI output.
An alternative algorithm has been introduced, called -vmode low_ansi2,
resulting in much more colourful, nuanced pictures. Just have a
look yourself!
1.10.2 (2020-06-01)
------------------------------------------------------------------------
Add: Ubuntu 20.04 packages (#8127)
Fix: [OSX] Possible crash on failure to set colourspace (#8181)
Fix#8166: Prevent crash from a NewGRF with an invalid RoadType (#8180)
Fix#8024: Make Online Content GUI more responsive while loading (#8179)
Fix#7970: Disable event loop when generating crash dump (#8176)
Fix: [Build] Compatibility with modern Visual Studio (#8170)
Fix: Trees would disappear completely after a few years if tree spread was disabled (#8160)
Fix#8155: Roadtype speed limit in scenario editor toolbar dropdown was doubled (#8156)
Fix: Desync after house replacement (#8151)
Fix#8137: New clients can't join (desync) after funding an industry (#8140)
Fix#8132: Corrupted savegame with station with multiple owners caused a crash (#8134, #8142)
Fix: Stop gamelog when recovering from a savegame load error (#8133)
Fix: Exceptionally unlikely issue when reading MIDI files (#8125)
Fix#8119: Docking areas were not properly updated when clearing, causing desyncs (#8124, #8130)
Fix#8117: Memory leak for incoming admin port packets (#8122)
Fix: Non-roadbridges potentially had roadtype information set (#8111)
Fix#8108: Possible crash on loading TTD savegames with phantom oil rigs (#8109, #8110)
Fix#8093: Build & refit test run changed game state and could cause desyncs (#8103)
Fix: [Script] AreWaterTilesConnected did not handle aqueducts properly (#8074)
BringerethOfLight (1):
fixes some of the remaining memory access issues
Vladimir Serbinenko (6):
Make sure log_cb is always set
Don't attempt to run main loop after failure.
Log database init error code
Fix path to auth database
Fix compile failure on emscripten
Improve logging
twinaphex (1):
Update GLSM
Ömercan Kömür (1):
Update libretro.h
Emery Hemingway (6):
Remove superfluous C++ include
Tupfile for super-repositories
Revert "Build rules for Genode platform"
Support original keyboard mappings
Optional LIBRETRO_COMM_DIR override
Stop polling inputs after F3
Leonardo Montenegro (1):
Adding diacritics support
Version 1.14.12
Add-ons client
* Ensure the client doesn't re-download dependencies that have just been updated during an Update All
run by re-reading add-on versions after each update batch.
Add-ons server
* Don't send restricted attributes at all, rather than sending them as an empty string.
Campaigns
* General:
* Fixed instances of multiple [avoid] tags being used.
* Used more appropriate castle/encampment terrains.
* Descent into Darkness:
* S7: Correctly call Taylor a general.
* S9: Spelling fix.
* S11: Reduced boss difficulty and fixed ghost units not being correctly recalled.
* Heir to the Throne:
* S23: Clarify Bayar's dialogue.
* Northern Rebirth:
* Fixed enemy naga's triggering an event they shouldn't be triggering.
* Son of the Black Eye:
* S15: Fix the scenario not ending despite objectives being met in some circumstances.
* Under the Burning Suns:
* Fixed Sun Shydes dehydrating themselves at night.
* Dehydration only affects the player's side.
Language and i18n
* Updated translations: British English, Czech, Chinese (Traditional), Dutch, Esperanto,
Finnish, French, Hungarian, Italian, Japanese, Polish, Portuguese, Portuguese (Brazil),
Spanish, Swedish.
* Use <game dir>/translations instead of <process working dir>/translations to find core
translation catalogues on Windows.
Packaging
* Fixed an issue when building using scons and --config=force.
* Fixed creating the lockfile in scons when using python 3.
* Significantly improved the macOS packaging instructions.
Units
* Fixed the team color of the berserker idle animation.
* Fixed typo in Troll race description.
* Fixed the Red Mage using the Mage's idle animation.
User interface
* Fixed a crash on certain screen resolutions due to UI element padding not being able to fit.
* Fixed a crash when trying to preview an unplayable map.
Miscellaneous and bug fixes
* Fixed building with the 64-bit Visual Studio projectfiles.
* Added missing side controllers to two Micro AI scenarios
* Experimental AI retreat CA: bug fix for cure-only abilities
* Forest Animals Micro AI: excluded rabbit holes on map border
BZFlag 2.4.20 "Do You See What I See?" (2020-04-24)
----------------------------------------------------
* Reorganization of the menus to improve usability - Scott Wichser
* Add bz_isWithinWorldBoundaries to API - Vladimir Jimenez
* Use teleporter names in /saveworld .obj exports - Vladimir Jimenez
* Add bz_getSpawnPointWithin to API - Vladimir Jimenez
* Fix NetHandler compiler errors on Alpine Linux - Jim Melton
* Significantly improve platform-dependent header imports - Jim Melton
* Only perform texture conversion to internal format once
- Alfredo Tupone, Scott Wichser
* Removal of never used logic for expiring builds - Zehra
* Radar size and console height are controlled with BZDB variables - The Noah
* Add bz_getNearestFlagSafetyZone to the API - Vladimir Jimenez
* Don't allow hunt to be used when not connected to a server - Zehra
* Improve vsync settings with SDL2 - Joshua Bodine
* Ignore the -NSDocumentRevisionsDebugMode YES option in Xcode - Joshua Bodine
* Add Slovak translation - Jose Riha, Scott Wichser
* Use a greyscale color scale based on relative height when colored radar shots
are disabled - Alfredo Tupone
* Sort locally discovered servers to the top of the server list - Scott Wichser
* Add the Open Free For All mode to the Start Server menu - Scott Wichser
* Remove ineffective performance tests and just default to "modern" settings
- Scott Wichser
* Change default settings to better suit first time players - Scott Wichser
* Standardize the rabbit game mode name to "Rabbit Chase" - Scott Wichser
* Do not scale NPOT textures when OpenGL supports them - Alfredo Tupone
* Generate mipmaps with OpenGL 1.4 extension - Alfredo Tupone
* Fixed SDL 1.2 builds on macOS - Joshua Bodine
* Force zbuffer for Experimental quality - Alfredo Tupone
* Use GLEW to detect GL_EXT_texture_edge_clamp - Alfredo Tupone
* Add new bz_eKillReassignmentEvent to the API - Vladimir Jimenez
* Add support for storing arbitrary data in API player records - Jeff Myers
* Fix API string utility functions sometimes losing values - Vladimir Jimenez
* Add new bz_ePlayerDeathFinalizedEvent API event - Vladimir Jimenez
* Display Time-per-Frame with 2 decimal digits and averaged over time
- Alfredo Tupone
* Output correct error when loading a nonexistent bzfs plugin
- Vladimir Jimenez
* Remove obsolete bzfs option from Start Server menu on Windows - Scott Wichser
"You are a triangle."
Fast paced, challenging, free to play, open source game.
You control a little triangle, which can be rotated clockwise or
counterclockwise. Your goal is to suvive as long as possible by
dodging polygons that move towards the center. Things get more
difficult as time passes!
Features a lot of variety and full customization: users can
create/modify/share levels, patterns, music, sounds, scripts,
and more.
Play in Official Mode and submit your highscores to the
server. Be the first in the leaderboards!
Clone of the game "Super Hexagon" by Terry Cavanagh.
Please check it out and consider buying it if you like Open Hexagon!
Story: A civilization was collapsed as people got into religion of
"ignorant egoistic idiotism". Genetically modified cattle and food
turned the people and animals to agressive zombies. But there were
few survivors. How they weren't affected?
These packages are susceptible to bugs when confronted with non-ASCII
characters.
See https://gcc.gnu.org/bugzilla/show_bug.cgi?id=94182.
It takes some time to analyze and fix these individually, therefore they
are only marked as "needs work".
An exploit was discovered, that allows to crash any 0.7 Teeworlds server.
Though it does not compromise the security of the host (e.g. no arbitrary
accesses in memory) it lets an attacker force a server to repetitively shut
down (CVE-2020-12066).
The 0.7.5 release is a security update that aims to patch this server
exploit. As such, it is very light in features, and is mostly made of fixes.
2015-06-28
Powermanga 0.93.1
- Fixes the speed of the stars after a new game that follows congratulation.
- Clears all gems after the final boss. Thanks to Josh Triplett for the report
(Debian #764009)
- Disable insecure temporary file "/tmp/powermanga-log.txt". Thanks to
Josh Triplett for the report (Debian #764144)
- Translation of the man page in French.
- Fix file permissions in HTML directory. Thanks to nemysisbsd for
the report.
- Allows the joystick to be configured either from the command line or
from the config file. Thanks to Maurerp for the patch.
- The __FUNCTION__ macro has been replaced by __func__ macro. ISO C does not
support ‘__FUNCTION__’ predefined identifier. (Debian #778072)
- Remove -Werror and -pedantic flags for non-test builds.
2014-09-20
Powermanga 0.93
- Fix man page: The option to play the game in fullscreen mode
must be --fullscreen not --full. (Patch Debian)
- Added keywords and a comment in German and French to the desktop file
(Patch Debian)
- Fix configure.ac: Add custom CFLAGS (Patch Debian)
- Fix segmentation fault in the About menu (English version)
- Fixes wrong joystick behaviour in display_sdl.c and allows the ship to move
to the left side again. Thanks to Kalle Olavi Niemitalo for the report
(Debian #561670)
- Allow compilation with Clang
2014-08-19
Powermanga 0.92
- Fix Debian bug #478213
- Fix configure.ac: replace AM_CONFIG_HEADER to AC_CONFIG_HEADERS
- Add explicitly link with needed libm, fix Debian bug #632945
- Fix PNG_iTXt_SUPPORTED support
- Add italian language
- Fix negative coordinates explosions that caused a segmentation fault.
2012-08-26
Powermanga 0.91
- Update "configure.ac" file.
- Fix compilation warnings (GCC 4.6.3 and Visual Studio)
- Fix alignment constraint (ARM and MIPS processors)
- Adds the ability to export all the game's graphics in PNG files
using the command line.
- Build test (without sound support) with Visual Studio and run
successfully on Windows Mobile (HTC Touch P3450)
- Recognizes all the joysticks connected at startup
- Rewrites the file "music_game.zik" with Milkytracker.
Now the library "SDL_mixer" can read and play this module.
- The application switches to pause when it loses focus.
- Minor bugfixes and improvements
pkgsrc changes:
- Patches for NetBSD support removed (merged upstream)
- Define "SOLARIS" for SunOS based operating systems
- MESSAGE replaced by file "share/doc/doomlegacy/INSTALL.pkgsrc"
- Man page is now installed in section 6
- Patch to disable launcher replaced by startscript
(upstream suggested to use an unsupported option for this purpose)
- Patch for extended node support added (Feature request #95)
Supported formats: DeeP V4, ZDoom uncompressed, ZDoom compressed
Without this patch the engine may crash with unsupported node formats
- Patch for local blockmap creation added
Command line option "-blockmap" added for activation (no automatic mode)
The extended node and blockmap patches allow to play modern PWADs like NOVA III
and Lost Civilization.
Upstream changelog since 1.47.2 is very long, refer to this page:
http://doomlegacy.sourceforge.net/docs/whatsnew.html
SuperTux 0.6.2 (2020-05-14)
---------------------------
The SuperTux Team is excited to announce the availability of SuperTux 0.6.2. This release fixes a number of bugs that were reported after 0.6.1. It also features reworked graphics and levels.
Other changes include a power-up counter in the hud, new sprites for the door, a new tileset and several new badguys. But overall, this release is supossed to celebrate our anniversary (May 2000) with a little surprise Add-On, which can be found in the contrib levels!
Changes:
- A new worldmap, "Revenge In Redmond" celebrating SuperTux's 20th anniversary, which includes new enemies and sprites !!!
- New and improved backgrounds and sprites
- Improvements to many levels in the Icy Island and forest world
- Speed improvements for levels using a huge amount of lava tiles
- An issue causing the bridge in the forest world to not be shown in certain cases was fixed
Highlights:
- The console can now be used during menus
- The emblem hints and radar can now be used in Record Attack
- Continues can now be used infinitely in the vanilla game while using a save file; collecting tokens after obtaining all the emeralds rewards extra lives instead
- Added new laser effects for the Greenflower Zone 3 boss
- Many more features and fixes for modding purposes.
Frotz 2.52 was released on Sunday May 10, 2020.
This is a minor release focusing on minor enhancements and bug fixes.
NEW FEATURES
- Partial support for new @set_true_colour opcode. Works for SDL.
Doesn't work all the way for curses. Not in scope for dumb interface.
BUG FIXES
- Reworked Makefiles to better handle library detection, particularly
for macOS.
- Fixed rendering of non-paletted PNG images. Affected only non-Infocom
V6 games.
- Rolled back idiosyncrasy fix for Cutthroats and changed over to the
quick-and-dirty 24-to-12 conversion used by Infocom as this is how the
Imps expected an interpreter to behave.
- Fixed broken handling of game paths set in environmental variables and
in config files.
- Fixed slightly broken parsing of .sfrotzrc.
- Fixed behavior of command line processing inconsistent between the
different user interfaces.
- Assorted source code formatting fixes.
The sed command is not classified as identity substitution by
mk/scripts/subst-identity.awk since the s,,, is preceded by a regular
expression. Since this is an edge case, it will not be implemented
there. Otherwise the other addressing modes would also have to be
implemented.
Woof! is a continuation of Lee Killough's Doom source port MBF targeted
at modern systems.
MBF stands for "Marine's Best Friend" and is regarded by many as the
successor of the Boom source port by TeamTNT.
Version 3.7
Check that product id selection was successful in Downloader::downloa…
Wait between retries if --wait option is used
Better retry condition for downloads
Fix return code for Downloader::downloadFileWithId
The upstream code looks very suspicious. It forces compilation with
-fsigned-char and then uses signed characters to index a 256-entry table,
for example in IMGbltAreaRemap. But only in the C++ code.
The corresponding assembler code uses unsigned bytes.
I'll let them fix this bug themselves.
Highlights:
Long distance automove feature for walking, driving and boating.
Extensive bugfixes to inter-level interactivity, on by default.
Riding animals and animal-pulled vehicles.
More flexible Basecamp construction options.
Default starting date changed to mid-spring for better survivability.
Time advancement is rationalized, a turn is now one second.
Extensive river and lake systems, and boat support for navigating them.
Expanded NPC usefulness and interactivity.
Massive increases in location variety and consistency, especially rooftops.
Expansion of mi-go faction with new enemies and locations.
Batteries now store charge instead of being pseudo-items.
Overhaul and rebalance of martial arts.
Zombie grabbing and biting more manageable and predictable.
Overhauled stamina and damage recovery for grittier gameplay.
Crouching movement mode allows hiding.
Magiclysm and Aftershock mods have first class support within the game.
This release is named 1.27b by upstream (the pkgsrc version is 1.47.2 to
be compatible with the former 1.47.1 that had no upstream name).
Remove libXcursor dependency. Eureka doesn't use libXcursor directly.
It's a FLTK dependency that was missing in the bl3 file (now fixed there).
Upstream changes:
+ fixed a crash bug
March 8, 2020
NetHack 3.6.6 is the official release of NetHack that follows NetHack 3.6.5.
This release primarily corrects a security issue present in NetHack
versions 3.6.1, 3.6.2, 3.6.3, 3.6.4 and 3.6.5.
For details about the security issues please see https://www.nethack.org/security.
You are encouraged to update to NetHack 3.6.6 as soon as possible.
Here's a brief synopsis of the handful of bug fixes included in NetHack 3.6.6:
* invalid status highlight color could be maliciously used to corrupt memory
* formatting corpse names used internal buffers differently from formatting
* other objects and could potentially clobber memory
* avoid divide by 0 crash if 'bogusmon' (file of bogus monster types) is empty
* avoid #wizrumorcheck crash if either 'rumors.tru' or 'rumors.fal' or both
* were empty when makedefs built 'rumors'
* avoid "<mon>'s glorkum pass harmlessly through the shade" for weaponless mon
All of the fixes have been published on the public Git repository for the game.
A more complete list can be found in the game's sources in doc/fixes36.6. As usual,
a warning that some entries in that file may also be "spoilers".
Existing saved games and bones files from 3.6.0 through to 3.6.5 should work with
3.6.6, assuming that the same build configuration options were used.
The following command can be used on most platforms to help confirm the location of
various files that NetHack may use:
nethack --showpaths
1.10.1 (2020-04-13)
------------------------------------------------------------------------
Fix#8081: Crash when placing a ship depot next to a dock (#8082)
Fix: [GS] A Goal's QuestionID was getting truncated (#8072)
Fix#8064: Refit capacity could be displayed incorrectly in extreme edgecases (#8065)
Fix#8060: Restore admin network API compatibility (#8061)
Fix#8055: Crash when roadtype availability changes with the road construction toolbar open (#8058)