https://www.nethack.org/security/index.html:
NetHack: Privilege escalation/remote code execution/crash in
configuration parsing
Severity: High
Affected versions: 3.6.0, 3.6.1, 3.6.2, 3.6.3
First Patched Version: 3.6.4
Basic Information:
A buffer overflow issue exists when reading very long lines from a
NetHack configuration file (usually named .nethackrc).
This vulnerability affects systems that have NetHack installed suid/sgid
and shared systems that allow users to upload their own configuration
files.
All users are urged to upgrade to NetHack 3.6.4 as soon as possible.
Additional information related to this advisory, if any, will be made
available at https://nethack.org/security.
dhewm 3 is a Doom 3 GPL source port. The goal of dhewm 3 is bring DOOM 3
with the help of SDL to all suitable platforms.
Compared to the original version of Doom 3, dhewm3 has many bugfixes, supports
EAX-like sound effects on all operating systems and hardware (via OpenAL
Softs EFX support), has much better support for widescreen resolutions and
has 64-bit support.
Note that while the Doom 3 source code has been released under GPL, you
still need to legally own the game and provide dhewm3 the game data to play.
Quake II 7.41 to 7.42:
- The console can now be scrolled with the mouse wheel. (by maxcrofts)
- Fix entities on non-horizontal surfaces rendered in full black.
- Add an option to choose the display Quake II runs on. (by Spirrwell)
- Add an option to specify the display refresh rate used in fullscreen.
- Allow mouse 'sensitivity' to be set to non-integral values.
- Port cvar operations from q2pro. These allow the manipulation of cvar
values, supported are: dec, inc, reset, resetall and toggle
- Put the client into pause mode during savegame load. This prevents the
world getting forwarded about 100 frames during load, time in which
the player might be hurt by monsters or the environment.
- New commands: 'listentities' allows listing of entities. 'teleport'
teleports the player to the given coordinates.
- Fix loading of config files not ending in newlines.
- A lot of fixes for subtle, long standing AI and game play bugs. (by
BjossiAlfreds)
- Quicksaves can now be loaded and saved throught the savegame menus.
- The software renderer now skips frames with no changes. This improves
performance quite a bit, especially on slow CPUs. (by Denis Pauk)
Rocks'n'Diamonds 4.1.3.0
A new feature release is available which contains changes that are mainly useful for creating global animations with some more actions and events, but which also add some other features and bug fixes:
Global animations:
added support for handling multiple event definitions for global animations
added support for several new event types that can trigger global animations (“init”, “start”, “end” and “post” to trigger new animations when other animations are initialized using init delay, started, ended or when an animation’s post delay ends)
added global animation event “unclick:any” to handle mouse release events
added global animation class “pointer” for animation at mouse position
added global animation actions executed after init/anim/post delay
Touch devices:
added detecting use of touch device for user input on current platform
added cycling through all zoom tilesizes in editor when using touch device
Bug fixes:
fixed some bugs with drag-and-drop support for level set zip files
fixed level editor copy/paste using Ctrl-c/v for custom/group/DF elements
fixed level sketch copy/paste via clipboard on Windows
lots of other bugs fixed in this release (see Git commit messages)
now the odd build failures are gone, though because of
pkgsrc wrappers, it was confusing. "the version i found
in /usr/pkg/lib is too old", except it isn't, it was
missing from the buildlink. the cmake output had zero
useful information about the problem (zero mention of
'sndfile' in anything but the stdout right before the
failure.)
From https://www.nethack.org/v363/release.html :
NetHack 3.6.3 is the official release of NetHack that follows NetHack 3.6.2.
Here's a synopsis of over 190 bug fixes and over 22 game enhancements and
community contributions made since the release of 3.6.2 in May 2019:
Fixed stale 'thrownobj' pointer for returning thrown aklys while engulfed
Fixed uarmh null pointer dereference if a helm of opposite alignment came off due to being polymorphed
Fixed 'object lost' panic when attempting to crawl of of the water during emergency disrobing/dropping
Running now stops when moving over engravings so you can tell where they are
Fixed detection of unseen/secret doors which failed to find monsters hiding under objects and failed to find monsters hiding at trap locations
Ensured fatal status conditions made it to disclosure and/or dumplog
Fixed "Bad fruit #N" warnings when saving bones with 'perm_invent' On
Fixed it so yellow dragons don't have green breath
Added several grammar corrections
Improved recognition of deafness for several situations including the playing of musical instruments and bribing negotiations with demon lords
Fixed ignoring of god's wrath when hero injured himself during altar kick
Fixed several cases where persistent inventory window was not updated
Fixed temple priests or shopkeepers moving over other monsters
Fixed a crash-causing bug when putting on levitation boots over a sink
Ensured that thrown or kicked objects will end up in bones
Made water go all the way to the edges of level on the Plane of Water
Made clouds disrupt line of sight along the edges of the Plane of Air
Improved and expanded usage of status highlighting percentage rules
Added more than 15 improvements and fixes to the curses window port
Added and documented significant changes to default directory choices for the Windows platform
Improved the layout and display of the player selection dialog used on the Windows graphical implementation
Improved performance of some tty versions by reducing the number of function calls made from mapglyph
Allowed the msdos implementation to build with curses and PDCurses
Over 100 other fixes and improvements
All of the fixes have been incrementally published on the public Git repository
for the game. A more complete list can be found in the game's sources in
doc/fixes36.3. As usual, a warning that some entries in that file may also be
"spoilers".
As with all releases of the game, we appreciate your feedback. Please submit
any bugs using the problem report form. Also, please check the "known bugs"
list before you log a problem - somebody else may have already found it.
Happy NetHacking!
This is Freecell Solver, a program that automatically solves
most layouts of Freecell, and similar Solitaire variants as
well as those of Simple Simon.
2019-11-11: Version 1.9.3 released
Fixed a crash that happened when the last life is lost at
the exact time when the last ingredient falls to the bottom.
Introduced more randomness in the standalone version.
Added a German translation to the desktop file.
Fixed compilation warnings.
Fixed compilation issue with clang 6.0 re: bind(2).
The pysol-cards python modules allow the python developer to generate the
initial deals of some PySol FC games. It also supports PySol legacy deals
and Microsoft FreeCell / Freecell Pro deals.
NEW FEATURES
- Added UTF-8 input and output. Plain ASCII is still available.
- Added -L option for restoring save file directly from the command line.
- Added -R option for restricted read/write path.
- Sound effects in AIFF, MOD, and OGG formats supported per the Blorb specs.
- Sound driver selection is automated through the use of libao.
- Allow for an alternative Blorb file to be specified on the command line.
BUG FIXES
- Overhauled MacOS compilation.
- Corrected problems with error handling.
- Fixed a lot of unsafe strcpy() and strcat() calls.
- Fixed numerous problems with portability to other flavors of Unix.
- Fixed adaptive palette rendering for SDL.
- Fixed scaling with manually specified window dimensions.
- Fixed problem with unnecessary newlines with input timeouts.
- Allow fontdir in .sfrotzrc to work relative to user's home directory.
- Fixed problem with memory allocation leading to crashes in DOS.
- Fixed problem with DOS Frotz creating non-portable Quetzal files.
Return to Castle Wolfenstein is a World War II-based first person shooter
with occult themes, developed by Gray Matter Interactive and released in
2001.
iortcw merges features and fixes from the ioquake3 version of the id Tech
3 game engine into the open source release of Return to Castle Wolfenstein.
A copy of the Return to Castle Wolfenstein data files is required to play
iortcw.
OpenRCT2 is an open source reimplementation of the game engine used by
RollerCoaster Tycoon 2 (RCT2).
The gameplay revolves around building and maintaining an amusement park
containing attractions, shops and facilities. The player must try to make
a profit and maintain a good park reputation whilst keeping the guests happy.
OpenRCT2 allows for both scenario and sandbox play. Scenarios require the
player to complete a certain objective in a set time limit whilst sandbox
allows the player to build a more flexible park with optionally no restrictions
or finance.
OpenRCT2 requires a copy of RollerCoaster Tycoon 2 to play.
GemRB is a portable open-source reimplementation of the Infinity Engine that
underpinned Baldur's Gate, Icewind Dale and Planescape: Torment. It sports
a cleaner design, greater extensibility and several innovations.
C++11 compatibility patches from amdmi3@freebsd.
Intended to address PR pkg/54597: games/enigma distfile contains
broken PNG images
Changes in Version 1.21
=======================
User-Visible changes
--------------------
- New translations: Croatian, Czech, Danish, Scottish-Gaelic, and Slovak
- updated remaining translations
- fixed many English typos
- Russian reference manual
- rollover for options and rating buttons
- 51 new Enigma levels (now a total of 984 main-pack levels, plus 21 tutorials)
Internal changes
----------------
- further rewrites of old-API levels to new API (only 212 old-API left)
- many bug fixes
Changes in Version 1.20
=======================
User-Visible changes
--------------------
- added ingame music by Taztunes (deactivated by default)
- removed "over par" notification by general request
- 78 new Enigma levels (now a total of 956 levels, plus 21 tutorials)
- replaced old Sokoban levels by 1077 imported Sokoball levels
- 95 new Pentomino levels
Internal changes
----------------
- many bug fixes
Changes in Version 1.10 (Released only for level authors and testers)
=======================
User-Visible changes
--------------------
- new objects: wires, st_barrier, opal oxyds, drunken thiefs,
st_yinyang, st_dispenser_extralife, fl_scales, framed floors,
it_meditation_volcano, it_meditation_caldera, puzzle singletons,
mirror sheets, bigbricks in wood and blue-sand decor, cracks
with water beneath, black pearls, and st_rawglass_quad
- vastly extended st_window, hollow puzzles, it_strip
- color coding for keys and locks
- four new oxyd colors and shuffle oxyds
- many improved images for higher resolutions
- new images for coins
- extra lifes now look like batteries to not confuse them with ac_pearl
- tutorial level for st_chess
Internal changes
----------------
- new API, involving a reengineering of many objects, a consistent
naming scheme for all objects, and a rewrite of almost every level
- new libraries:
liblua, libmath, libmap to ease programming of complex levels
libpuzzle, libtrain to ease programming of large puzzles and trains
libimport, libpento, libsoko to generate or import complete levels
from different formats
- internal maze generation
- internal flood generation
- improved it_rubberband, st_surprise and it_surprise
- itemfreeze stone now is an own object st_ice
From https://github.com/garglk/garglk/releases/tag/2019.1:
The highlight of this release is updated interpreters:
* Alan3 3.0b6
* Bocfel 1.0.1
* Git 1.3.5
* Glulxe 0.5.4
* Hugo 3.3.0
* Jacl 2.9.0
* Tads2 2.5.17
* Tads3 3.1.3
In addition, the Gargoyle Glk implementation has seen some improvements:
* Text-to-speech support
* The built-in fonts support a much wider range of Unicode
* Full screen support
* Various accumulated small fixes and updates
Packages defined the variable BROKEN inconsistently. Some added quotes,
like they are required in PKG_FAIL_REASON, some omitted them.
Now all packages behave the same, and pkglint will flag future mistakes.
OpenJK is an effort by the JACoders group to maintain and improve the game
engine on which the Star Wars: Jedi Academy game runs on, while maintaining
full backwards compatibility with the existing game. This project does not
attempt to rebalance or otherwise modify core gameplay.
You will need a copy of Jedi Academy to play OpenJK.
Changes:
Map generator
Mapgen Carpathian: Add optional rivers (paramat)
Move more dungeon parameter selection to mapgens (paramat)
Dungeons: Make multiple large rooms possible (paramat)
Client / Audiovisuals
Change pitch fly binding to 'P', add to change keys menu (rubenwardy)
Android settings: Use 'simple' leaves instead of 'fancy' (paramat)
Fix 3rd person selection range (srifqi)
Make scrollbars' bar variable in size (stujones11)
Damage: Play no damage sound when immortal (SmallJoker)
Increase upper limit of display_gamma to 10 (ClobberXD)
Optimize and unify mesh processing (Vitaliy)
Re-order mapgens in mainmenu and 'all settings' mapgen selection (paramat)
Scrollbars: Move directly to clicked pos if clicked into tray (DS-Minetest)
Fix broken attachments on join (SmallJoker)
Fix inventory_overlay for nodes without inventory_image (DS-Minetest)
Better F6 profiler (SmallJoker)
Fix minimap markers (theviper121)
Textures: Load base pack only as last fallback (SmallJoker)
Builtin (Lua / Media / Documentation)
Add /help formspec for commands and privileges (SmallJoker)
Lua API: Add link to Minetest Modding Book (ClobberXD)
Force item entities out of solid nodes (sfan5, based on Wuzzy`s work)
Lua API: Various fixes (DS-Minetest, SmallJoker)
Rename "private messages" to "direct messages" (Calinou)
Automatically enable depending mods in the dialogue (HybridDog)
All settings: Fix missing flags checkboxes (srifqi)
World / Server / Environment
Various network performance improvements (osjc)
Force send a mapblock to a player (sofar)
Revert ItemStacks being limited to the 'stack_size' value (ClobberXD)
Save forceloaded blocks file periodically (Thomas Rudin)
Improve ABM time budget handling (lhofhansl)
Group "immortal" also protects players from damage (Wuzzy)
Optimize usage of TOSERVER_GOTBLOCKS packet (sfan5)
Network: several bugfixes (sfan5)
Mapgen::spreadLight performance improvement (DS-Minetest)
Improve occlusion culling in corridors with additional check (sfan5)
Inventory: Delay dirty lists, and send changes incrementally (SmallJoker)
Other inventory bugfixes (sfan5, SmallJoker)
Move debug.txt after it grows too big (HybridDog)
Trigger on_place in many situations even if prediction failed (DS-Minetest)
Punchwear (improved) (sfan5)
Script API / Modding
Add deprecation warnings for ObjectRef:get/set_attribute (ClobberXD)
Nodedef 'drop' documentation: Improve (Paramat)
Mark tool filtering in node drop documentation as deprecated (Paramat)
Add node field to PlayerHPChangeReason table (pauloue)
Don't call on_hpchange callbacks if HP hasn't changed (ClobberXD)
Add disable_jump to liquids and ladders (SmallJoker)
Add support for 9-sliced backgrounds (rubenwardy)
Add compatible, consistent coordinate system to FormSpecs (v-rob)
Document ObjectRef:remove under Lua entity (ClobberXD)
Docs: Clarify where to check for 'protection_bypass' (SmallJoker)
Add vector.dot and vector.cross (HybridDog)
Improve documentation of mapgen aliases (Paramat)
Remove debug.upvaluejoin to prevent leak of insecure environment (fluxionary)
Fix previously crashing minetest.get_craft_result() (pauloue)
Allow toolcaps to override the built-in times for dig_immediate (sfan5)
Formspec styling using style[] (rubenwardy)
Customizable chat message format (ClobberXD)
Velocity modifiers for players (sfan5)
Fix some issues with minetest.clear_craft (pauloue)
Add function `minetest.read_schematic` (paly2)
Formspecs: formspec_version[] element (SmallJoker)
Per-player FOV overrides and multipliers (ClobberXD)
Misc / Build
Find PostgreSQL correctly (adrido)
Add compatibility to vcpkg buildsystem (adrido)
Android: Use system provided path for default TMPFolder setting (stujones11)
Fix handling of --color and --worldlist command line arguments (mmattes)
Unified OpenGL ES support (sfan5)
Minetest Game
Added dry dirt and dry dirt with dry grass. Grass never spreads on dry dirt (paramat)
Savannas now have dry dirt and dry dirt with dry grass (paramat)
Added steel bar door and steel bar trap door
Added setting “enable_fence_tall” for fences that cannot be jumped over (mbartlett21)
Firefly in a bottle can now be placed into vessels shelf
Add flowing water sound
Underground biomes extend much deeper, down to Y=-255
Make the creative mod hand dig 'dig_immediate' nodes fast (paramat)
Add new TNT sounds (TumeniNodes)
Add missing infotext to nodes (An0n3m0us)
Added translation support
Added German, French, Spanish and Italian translations (Wuzzy, Hamlet, JDiaz, DrHackberry)
Stone Soup 0.24 (20191024)
--------------------------------
Highlights
----------
* Vampire species simplified
* Thrown weapons streamlined
* Fedhas reimagined
* Sif Muna reworked
Branches, Environment
---------------------
* Incremental pregeneration:
- This mode generates the dungeon in a stable order for all games regardless
of the path taken by the player, meaning that the behavior of seeds for
online and offline games should now be the same.
- Games using the same seed will see the same dungeon if they are
incrementally pregenerated without requiring the long initial generation
time of full pregeneration as introduced in 0.23.
- Incremental pregeneration is the default mode for new games.
- Servers can now enable seed selection without heavy CPU cost.
* A Trove map requiring many uses of digging has been removed.
* Identification scrolls are no longer used as a potential Trove cost.
* Transporters in vaults now correctly place in the Abyss.
* Fog generation in the Desolation of Salt portal now happens far less often
per turn, greatly reducing slowdown from high CPU usage.
* Random traps no longer place under items placed by vaults.
Character
---------
* Formicids can now use their dig ability on diggable statues.
* Manticore barbs now can only be picked out if the player can move, isn't
confused, and isn't asleep.
* Net traps now always trigger when the player steps on them.
* Vampiric weapons no longer have a hunger cost upon wield.
* Vampire simplification: Player vampires no longer eat or drink blood, and
have exactly two blood states.
- Alive: Regenerates quickly, normal HP modifier, no undead bonuses, no
batform, can transform and berserk normally.
- Bloodless: No regeneration with monsters in sight, -20% HP, stealth bonus,
undead resistances, batform, no other transformations or berserk.
- Blood states are transitioned by an ability which costs delay; becoming
bloodless incurs no penalty, becoming alive causes a temporary frail
mutation.
- Bat form causes stat drain.
Gods
----
* Fedhas reimagined:
- Piety is gained exclusively from kills instead of through corpse decay.
- Fedhas abilities now create plant allies directly as temporary summons
instead of creating permanent allies using plants. All abilities cost
piety instead of food.
- New abilities:
* 2*: Active 'Wall of Briars' ability to surround the player with briar
patches. Hostile monsters will attack briars to reach you, taking
damage.
* 3*: Active 'Grow Ballistomycete' ability to place a ballistomycete at
any location within radius 2. The ballistomycete will fire spores
that seek out foes and make a 1-radius damaging explosion that
additionally confuses living creatures.
* 4*: Active 'Overgrow' ability to destroy any non-permarock walls in a
3x3 area, replacing them with plant allies, mostly wandering
mushrooms or burning bushes and sometimes ballistomycetes or oklob
plants.
* 5*: Active 'Grow Oklob' ability to place an oklob plant at any location
within radius 2.
- Fedhas no longer hates any necromancy spells, and allows worship by undead
species.
- Removed abilities: Fungal Bloom, Reproduction, Growth, Evolution, Rain.
* Sif Muna reworked:
- Piety gain is exclusively from kills.
- 'Channel Energy' is available at 1* piety instead of 3*.
- 'Forget Spell' is available at 3* piety instead of 4*.
- New 4* 'Divine Exegesis' ability to cast any spell in your library
regardless of skill training. Receives a spell-power bonus based on
Invocations skill of 1.5 times the spell-power received from equivalent
levels of training in the spell's schools.
- The Divine Energy ability and Sif's miscast protection are removed.
* Trog and Okawaru now can gift unbranded boomerangs and javelins.
* Jiyva's Slimify ability now works properly on skeletons, zombies and
simulacra.
* Torment can now trigger Jiyva jelly spawns and Xom butterfly spawns.
Interface
---------
* The 'X' key map mode has zoom support, defaulting to 60% zoom.
* Sealed off clinging and sensed monsters no longer stop autoexplore.
* Equipment melding no longer stops autoexplore and autotravel.
* Armour, jewellery, and weapons can be worn/wielded from the floor.
* Summoner monsters are now highlighted when the cursor is over one of its
summons.
* Traps are now shown in the ctrl-x listing and are indexed in the stash
tracker.
* Scarves are now properly shown on player tiles.
* Species and background selection menus now have tiles.
* Updated visual theme for main menu, high scores, and related screens.
Items
-----
* New unrand: Staff of Battle, a staff of conjuration that spawns a
battlesphere when a hostile monster is in view.
* Unrandart changes:
- The Storm Bow now has a penetration effect.
- Gyre and Gimble now has the protection brand, enchantment of +7, and no
longer has Dex-3.
- Piercer has been removed, its effect having been merged into Storm Bow.
* Weapons with the holy wrath ego can now be cursed.
* Randart rings no longer generate with both rCorr and *Corrode.
* Throwing weapons have been streamlined.
- Blowguns are removed, needles are replaced with throwing darts.
- Dart effects scale with Throwing and Stealth skill.
- Darts of sleep, paralysis, confusion are removed.
- Darts of frenzy are renamed datura-tipped darts.
- A new dart brand, atropa is added. Atropa-tipped darts cause brief
confusion and longer-lasting blindness in the target.
- Tomahawks are renamed to boomerangs and always return.
- Javelins always penetrate.
- Steel and silver are merged into a single brand, called silver. Silver
ammunition applies the maximum of vorpal bonus damage and the old silver
damage bonus.
- Poison, returning, penetration, and exploding are no longer available
brands for tomahawks and javelins.
Lua
---
* Monster AC, EV, MR, MaxHP, and descriptions are now exposed in the CLua
monster.info class.
* A new function 'defeat_mr()' to determine the chance that a given spell
defeats a monster's magic resistance.
* There is a basic seed explorer available in scripts/seed_explorer.lua.
Monsters
--------
* Monsters can now use wands of clouds, iceblast, and scattershot.
* Monsters clones created by Mara and rakshasa have the intended reduced HP of
the original monster instead of several times that value.
* A monster having the Dig spell no longer allows it to cast spells out of
LOS.
* Azrael and draconian scorchers can use Call Down Damnation when not at
low HP.
* Player ghosts can be shafted.
* Golden Eyes no longer have randomized spellpower for their gaze.
* Monster airstrike uses the same formula as the player, reducing damage
variance.
* Pikel's slaves no longer drop corpses nor items.
Spells
------
* The HP from Death's Door is fixed at time of casting rather than being
updated continuously, hence being subject to changes in spellpower.
* Olgreb's Toxic Radiance now properly triggers ally conducts when cast.
* Olgreb's Toxic Radiance now applies direct damage and poison status in a way
that considers the time of each turn.
* Shroud of Golubria's spellpower is now capped at 50.
Simutrans is a freeware and open-source transportation simulator. Your goal
is to establish a successful transport company. Transport passengers, mail
and goods by rail, road, ship, and even air. Interconnect districts, cities,
public buildings, industries and tourist attractions by building a transport
network you always dreamed of.
- Install new manual
Changelog
=========
2019-10-10: Freedoom 0.12.0 released
General
-------
We now have a manual rendered to beautiful PDF format. Thanks to Simon Howard,
the project's founder.
A strong focus on vanilla compatibility has been sought for this release.
Most, if not all, levels should work now.
Final Doom compatibility de-emphasized. Where it creates conflicts with Doom II
mods or texture definitions, we prefer the Doom II side of things.
Final Doom-specific maps and mods may never look completely right in Freedoom,
as a result.
Levels
------
FreeDM has seen a major overhaul, with most maps being modified, with new
additions and removals of the weaker levels. It now benefits from the use of
Aquatex and Egyptian textures in some of its levels, giving a more vibrant feel
than before.
Phase 1 gets a lot of mapping love in this round, fleshing out the levels and
tweaking difficulty levels so easy, normal, and hard are all accounted for.
There is a new C3M5 by Mortrixs.
Phase 2 MAP01 saw an overhaul, simplifying its design in significant ways to
improve the flow around the level.
Two maps in Phase 2 were replaced due to being recreations of Doom II maps.
Jayexetee and GooseJelly get credits for the new ones, in MAP06 and MAP26.
Maps in Phase 2 in general have had some slight re-arrangement based on
difficulty levels and themes. A new MAP06 by Jayexetee is included, the old
one taking the MAP18 slot.
All levels are now guaranteed to have co-op and deathmatch starts.
Graphics
--------
New power-up (stealth, overdrive, and ultra-overdrive) sprites.
New necromancer (arch-vile) sprites by Urric.
Some weapon and ammo sprites have been tweaked and improved.
Completed and enhanced set of Evilution and Plutonia textures.
New skull-switches by MissLav.
New SKY4 based on an astronomy photograph.
Tweaked player sprites and HUD face by Ferk.
Music
-----
New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26, MAP27, DM03,
DM06, DM09, DM17, DM24, DM31, and DM32.
All files in-tree have been renamed from *.mus to *.mid. The file format must
always be MIDI. This makes it easy on music composers to actually work with the
files.
Unix script and metadata
------------------------
Metainfo (formerly appdata) and desktop files have been brought up to the latest
standard specifications and recommendations, using reverse-DNS for the project
identifier, and a self-evaluated content rating.
The launch shell-script changed the PORT environment variable to DOOMPORT to
avoid conflicts with the genericly-named PORT. It also builds a sensible default
DOOMWADPATH environment variable to assist ports that do not have a hard-coded
fallback.
The script no longer tries to look for boom, zdoom, nor prboom by default, as
these are ports no longer maintained.
Build system
------------
Freedoom's build system now has a hard dependency on Python 3, in anticipation
of Python 2's end-of-life.
We have moved from ImageMagick to Pillow, a Python library for graphics
manipulation. It provides faster build times as well as API stability.
GIF files have been replaced with PNG files. True PNG file format transparency
is used instead of a cyan background.
ASCIIDOC and ASCIIDOC_MAN variables have been added to the Makefile to control
the AsciiDoc implementation used to generate HTML and man page files.
Features
Sound is now accurate to the original
All in-game issues fixed
Delete hero, inline dialogs and scrollbars are now implemented
Screenshots now have different names
Multiple simultaneous dialogs fixed
All builds are now 64bit (except for Windows and Raspberry Pi)
Memory leaks and crashes fixed
All keys are now mapped
UI text now has correct shadows
Much lower CPU usage
Known issues
Error dialogs not implemented in main UI
The game must restart after hosting multiplayer
2.1.0 (2019-10-13)
- Fix bug 10559: Add workaround to compress_scumm_sou for non-VOC speech
sample in monster.sou of Indiana Jones and the Fate of Atlantis.
- Improve endianness handling of internal FLAC encoder.
- Add tool to create HDFRAMES.DAT file for Blade Runner game.
- Major rewrite of extract_prince tool.
- Implement decompiler for Prince game scripts.
- Rework the Mohawk engine tools.
- Add tool to extract Hyperspace Delivery Boy! game archives.
2.0.0 (2017-12-17)
- Fix handling of output path for the compress_touche tool.
- Fix handling of input path for the extract_cine tool. It was only working
when run from the directory that contains the game data.
- Fix memory corruption that could cause random errors during extraction when
using the extract_cine tool.
1.9.0 (2016-10-27)
- Fix random crashes in the tool to convert Broken Sword 1 speech files.
1.8.0 (2016-03-04)
- Add a tool to compress Tony Tough's ADP files.
- Add extraction and packing tools for The Prince and the Coward.
- Fix detection and decoding of BS1 big endian speech data in compress_sword1.
- Fix inputs handling for extract_gob_stk.
1.7.0 (2014-07-21)
- Add support for CGE 2 (Sfinx) in extract_cge and pack_cge tools.
- Add option to run some of the tools in the GUI on all the files with the same
extension (e.g. run compress_scumm_san on all *.san files).
- Improve support for sub-directory structure in Broken Sword 1 (e.g. when the
files are in the Clusters, Music and Speech sub-directories).
- Fix issue with output file name in compress_sword2 tool when specifying an
output directory (the output file name was empty with only an extension).
- Fix issue when trying to use compress_scumm_san more than once in the GUI
tool.
1.6.0 (2013-05-31)
- Fix crash when compiling with wxWidgets 2.9.
- Add two tools to extract and repackage the Soltys game data.
- Fix bug 3093138: "compress_tucker with ScummVM CLI Tools not working".
- Fix bug 3280674: "ScummTools do not compress monster.sou of german fdd-version"
- Fix various issues on case sensitive systems when looking for input files
(e.g. in compress_tucker or compress_sword1 the sub-directories and input
files needed to be all uppercase).
- Improve tool detection and inputs handling for tools that require multiple
input files or an input directory (in both the GUI and command line).
- Add signature to compressed Tinsel .smp to match the one at the start of
the .idx file. This ensures that no sound starts at offset 0, since that is
interpreted as the sound missing. This fixes the first line of speech when
Rincewind wakes up at the beginning of Discworld 1.
- Fix too long help string for compression tools in the extra input file
selection which made the file selection impossible because the widgets
were outside the window.
- Respect given output directory in compress_tinsel.
ScummVM version 2.1.0.
This release is the culmination of nearly two years worth of work, adding 16 new games based on 8 engines, a Nintendo Switch port and nearly 500 bug fixes. All this done by the hard work of 147 contributors across 8,493 commits.
The newly supported games are:
Blade Runner
Duckman: The Graphic Adventures of a Private Dick
Hoyle Bridge
Hoyle Children's Collection
Hoyle Classic Games
Hoyle Solitaire
Hyperspace Delivery Boy!
Might and Magic IV - Clouds of Xeen
Might and Magic V - Darkside of Xeen
Might and Magic - World of Xeen
Might and Magic - Swords of Xeen
Mission Supernova Part 1
Mission Supernova Part 2
Quest for Glory: Shadows of Darkness
The Prince and the Coward
Versailles 1685
The motivation is to consider meson as an application, so there is only
one copy on the system, and as a python 3 program, it can build python 2
packages.
theo - theo.c implementation for Tcl
This package provides quotes from OpenBSD's src/usr.bin/mg/theo.c. The
quotes were originally spoken by Theo de Raadt, the OpenBSD project
founder.
Version 1.14.9
AI:
* Fixed a rare crash in attack prediction
* Experimental AI: fixed guardians being used for village actions
Campaigns
* A Tale of Two Brothers:
* S3: modify castle illumination tip on easy mode
* Dead Water:
* S3: modify starting dialogue
* Descent into Darkness:
* Update campaign description
* Update maps for S1 and S6
* S4: reduce difficulty on easy and normal modes
* S11: reduce difficulty just after Malin turns into lich
* Eastern Invasion:
* S9: add dialogue on victory
* Heir to the Throne:
* Remove 'Princess' as a direct address
* S15, S23: Add explicit hints on EASY.
* S15: Improve one branch of the victory dialog.
* Legend of Wesmere:
* S23: Landar's normal death dialogue now (properly) not used
* Northern Rebirth:
* Remove 'Princess' as a direct address
* Sceptre of Fire:
* S5: tell player that gryphon riders can now be recruited
* S9: objectives changed to be more accurate upon moving to the volcano
* Secrets of the Ancients:
* Fixed number of scenarios in campaign listing
* Son of the Black Eye:
* S10: add dialogue on victory
* The Rise of Wesnoth:
* Tweaked dialogue in various scenarios
* Fixed number of scenarios in campaign listing
* S17a: prevent time over defeat if player chooses to defeat remaining saurians
* The South Guard:
* Update campaign description
* Highlight narrator and gameplay explanations with colors
* S1: create Sir Gerrick if player skips scenario with debug
* S4: revise end of scenario dialogue
* S5: add narrator warning when siding with bandits and reduce difficulty
* S6b: create Urza Afalas if player skips S5 with debug
* S6b: kill elves on side 1 if player got to this scenario with debug
* S8b: fixed bug with shifted ToD schedules near campfires
* Under the Burning Suns:
* Various bugfixes (objectives, allied vision, unit spawns, event firing)
* Updated various maps
* Add additional animations to cutscenes and events
* S2: add dehydration explanation to objectives
Graphics
* Own portraits for higher level bats
* New Water Serpent and Cuttlefish portrait
* New Wolf, Great Wolf and Direwolf portraits
* Additional wolf/dog portrait for custom units
* Separate Mudcrawler portrait
* New Walking Corpse portrait for mounted variation
Language and i18n
* Updated translations: British English, Chinese (Traditional), Czech, Dutch,
French, German, Italian, Japanese, Portuguese (Brazil), Russian, Spanish,
Turkish, Ukrainian
* Changed the :help command's output to split over multiple lines
* Added translatable explanations of :droid, :help and :idle's arguments
Multiplayer
* A New Land:
* Help menu can be accessed in any turn and doesn't pause the game
* Bottleneck in the spider's caves removed
* Swapped positions of Gryphon and Drake
* Guards can't be tricked off position, leaders won't destroy buildings
* Guards and Spiders are loyal – AI income has been adjusted accordingly
* AI income increases gradually in lategame (very slowly)
* 5P Wildlands:
* fix default village_gold being too hight, disadvantaging player 5
Packaging
* added HighContrast icon
WML engine
* Fixed [music] ms_after= affecting the previous track instead of the intended one
Miscellaneous and bug fixes
* Update various references of mermen to merfolk or mer
* Adjust several maps to use different castle graphics
* OpenMP support has been removed
* Clarify descriptions of income and upkeep in the help and in tooltips.
Version 1.14.8
* Skipped due to need to reupload a broken 1.14.7 macOS App Store package as 1.14.8
This is a stable maintenance release. It features some important bugfixes and a few optimizations and visual improvements backported from the v1.4 development tree, as well as new character art by @afensorm.
Other than fixing some rare game-breaking bugs, there are no gameplay changes and this version should be replay-compatible with the initial v1.3 release.
Xonotic is an addictive, arena-style first person shooter with crisp
movement and a wide array of weapons. It combines intuitive mechanics with
in-your-face action to elevate your heart rate. Xonotic is and will always
be free-to-play.
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog fangame built
using a modified version of the Doom Legacy port of Doom. SRB2 is closely
inspired by the original Sonic games from the Sega Genesis, and attempts to
recreate the design in 3D. While SRB2 isn't fully completed, it already
features tons of levels, enemies, speed, and quite a lot of the fun that
the original Sonic games provided.
Yamagi Quake II is an alternative client for id Software's Quake II. Our goal
is to provide the best Quake II experience possible, we strive to preserve
the gameplay as it was back in 1997. Thus we aim mostly for bug fixes,
stability and gentle enhancements were appropriate.
NAEV is a 2D space trading and combat game, in a similar vein to
Escape Velocity. NAEV is played from a top-down perspective, featuring
fast-paced combat, many ships and outfits, and a large galaxy to explore.
The game is highly open-ended, letting players proceed at their own paces.
Taisei (lit. Occident) is a free and open-source fangame of the Touhou
series.
Basically, it is a shoot 'em up game with lots of bullets (the genre is
literally called bullet hell). It doesn't aim to rebuild a particular
installment of the Touhou games, but is rather an original game set in the
world of Touhou.
Dune Legacy is an effort by a handful of developers to revitalize the first-ever
real-time strategy game.
It tries to be as similar as possible to the original gameplay but to integrate
user interface features most modern realtime-strategy games have like selecting
multiple units.
It uses SDL for sound so the tileset version is now the SDL version
instead of the X11 version. Instead of games/angband-tty, games/angband
is now the TTY version.
There is a SDL2 port but it doesn't seem ready yet (the menu at the top
of the screen doesn't work). Keep SDL2 bits commented out so they're
ready to enable when the time comes.
1.9.3 (2019-09-16)
------------------------------------------------------------------------
- Change: Use natural sort when sorting the file list (#7727)
- Fix#7479: Don't close construction windows when changing client name (#7728)
- Fix#7731: Files sorting by modification time on Windows XP (#7731)
- Fix#7644: [OSX] Better solution for colourspace/performance issues (#7741)
1.9.3-RC1 (2019-09-07)
------------------------------------------------------------------------
- Add: Can now click industries to make orders to their neutral station (e.g. oil rig) (#7709)
- Fix#7644: [OSX] Poor framerate on certain systems (#7721)
- Fix#7702: Highscore screen UI scaling (#7714)
- Fix#7704: [OSX] Handle malformed UTF8 strings, leading to crashes in server browser (#7705)
- Fix#7188: [AI] Possible crash when reloading an AI in multiplayer games (#7701, #7725)
- Fix: RemoveAirport function now returns 'Aircraft in the way' error message when occupied (#7690)
- Fix: Spelling in running costs setting help text (#7686)
- Fix#7655: 'Decrease' buttons in cheat window not working properly with UI scaling (#7669)
- Fix: [GS] Could not create elements on Storybook pages with ID > 255 (#7657)
- Fix#7626: Allow building road stops over town-owned one-way roads, instead of crashing (#7627)
2016-09-08 Nick Gasson <nick@nickg.me.uk>
* configure.ac: updated to GNU gettext 0.19 and removed
generated files from version control.
* src/bubblegen.c (make_dream_bubble): fix warning about
deprecation of `gdk_pixbuf_unref`.
* xcowsay 1.4 released!
2015-05-31 Nick Gasson <nick@nickg.me.uk>
* src/display_cow.c (close_when_clicked): allow close event to
be specified in settings.
* src/xcowsay.c (main): add --release option to close window on
mouse button release.
2012-11-19 Nick Gasson <nick@nickg.me.uk>
* src/config_file.c (next_token): allow values with quotes
to be set in the config file.
2011-01-28 Justin Bogner <justin.bogner@emc.com>
* src/xcowsay.c (main): The reading-speed option requires an
argument.
Eureka is a map editor for the classic DOOM games, and a few related games
such as Heretic and Hexen. It supports Linux, Windows and OS X.
There is a 2D mode to create the layout and a 3D mode to check e.g. texture
alignment.
MegaGlest is an entertaining free (freeware and free software) and open
source cross-platform 3D real-time strategy (RTS) game, where you control
the armies of one of seven different factions.
Fish Fillets NG - 1.0.1
* Fixed a bug in the last levels. Fish were unable to swim to some places.
It happened next to the room border. The bug was introduced in version 0.9.2.
Big thanks Radek and Mirek Olsak for discovering it.
Fish Fillets NG - 1.0.0
* Dutch spoken dialogs (by Astrid de Wijn and friends).
* Disallowed a move, to be consistent with the original Fish Fillets.
Pushing of partially supported objects is disallowed.
The object has to be supported by a wall or by a fish
who isn't directly under it.
You could switch back to the less restrictive rules
by using "strict_rules=0" config option.
Thanks Brian Raiter for reporting the discrepancy.
* Provided music looping without fading (by Brian Raiter).
Fish Fillets NG - 0.9.3
* Fixed compilation with the newer fribidi-0.19.2.
Fish Fillets NG - 0.9.2
* Fixed undefined behavior in the last levels. The outgoing objects could be stopped by an obstacle (thanks Josef Peterka for pointing it out).
* Fixed strange background colors on the F10 and F1 screens. SDL-1.2.14 would fix these too.
Fish Fillets NG - 0.9.1
* Used sound frequency 44100 to prevent crackles (thanks to Josef Peterka).
Fish Fillets NG - 0.9.0
* Level 'linux' (by Mirek Olsak).
* Level 'electromagnet' (by Stephan Barth).
* Embedded intro video (thanks to Mirek Olsak).
* Faster undo (hold -) (thanks to Mirek Olsak).
* Redo (hold +).
* Czech spoken dialogs for level 'keys' (thanks to Mirek Olsak).
* Updated Bulgarian translation (by Damyan Ivanov).
* Updated Swedish translation (by Olov Gustavsson).
* Enhanced graphics for the NG levels (by Fank Skalicky).
Fish Fillets NG - 0.8.1
* Two extra levels (by Stephan Barth and Mirek Olsak).
* Added support for translated images (by Leonid Myravjev).
* Prevented music restart on undo.
* Fixed checking for solvable room before undo saving.
* Fixed checking for second dead fish.
Fish Fillets NG - 0.8.0
* Undo (on key '-')
* Five extra levels (by Mirek Olsak)
* Slovenian translation (by Marko Burjek)
* Brazilian Portuguese translation (by Ricardo Faria)
* Russian translation (by Leonid Myravjev, Maria Antropova, Gregory Bonik)
Fish Fillets NG - 0.7.4
* One extra level (by Mirek Olsak)
* Bulgarian translation (by Damyan Ivanov)
* Swedish translation (by Olov Gustavsson)
* Fixed table iterations for lua5.1
Changes:
- in kids mode brick regeneration is four times slower (2015/10/17 MS)
- in kids mode bonuses last four times longer (2015/10/17 MS)
- division by zero crash fixed in server (2014/02/03 Colin Tuckley)
- added danish translation (2013/07/29 Joe Dalton)
- updated a number of levelsets from OFT (2013/03/20 MS)
- use $docdir for document path in configure (2012/08/15 MS)
- added a bunch of new levelsets, removed OldGames (2012/08/15 MS)