all dependencies on packages depending on "png" which contain shared
libraries, all for the (imminent) update to the "png" package.
[List courtesy of John Darrow, courtesy of "bulk-build".]
redefines about which buildlink.mk files would care is BUILDLINK_X11_DIR,
which points to the location of the X11R6 hierarchy used during building.
If x11.buildlink.mk isn't included, then BUILDLINK_X11_DIR defaults to
${X11BASE} (set in bsd.pkg.mk), so its value is always safe to use. Remove
the ifdefs surrounding the use of BUILDLINK_X11_DIR in tk/buildlink.mk and
revert changes to move x11.buildlink.mk before the other buildlink.mk files.
use X11_BUILDLINK_MK as a test value. Generally just reordering the
inclusions so that x11.buildlink.mk comes before the other buildlink.mk
files will make everthing work.
to ${X11BASE} in the header and library search paths into references to
${LOCALBASE}/share/x11-links. These packages should now be strongly-
buildlinked regardless of whether xpkgwedge is installed.
Changes well-tested on NetBSD-1.5X/i386 with and without xpkgwedge and
lightly-tested on NetBSD-1.5.1/alpha without xpkgwedge.
to 1.12.0. Major changes from version 1.11.4 include:
- Big fixes, of course.
- Better compatibility with Civilization II.
- Better internationalization.
- Prettier graphics/tiles.
- More maps.
- Players can agree to give shared vision, which means that you
automatically see everything the other player sees.
so remove it from package Makefiles. Also move the inclusion of the
buildlink.mk files to the end of the Makefile to just before bsd.pkg.mk
to ensure that any Makefile settings occur before the buildlink.mk files.
include it to include bsd.pkg.mk themselves. Convert to use buildlink.mk
files and mark freeciv packages as USE_BUILDLINK_ONLY. Include zlib's
buildlink.mk file in server and clients as -lz is used.
first component is now a package name+version/pattern, no more
executable/patchname/whatnot.
While there, introduce BUILD_USES_MSGFMT as shorthand to pull in
devel/gettext unless /usr/bin/msgfmt exists (i.e. on post-1.5 -current).
Patch by Alistair Crooks <agc@netbsd.org>
WHAT'S CHANGED SINCE 1.11.0:
- Readline support added to the server.
- May now disperse initial units over specified area. See "dispersion"
server option.
- May now arrange for first client to connect to have a higher cmdlevel
than the following clients. See "cmdlevel" server option.
- Save files now transparently (un)compressed when (loaded) saved.
- Now requires a minimum number of ocean tiles to be adjacent to a land
tile wished to be transformed into ocean. Default is 1.
- Added Nuclear Fallout. Industrialization and population still
generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
is distinct from Pollution. There is a new command to clean Fallout
vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
which also changes terrain, but tends to Desert, Tundra and Glacier.
Added a new "cooling" icon to the info area to indicate the progress
towards Nuclear Winter, and also an icon for Fallout on the main map.
AIs are now more aggressive at cleaning up Pollution, but not Fallout.
- Ported to OpenVMS.
- Moved most of the dependencies on the "civstyle" server option to
separate values in game.ruleset files.
- Fixed bugs in "turns to build" displays.
- Fixed bug whereby Diplomat/Spy investigations of cities did not
reveal the correct supported and present unit lists.
- Fixed multiple bugs in go-to code.
- Fixed bug where starting a revolution, saving the game and restarting
the server would allow switching governments without anarchy.
- Fix bug that you could paradrop into cities you were at war with even
if they contained enemy units.
WHAT'S CHANGED SINCE 1.10.0:
- Internationalization extended. Still needs improvement.
Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
- Added full Fog of War. Controlled by "fogofwar" server option.
- Added explicit Diplomatic States between civilizations: war, neutral,
no-contact, cease-fire peace and alliance.
- Allow terrain changes to/from land/ocean. Default ruleset allows
Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
allows Forest to be Mined into Swamp.
- Increased maximum number of players to 30.
- Fortifying now takes a turn to complete (like Civ1/2).
- Added correct Civ2 style of Apollo wonder (shows entire map, rather
than just cities). Selected by "civstyle" server option.
- Aggressive sea units no longer cause unhappiness when in a city.
- Added Civ2 rule that firepower is reduced to 1 for both the defender
and the attacker when a ship bombards a land unit.
- When changing current research, if user changes back to what was being
researched, the penalty is not applied (you keep all your bulbs).
- Added pop-up of more details when clicking on info box in GTK+ client.
- Improved the global warming danger indicator.
- Added warning of incipient city growth.
- The server "remove <player>" command is no longer available after the
game has started.
- Added "fixedlength" server option to make all turns exactly "timeout"
duration.
- The "timeout" time may be much longer (up to a day).
- Added goto for air units. If destination is beyond range, they will
stop in cities/airfields/etc. to get there.
- May now select a unit by clicking on the unit pile display on the left.
- Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
dialog when they reach a city.
- Improved goto algorithm and implementation.
- Help dialog displays which buildings an advance will obsolete.
- Optionally show city food/shields/trade productions on main map.
- Added server option "autotoggle", which toggles AI status on and off
as players connect and disconnect.
- Allow Hoover Dam to be built anywhere, to conform to Civ2.
- Show turns per advance in Science Advisor dialog.
- Improved map and unit movement drawing code.
- Added "End Turn when done moving" local option.
- City production penalties now applied more correctly.
- Added Sentry and Fortify to Present Units' City Dialog pop-up.
- More nations added.
- Added a resource file for the GTK+ client.
- Improved network code for more reliable connections.
- Split nations.ruleset into individual <nation>.ruleset files.
- Extended registry file format to allow including files and overriding
entries.
- Added --with-xaw and --enable-client=xaw3d options to ./configure
script.
- Lots of bug fixes and code cleanups.
WHAT'S CHANGED SINCE 1.9.0:
- Internationalization extended. Still needs improvement.
New ./doc directory for localized versions of README and INSTALL.
Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- Added Civ1/2-like Barbarians. Controlled by two server options.
- Many more nations added.
- Worklists -- Players can now specify a list of things to be built in
a city.
- The AI now utilizes diplomats/spies aggressively.
- Added a variant (1) of Michelangelo's Chapel.
- Initial rates after Revolution will try to maximize Science.
- Rapture-triggered city growth will no longer empty the foodbox.
- Map generator improvements:
- Gen 1 hills more uniform north/south.
- Gen 2+ will tend to make fewer length-one rivers.
- Added unit-death explosion animation.
- No longer will cities with exactly 0 (zero) production surplus be given
a "free" shield every turn.
- Command-line arguments made more consistent between server and client.
- Caravans now provide a research benefit when initially establishing a
trade route, equal to the monetary benefit.
- Diplomat/Spy changes:
- Changed all actions to more closely conform to Civ2 rules.
- Changed "diplchance" to be %-chance of success. Used in many ways.
- Diplomat/Spy may attempt action with any movement left.
- Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- Allow Spies to steal tech from a city more than once (gets harder).
- May only poison towns of size greater than 1 (one).
- May only sabotage units that are alone on a square.
- When a city is subverted, only nearby units change sides.
- Veteran status improves defense against other Diplomats/Spies.
- Added production display of number of turns remaining to build.
- Small, shield-like flags tilesets (trident_shields, engels_shields).
- Airbase changes (for Civ2 compliance):
- Ground units can attack Air units when they are parked on an Airbase.
- Units are defeated only singly when on an Airbase (like a Fortress).
- Revised and improved the server 'help' command.
- New intro graphics.
- Ships may now have their movement reduced after a combat in which they
are damaged.
- Added display of production values to main map "city tiles" display.
- Increased the Add-To City size limit to 9 to conform to Civ2.
- Settler's "Connect" feature -- Automatically connect two points with
Road, Railroad, Irrigate or Fortress.
- Several AI improvements.
- New ruleset support for CITIES, most notably cities are now drawn in
different sizes and styles.
- Allow specifying unambiguous player name prefix, instead of full
player name, for server commands taking a player name argument.
- Added multi-client configuration support.
- Added 'read' and 'write' server commands.
- Added "best nation" column to Demographics report.
- Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- Cities on mountains will produce an extra food (Civ2).
- Fixed bug where Lighthouse was not producing veteran sea units.
- Ported to Amiga. (This is not included with a "distribution"; get it
directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- Lots of bug fixes, code cleanups, and help-text improvements.