Valyria Tear is an open-source single-player medieval-fantasy 2D J-RPG based
on an extended Hero of Allacrost engine and inspired by classic console
RPGs.
The player incarnates Bronann, a young boy forced to take part into the
struggle for the possession of a mysterious crystal. This powerful artifact
will lead him to discover the actual threat set upon his world, but also
courage and love.
The game has all the features you can expect from JRPG classics: entertaining
story development, colourful map exploration, active side-view battles,
character management, puzzles... It is also translated in several languages.
Eternal Lands is a freee 3D fantasy MMORPG (massively multiplayer online
role playing game).
There are no fixed class restrictions, so you can develop your character in
any way you wish. You, as a player, determine exactly how you develop your
character. If you make mistakes, or decide to change or adjust your build,
you can do so.
OpenArena is a community-produced deathmatch FPS based on GPL idTech3
technology.
There are many game types supported including Free For All, Capture The
Flag, Domination, Overload, Harvester, and more.
Woof! 4.0.2
-----------
- Add a config example for Vanilla automap colors (thanks @OpenRift412).
- Do not collapse leading slashes on Windows anymore in NormalizeSlashes()
to recognize canonicalized Windows paths (@rfomin).
- Prevent running out of stack space in P_SetMobjState() (@rfomin).
- Only save MUSINFO music in savegames if it's actually playing.
- Keep the comp_3keydoor compatibility flag out of the comp[] array to
prevent demo header mismatch with PrBoom+
Version 1.14.16
AI
* Experimental AI: fixed a bug identifying hexes next to healers as healing locations
* Goto Micro AI:
* Fixed bug when the avoid_enemies parameter is set to very small values
* Fixed rare bug with blocked paths when ignoring enemies
* Protect Unit Micro AI: fixed bug when a unit is not on the AI side
* Multipack Wolves Micro AI: fixed error when a wolf is fully surrounded
Campaigns
* Dead Water:
* Fix some characters’ names, which hadn’t been marked as translatable.
* Son of the Black-Eye:
* S09: Name the enemy team.
* The South Guard:
* S06b: Fix some enemies’ ambush abilities.
Editor
* Re-enabled topics for the terrain editor in the in-game help browser
* Added help topics for the scenario editor’s tools
* Added documentation about the files written by the editor
Translations
* Updated translations: British English, Catalan, Chinese (Traditional), French,
Portuguese (Brazil), Spanish, Turkish
User interface
* Fixed color fringing issues with ClearType on Windows.
* Reduced font sizes for the unit HP/XP/MP/Vision/Defense displays on the sidebar at small resolutions to avoid overlaps.
* Rearranged the unit XP and vision displays on the sidebar to avoid running out of room for the XP display.
* Reduced font size for the ToD counter on the sidebar to avoid it being ellipsized too often.
* Gave the turn timer display the same icon as the system clock display.
* Anchored the Observers icon to the sidebar again in a way that does not allow it to overlap into it.
* Fixed the turn timer/system clock display on the top bar incorrectly using a larger font size at small resolutions.
* Rearranged the Defense display label on the sidebar slightly. It remains invisible in Wesnoth 1.14, however.
Miscellaneous and Bug Fixes
* Added support to wmlxgettext for double-quote characters in translatable raw strings
* Fixed an error message and the AI leader potentially not moving when it cannot reach a keep because it's occupied by an allied unit
* Fixed display zoom not being taken into account when using the `x`, `y`, `directional_x` and `directional_y` attributes in unit animations.
* Fixed `[terrain_defaults]` and `[resistance_defaults]`.
* Fixed an attack prediction assert that happened in rare combinations of the defender slowing and the attacker potentially leveling up, and a specific combination of standard and Monte Carlo attack evaluations
Update savegame format (see #303 and #344)
old savegames still work, but new savegames can't be loaded with older versions of dhewm3!
Uploaded updated builds of Mod DLLs, now also supporting LibreCoop and The Lost Mission
dhewm3 now supports the Doom3 Demo gamedata
See below for installation instructions
This is based on Gabriel Cuvillier's code for D3Wasm, which ports dhewm3 to web browsers, thanks!
Create the game window on the display the cursor is currently on (when using more than one display)
Added r_fullscreenDesktop CVar to set if fullscreen mode should be "classic" or "Desktop" which means a borderless window at desktop resolution
Fullscreen modes that are not at the current desktop resolution should work better now
including nvidia DSR / AMD VSR; for that you might have to use the supplied dhewm3_notools.exe, as DSR/VSR seem to be incompatible with applications that use MFC (the GUI framework used for the Doom3 tools like the D3Radiant)
Several sound-related bugfixes:
Lags in starting to play a sound which for example caused the machinegun or plasmagun sounds to stutter have been eliminated (#141)
Trying to reset disconnected OpenAL devices, this esp. helps with display audio on Intel GPUs on Windows, when switching to fullscreen (#209)
Looping .wav sounds with leadin now work (#291)
The game still works if no sound devices are available at all (#292)
Make "idSoundCache: error unloading data from OpenAL hardware buffer" a Warning instead of an Error so it doesn't terminate game (by Corey O'Connor, #235)
Restore "Carmack's Reverse" Z-Fail stencil shadows; use glStencilOpSeparate() if available
That bloody patent finally expired last October: https://patents.google.com/patent/US6384822B1/en
This neither seems to make a visual nor performance difference on any hardware I tried (including Raspberry Pi 4), so this is mostly out of principle
Based on Code by Leith Bade and Pat Raynor.
The r_useCarmacksReverse and r_useStencilOpSeparate CVars allow switching both things on/off for comparison
New CVar g_hitEffect: If set to 0, the player camera damage effects (like double-vision and extreme tilt) when being hit are disabled (by dobosken, #279).
(On Windows) stdout.txt and stderr.txt are not saved next to the binary anymore, but in My Documents/My Games/dhewm3/, like save games, because the binary dir might not be writable and dhewm3 wouldn't start properly then
Fix lingering messages in HUD after loading savegame
Sometimes the "Game saved..." message didn't go away after loading a savegame (when having saved while it still was showing from last save)
Fixed clipping bug in delta1 (see #328)
Improve compatibility with some custom scripts ("t->c->value.argSize == func->parmTotal" Assertion; see #303)
Registering multiplayer servers at id's master-server fixed, so they can be found in the multiplayer menu (by Stradex, #293)
Support for reproducible builds by setting the CMake option REPRODUCIBLE_BUILD.
Should build on recent versions of macOS, also on Apple Silicon (thanks Dave Nicolson and Petter Uvesten).
Proper handling of paths with dots in directory names (#299, #301)
Some string functions that are intended to find/cut off/replace/... file extensions did cut off the whole path at dots..
Especially fixes loading and saving maps from such paths in the builtin D3Radiant level editor
idFileSystemLocal::ListMods() doesn't search / or C:\ anymore (it did so if one of the paths, like fs_cdpath, was empty)
Don't use translation in Autosave filenames (see #305)
In the Spanish translation all the Alpha Lab autosaves got the same name, now the autosave name is based on the mapename instead which is distinct
Woof! 4.0.1
-----------
- Compatibility with PrBoom+ complevel 11 has been vastly improved:
- Player bobbing calculation has been fixed (@rfomin).
- Resetting of the doomednum feature for the MT_SCEPTRE and MT_BIBLE
things has been removed, which would lead to these map things not
being spawned if not in "beta emulation" mode (@rfomin).
- The implementations of P_Move(), P_CreateBlockMap() and
P_FindShortestTextureAround()/P_FindShortestUpperAround() have been
modified to match the ones from Boom, which are unconditionally used
in PrBoom+ (@rfomin).
- More MBF code pointers have been disabled in Boom compatibility mode
(@rfomin).
- Compatibility defaults have been brought in line with PrBoom+:
- Enable "Zombie players can exit levels".
- Disable "Build stairs exactly the same way that Doom does".
- Enable "Fix 3-key door works with only 2 keys".
- The padvalue typo in the REJECT buffer overflow emulation has been
fixed (@rfomin).
- Data is now properly free()d in some functions in i_sound.c (@rfomin).
- A wrong function argument in MUSINFO logging has been fixed (@rfomin).
- A dummy entry has been added to the S_music[] array for the NUMMUSIC
counter, fixing a crash when changing music from a MUSINFO track.
It needs to download files during the build process and the website
it downloads files from stopped existing, so the package stopped building.
Maybe it should be a distfile when the file becomes available again.
Woof! 4.0.0
-----------
- The -fast and -respawn options are now properly reloaded from
savegames.
- PNG screenshots are now exact reproductions# of the actual
game# screen.
- Framebuffer overflows are now prevented in V_DrawPatchGeneral() and
V_CopyRect().
- The bmp2c.c tool now builds with MSVC build (@rfomin).
- A workaround for the SDL 2.0.14 Alt-Tab bug on Windows has been
introduced (@rfomin).
- A woof-midiproc.exe has been ported over from Crispy Doom, allowing to
set SFX and music volume separately on Windows (@rfomin).
- The SPECHITS overflow emulation has been ported over from Chocolate
Doom / PrBoom+, allowing for some more obscure Vanilla demos to keep
sync.
- The "IDKFA" cheat string has been externalized, allowing it to be
replaced by DEHACKED.
- The widescreen rendering mode has been ported over from Crispy Doom
with proper support for the widescreen assets found e.g. in the Unity
version of Doom (@rfomin).
- MIDI playback on big-endian systems has been fixed (@BeWorld2018).
- The "HI_START"/"HI_END" namespace has been introduced to avoid
conflicts with high-resolution textures (@rfomin).
- The option to show the "A secret is revealed!" message has been added
(@rfomin).
- The window geometry and display index settings are now saved across
restarts (@rfomin).
- The -pistolstart command line option has been added (@rfomin).
- Support for 16-bit WAV sound lumps has been added (@rfomin).
- Support for the "MUSINFO" lump has been added (@rfomin).
- Demo compatibility with Boom 2.02 has been vastly improved:
- MBF codepointers are now disabled during Boom demo playback (@rfomin).
- The P_FindShortestTextureAround() function has been fixed (@rfomin).
- Boom's friction code has been restored (@rfomin).
- Boom's BLOCKMAP generation code has been integrated (@rfomin).
- Sprite lumps smaller than 8 bytes are now ignored (@rfomin).
- Empty music lumps (i.e. with zero length) are now properly handled
(@rfomin).
- The weapon attack alignment implementation has been brought in line
with Crispy Doom.
- The "no fog on spawn west" Vanilla Doom bug is now properly emulated
(@rfomin).
- Switches definitions referencing unknown texture names are now ignored
instead of exiting (@rfomin).
- A crash has been fixed when reading out joystick button states.
- Endianess issues with positioning the status bar patch, drawing the
bunny scroll screen and fullscreen patches have been fixed.
Unfortunately, some of these changes made it necessary to change the
savegame format which is now incompatible to previous releases.
BZFlag 2.4.22 "Eyes are windows to your SDL" (2021-02-27)
----------------------------------------------------------
* Fix many issues with SDL 2 window management - Joshua Bodine, Scott Wichser
* The playHistoryTracker plugin now tracks kills correctly - Scott Wichser
* Local shotID was not being set in bz_eShotFiredEvent - Agatha
* Send active autopilot statuses to a joining player - Scott Wichser
* Fix solo bots being kicked when rejoining to a server - Scott Wichser
* Fix the backspace key not working on the bzadmin Curses menu - Scott Wichser
Rocks'n'Diamonds 4.2.3.1 released!
This patch release fixes two nasty bugs in the last minor release version:
* fixed horrible crash bug when using “last played level set” menu
* fixed unneeded reloading of artwork when using “last played level set” menu
Rocks'n'Diamonds 4.2.3.0 released!
A new minor release is available with the following additions and changes:
* added “last played level sets” sub-menu to level set selection screen
* added step delay option to custom element movement configuration
* added support for left, middle or right mouse button for CE change events
* added setup option to disable counting score after the game
* added setup options to disable asking on quit game and on quit program
* added graphics config option to support elements on non-black background; this feature can be activated by using “game.use_masked_elements: true” in the custom graphics configuration file
* changed custom artwork list to tree structure similar to level sets, which is separated into three sub-trees for standalone artwork (not related to any level set), artwork that is configured to be used by certain level sets and artwork directly included in level sets (like title screens)
* changed sorting and coloring in level sets menu and custom artwork menu
* changed saving back artwork info cache only if it has changed
* added support for persistent personal game data for the Emscripten platform
* added support for using LLDB instead of GDB when debugging on the Mac
* fixed two nasty bugs that could have crashed the game
Rocks'n'Diamonds 4.2.2.1 released!
A new bugfix release is available with the following fixes and additions:
* fixed bug with playing team mode tapes with changed visible playfield size
* added patch mode to patch tapes to force visible playfield size of 34 x 34
* added patch mode to automatically fix tapes for visible playfield size
* fixed single step mode for R’n’D game engine when used in team mode
* fixed triggering custom element actions by digging or collecting
* added option in level editor to use time score for 1 or 10 seconds left
* fixed time score for native Emerald Mine and Diamond Caves levels
* fixed bug with screen keyboard still being active during request dialogs
* fixed bug with screen keyboard causing overlay buttons to be disabled
* added option to disable warning about read-only levels when entering editor
* fixed bug with not updating game panel when leaving invisible warp mode
* fixed displaying new high score entry if new entry is not on the first page
* fixed graphical bug with envelope style request dialog after the game ended
Rocks'n'Diamonds 4.2.2.0 released!
A new feature release is available with the following additions and fixes:
* added showing as many keys as possible in the default game panel
* added setup option to show dynamite and keys for the Emerald Mine collection
* added support for improved display of keys for the Emerald Mine collection
* added support for improved request dialog in Emerald Mine collection
* fixed graphical glitch in some cases after request dialog if game has ended
* fixed delayed processing of input event immediately after game has started
* fixed “empty first move” in step pause mode with Emerald Mine game engine
Cross-platform port of the indie game l'Abbaye des Morts.
In the 13th century, the Cathars, clerics who preached about the poverty of
Christ and defended life without material aspirations, were treated as
heretics by the Catholic Church and expelled out of the Languedoc region in
France. One of them, called Jean Raymond, found an old church in which to
hide from crusaders, not knowing that beneath its ruins lay buried an ancient
evil.
l'Abbaye des Morts has been inspired by the tragic history of the Cathars
and platform games for ZX Spectrum computers like Manic Miner, Jet Set Willy
or Dynamite Dan.
Faith will be your only weapon in this platformer styled like a ZX Spectrum
game. Black backgrounds, 1 color sprites and 1 bit sounds are a proper fit
for a raw story. The lack of details turn on the player's imagination,
creating a unique experience for each player.
2014-08-15 Andrew M. Bishop <amb>
Version 2.2b Released
2014-08-15 [r76] Andrew M. Bishop <amb>
* FILES, README, xbomb.c, xwindow.c: Updated for version 2.2b.
2014-08-15 [r74] Andrew M. Bishop <amb>
* xwindow.c: Fix off-by-one error in creation of graphic contexts
leading to writing beyond end of array [fixes Debian bug
#757902]..
2013-03-16 [r73] Andrew M. Bishop <amb>
* README, xbomb.c: Change web-page and e-mail addresses from
gedanken.demon.co.uk to gedanken.org.uk.
2013-03-16 [r73] Andrew M. Bishop <amb>
* xbomb.c, README: Change web-page and e-mail addresses from
gedanken.demon.co.uk to gedanken.org.uk.
2011-10-03 [r72] Andrew M. Bishop <amb>
* FILES (added), ANNOUNCE (removed), LSM (removed): Don't include
the ANNOUNCE or LSM files in future releases. Do include the
FILES file in subversion.
2010-12-27 [r70] Andrew M. Bishop <amb>
* ChangeLog (removed): Remove the ChangeLog from version control.
2010-12-24 [r67] Andrew M. Bishop <amb>
* ANNOUNCE (added), COPYING (added), ChangeLog (added), LSM
(added): Added the uncontrolled files from the xbomb 2.2a
release.
2010-12-24 Andrew M. Bishop <amb@gedanken.demon.co.uk>
Changed version control environment from RCS to CVS to SVN.
2009-11-29 Andrew M. Bishop <amb@gedanken.demon.co.uk>
Version 2.2a Released
2009-11-29 Andrew M. Bishop <amb@gedanken.demon.co.uk>
* xbomb.ad:
Add the app-defaults for the different numbers (missed in version 2.2 release).
* xbomb.c, xwindow.c:
Change the colour of the number 8 from white (invisible) to light green.
Change the version number to 2.2a.
Stone Soup 0.26.1 (20210203)
----------------------------
Bugfix Release
--------------
* ctrl-attack again no longer works while confused.
* Console display flickering is reduced.
* It is no longer possible to obtain infinite nets from net traps.
* Various vault placement balance adjustments and teleport closet fixes.
* 95 other fixes, tweaks, copy-edits, and interface improvements.
Stone Soup 0.26.0 (20210108)
----------------------------
Highlights
----------
* New species: Palentonga.
* New background: Delver.
* Food and hunger are removed.
* Swamp has many new monsters and other changes.
* Spells, wands, and abilities can be quivered, fired, and autotargeted with an
extension of the ranged quiver/autofight interface.
create a binary in PREFIX/bin, for the convenience of users who use
non-pkgsrc love games.
Add ALTERNATIVES, in case there is only one love game.
PKGREVISION++
Version 0.3.2
-------------
Released on Oct 9th 2020.
- Stopped supporting Python 2.5, 2.6, 3.2, and 3.3.
- Supported Python 3.4, 3.5, 3.6, 3.7, and 3.8.
Thanks to `Nolan Gilley`_.
.. _Nolan Gilley: https://github.com/nkgilley
And add a PKG_ALTERNATIVES to call it bin/love for extra convenience.
love09 is skipped because I am failing to build it right now (might look
later on...)
bump PKGREVISION
dmagnetic (0.30-1) unstable; urgency=medium
* Internal bugfixes
* Fixed missing picture from 'Fish!' in C64 mode
* New characters for the monochrome vmode
pkgsrc changes:
---------------
* The site listed in MASTER_SITES seems to be down. We can use mirror
sites as those used by FreeBSD.
upstream changes:
-----------------
> 2011/04/18 - 11.04 release
- Replay functionality! Still a bit unstable and version-specific
(thanks mylad for the help image)
- The various funny animations are now displayed more often
- Fixed various bugs with grapple and construct in far edges of the world
(thanks peterolen and lordjj for the bug reports)
- Improved a bit the grapple behaviour (patch from peterolen)
- Reduced max memory usage for the Symbian and Android ports
- Introduce quality settings, and add one level for handhelds allowing
alphablending and thus much higher quality ground.
- Readd fading to laser beams
- Fix key binding edition menu
- Fix keys getting stuck when modifiers (control/alt/shift) were changed
- Clean and update command line parameters; --size sets display size
- Big rewrite of internal network protocol; should reduce a bit traffic
- Various fixes with network menu (incorrect team updates, crashes)
- Cache loading of xml files: menus and particle spawning should now
be much faster
- Android port: better resume
- Android port: text editing with the classical virtual keyboard
- Android port: can go to sleep when downloading (also more robust)
- Fix MacOSX not able to list public games
ChangeLog:
# 1.6.1 - 2020-12-11
- Improved display in non-English text-mode clients; previously
columns were not aligned properly in some cases and occasionally
not all available drugs at a location were shown on screen (#54).
- Minimal British English translation added (#57). Configuration file
entries can now use either British English or American English spelling
(i.e. Armor/Armour).
- On Windows the "browse" button in the graphical client options dialog
now opens at the folder containing the selected sound file (#55).
# 1.6.0 - 2020-12-06
- Fixes to build with OpenWRT (thanks to Theodor-Iulian Ciobanu).
- Write server pidfile after fork (thanks to Theodor-Iulian Ciobanu).
- Updated German and French Canadian translations from Benjamin Karaca
and Francois Marier.
- Support for old GTK1 and GLIB1 libraries removed - we now need version 2
of these libraries to build dopewars. GTK+3 is also supported.
- Update metaserver to work with new SourceForge; older versions can no
longer successfully register with the metaserver.
- Switch to using libcurl to talk to the metaserver (this supports https,
unlike the old internal code). The metaserver configuration has changed
accordingly; `MetaServer.Name`, `MetaServer.Port` and `MetaServer.Path` are
replaced with `MetaServer.URL`, while `MetaServer.Auth`, `MetaServer.Proxy*`,
and `MetaServer.UseSocks` are removed (set the `https_proxy` environment
variable instead, as per
https://curl.haxx.se/libcurl/c/libcurl-tutorial.html#Environment)
- The default web browser on Linux has changed from 'mozilla' to
'firefox'; on Mac the system-configured default browser is used.
- On Windows the high score file, log file, and config file are now
stored in the user application data directory (e.g.
`C:\Users\foo\AppData\Local\dopewars`) rather than the same directory as
the dopewars binary.
- Add sound support with SDL2, and on Mac.
- Add 64-bit Windows binaries.
- Fix for a DOS against the server using the REQUESTJET message type
(thanks to Doug Prostko for reporting the problem).
This fixes the build with new graphics/osg.
0.46.0
------
Bug #1515: Opening console masks dialogue, inventory menu
Bug #1933: Actors can have few stocks of the same item
Bug #2395: Duplicated plugins in the launcher when multiple data directories provide the same plugin
Bug #2679: Unable to map mouse wheel under control settings
Bug #2969: Scripted items can stack
Bug #2976: Data lines in global openmw.cfg take priority over user openmw.cfg
Bug #2987: Editor: some chance and AI data fields can overflow
Bug #3006: 'else if' operator breaks script compilation
Bug #3109: SetPos/Position handles actors differently
Bug #3282: Unintended behaviour when assigning F3 and Windows keys
Bug #3550: Companion from mod attacks the air after combat has ended
Bug #3609: Items from evidence chest are not considered to be stolen if player is allowed to use the chest
Bug #3623: Display scaling breaks mouse recognition
Bug #3725: Using script function in a non-conditional expression breaks script compilation
Bug #3733: Normal maps are inverted on mirrored UVs
Bug #3765: DisableTeleporting makes Mark/Recall/Intervention effects undetectable
Bug #3778: [Mod] Improved Thrown Weapon Projectiles - weapons have wrong transformation during throw animation
Bug #3812: Wrong multiline tooltips width when word-wrapping is enabled
Bug #3894: Hostile spell effects not detected/present on first frame of OnPCHitMe
Bug #3977: Non-ASCII characters in object ID's are not supported
Bug #4009: Launcher does not show data files on the first run after installing
Bug #4077: Enchanted items are not recharged if they are not in the player's inventory
Bug #4141: PCSkipEquip isn't set to 1 when reading books/scrolls
Bug #4202: Open .omwaddon files without needing toopen openmw-cs first
Bug #4240: Ash storm origin coordinates and hand shielding animation behavior are incorrect
Bug #4262: Rain settings are hardcoded
Bug #4270: Closing doors while they are obstructed desyncs closing sfx
Bug #4276: Resizing character window differs from vanilla
Bug #4284: ForceSneak behaviour is inconsistent if the target has AiWander package
Bug #4329: Removed birthsign abilities are restored after reloading the save
Bug #4341: Error message about missing GDB is too vague
Bug #4383: Bow model obscures crosshair when arrow is drawn
Bug #4384: Resist Normal Weapons only checks ammunition for ranged weapons
Bug #4411: Reloading a saved game while falling prevents damage in some cases
Bug #4449: Value returned by GetWindSpeed is incorrect
Bug #4456: AiActivate should not be cancelled after target activation
Bug #4493: If the setup doesn't find what it is expecting, it fails silently and displays the requester again instead of letting the user know what wasn't found.
Bug #4523: "player->ModCurrentFatigue -0.001" in global script does not cause the running player to fall
Bug #4540: Rain delay when exiting water
Bug #4594: Actors without AI packages don't use Hello dialogue
Bug #4598: Script parser does not support non-ASCII characters
Bug #4600: Crash when no sound output is available or --no-sound is used.
Bug #4601: Filtering referenceables by gender is broken
Bug #4639: Black screen after completing first mages guild mission + training
Bug #4650: Focus is lost after pressing ESC in confirmation dialog inside savegame dialog
Bug #4680: Heap corruption on faulty esp
Bug #4701: PrisonMarker record is not hardcoded like other markers
Bug #4703: Editor: it's possible to preview levelled list records
Bug #4705: Editor: unable to open exterior cell views from Instances table
Bug #4714: Crash upon game load in the repair menu while the "Your repair failed!" message is active
Bug #4715: "Cannot get class of an empty object" exception after pressing ESC in the dialogue mode
Bug #4720: Inventory avatar has shield with two-handed weapon during [un]equipping animation
Bug #4723: ResetActors command works incorrectly
Bug #4736: LandTexture records overrides do not work
Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
Bug #4746: Non-solid player can't run or sneak
Bug #4747: Bones are not read from X.NIF file for NPC animation
Bug #4748: Editor: Cloned, moved, added instances re-use RefNum indices
Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
Bug #4756: Animation issues with VAOs
Bug #4757: Content selector: files can be cleared when there aren't any files to clear
Bug #4768: Fallback numerical value recovery chokes on invalid arguments
Bug #4775: Slowfall effect resets player jumping flag
Bug #4778: Interiors of Illusion puzzle in Sotha Sil Expanded mod is broken
Bug #4783: Blizzard behavior is incorrect
Bug #4787: Sneaking makes 1st person walking/bobbing animation super-slow
Bug #4797: Player sneaking and running stances are not accounted for when in air
Bug #4800: Standing collisions are not updated immediately when an object is teleported without a cell change
Bug #4802: You can rest before taking falling damage from landing from a jump
Bug #4803: Stray special characters before begin statement break script compilation
Bug #4804: Particle system with the "Has Sizes = false" causes an exception
Bug #4805: NPC movement speed calculations do not take race Weight into account
Bug #4810: Raki creature broken in OpenMW
Bug #4813: Creatures with known file but no "Sound Gen Creature" assigned use default sounds
Bug #4815: "Finished" journal entry with lower index doesn't close journal, SetJournalIndex closes journal
Bug #4820: Spell absorption is broken
Bug #4823: Jail progress bar works incorrectly
Bug #4826: Uninitialized memory in unit test
Bug #4827: NiUVController is handled incorrectly
Bug #4828: Potion looping effects VFX are not shown for NPCs
Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
Bug #4841: Russian localization ignores implicit keywords
Bug #4844: Data race in savegame loading / GlobalMap render
Bug #4847: Idle animation reset oddities
Bug #4851: No shadows since switch to OSG
Bug #4860: Actors outside of processing range visible for one frame after spawning
Bug #4867: Arbitrary text after local variable declarations breaks script compilation
Bug #4876: AI ratings handling inconsistencies
Bug #4877: Startup script executes only on a new game start
Bug #4879: SayDone returns 0 on the frame Say is called
Bug #4888: Global variable stray explicit reference calls break script compilation
Bug #4896: Title screen music doesn't loop
Bug #4902: Using scrollbars in settings causes resolution to change
Bug #4904: Editor: Texture painting with duplicate of a base-version texture
Bug #4911: Editor: QOpenGLContext::swapBuffers() warning with Qt5
Bug #4916: Specular power (shininess) material parameter is ignored when shaders are used.
Bug #4918: Abilities don't play looping VFX when they're initially applied
Bug #4920: Combat AI uses incorrect invisibility check
Bug #4922: Werewolves can not attack if the transformation happens during attack
Bug #4927: Spell effect having both a skill and an attribute assigned is a fatal error
Bug #4932: Invalid records matching when loading save with edited plugin
Bug #4933: Field of View not equal with Morrowind
Bug #4938: Strings from subrecords with actually empty headers can't be empty
Bug #4942: Hand-to-Hand attack type is chosen randomly when "always use best attack" is turned off
Bug #4945: Poor random magic magnitude distribution
Bug #4947: Player character doesn't use lip animation
Bug #4948: Footstep sounds while levitating on ground level
Bug #4952: Torches held by NPCs flicker too quickly
Bug #4961: Flying creature combat engagement takes z-axis into account
Bug #4963: Enchant skill progress is incorrect
Bug #4964: Multiple effect spell projectile sounds play louder than vanilla
Bug #4965: Global light attenuation settings setup is lacking
Bug #4969: "Miss" sound plays for any actor
Bug #4971: OpenMW-CS: Make rotations display as degrees instead of radians
Bug #4972: Player is able to use quickkeys while disableplayerfighting is active
Bug #4979: AiTravel maximum range depends on "actors processing range" setting
Bug #4980: Drowning mechanics is applied for actors indifferently from distance to player
Bug #4984: "Friendly hits" feature should be used only for player's followers
Bug #4989: Object dimension-dependent VFX scaling behavior is inconsistent
Bug #4990: Dead bodies prevent you from hitting
Bug #4991: Jumping occasionally takes too much fatigue
Bug #4999: Drop instruction behaves differently from vanilla
Bug #5001: Possible data race in the Animation::setAlpha()
Bug #5004: Werewolves shield their eyes during storm
Bug #5012: "Take all" on owned container generates a messagebox per item
Bug #5018: Spell tooltips don't support purely negative magnitudes
Bug #5025: Data race in the ICO::setMaximumNumOfObjectsToCompilePerFrame()
Bug #5028: Offered price caps are not trading-specific
Bug #5038: Enchanting success chance calculations are blatantly wrong
Bug #5047: # in cell names sets color
Bug #5050: Invalid spell effects are not handled gracefully
Bug #5055: Mark, Recall, Intervention magic effect abilities have no effect when added and removed in the same frame
Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
Bug #5059: Modded animation with combined attack keys always does max damage and can double damage
Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
Bug #5067: Ranged attacks on unaware opponents ("critical hits") differ from the vanilla engine
Bug #5069: Blocking creatures' attacks doesn't degrade shields
Bug #5073: NPCs open doors in front of them even if they don't have to
Bug #5074: Paralyzed actors greet the player
Bug #5075: Enchanting cast style can be changed if there's no object
Bug #5078: DisablePlayerLooking is broken
Bug #5081: OpenMW-CS: Apparatus type "Alembic" is erroneously named "Albemic"
Bug #5082: Scrolling with controller in GUI mode is broken
Bug #5087: Some valid script names can't be used as string arguments
Bug #5089: Swimming/Underwater creatures only swim around ground level
Bug #5092: NPCs with enchanted weapons play sound when out of charges
Bug #5093: Hand to hand sound plays on knocked out enemies
Bug #5097: String arguments can't be parsed as number literals in scripts
Bug #5099: Non-swimming enemies will enter water if player is water walking
Bug #5103: Sneaking state behavior is still inconsistent
Bug #5104: Black Dart's enchantment doesn't trigger at low Enchant levels
Bug #5106: Still can jump even when encumbered
Bug #5110: ModRegion with a redundant numerical argument breaks script execution
Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
Bug #5113: Unknown alchemy question mark not centered
Bug #5123: Script won't run on respawn
Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
Bug #5126: Swimming creatures without RunForward animations are motionless during combat
Bug #5134: Doors rotation by "Lock" console command is inconsistent
Bug #5136: LegionUniform script: can not access local variables
Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
Bug #5138: Actors stuck in half closed door
Bug #5149: Failing lock pick attempts isn't always a crime
Bug #5155: Lock/unlock behavior differs from vanilla
Bug #5158: Objects without a name don't fallback to their ID
Bug #5159: NiMaterialColorController can only control the diffuse color
Bug #5161: Creature companions can't be activated when they are knocked down
Bug #5164: Faction owned items handling is incorrect
Bug #5163: UserData is not copied during node cloning
Bug #5166: Scripts still should be executed after player's death
Bug #5167: Player can select and cast spells before magic menu is enabled
Bug #5168: Force1stPerson and Force3rdPerson commands are not really force view change
Bug #5169: Nested levelled items/creatures have significantly higher chance not to spawn
Bug #5175: Random script function returns an integer value
Bug #5177: Editor: Unexplored map tiles get corrupted after a file with terrain is saved
Bug #5182: OnPCEquip doesn't trigger on skipped beast race attempts to equip something not equippable by beasts
Bug #5186: Equipped item enchantments don't affect creatures
Bug #5190: On-strike enchantments can be applied to and used with non-projectile ranged weapons
Bug #5196: Dwarven ghosts do not use idle animations
Bug #5206: A "class does not have NPC stats" error when player's follower kills an enemy with damage spell
Bug #5209: Spellcasting ignores race height
Bug #5210: AiActivate allows actors to open dialogue and inventory windows
Bug #5211: Screen fades in if the first loaded save is in interior cell
Bug #5212: AiTravel does not work for actors outside of AI processing range
Bug #5213: SameFaction script function is broken
Bug #5218: Crash when disabling ToggleBorders
Bug #5220: GetLOS crashes when actor isn't loaded
Bug #5222: Empty cell name subrecords are not saved
Bug #5223: Bow replacement during attack animation removes attached arrow
Bug #5226: Reputation should be capped
Bug #5229: Crash if mesh controller node has no data node
Bug #5239: OpenMW-CS does not support non-ASCII characters in path names
Bug #5241: On-self absorb spells cannot be detected
Bug #5242: ExplodeSpell behavior differs from Cast behavior
Bug #5246: Water ripples persist after cell change
Bug #5249: Wandering NPCs start walking too soon after they hello
Bug #5250: Creatures display shield ground mesh instead of shield body part
Bug #5255: "GetTarget, player" doesn't return 1 during NPC hello
Bug #5261: Creatures can sometimes become stuck playing idles and never wander again
Bug #5264: "Damage Fatigue" Magic Effect Can Bring Fatigue below 0
Bug #5269: Editor: Cell lighting in resaved cleaned content files is corrupted
Bug #5278: Console command Show doesn't fall back to global variable after local var not found
Bug #5308: World map copying makes save loading much slower
Bug #5313: Node properties of identical type are not applied in the correct order
Bug #5326: Formatting issues in the settings.cfg
Bug #5328: Skills aren't properly reset for dead actors
Bug #5345: Dopey Necromancy does not work due to a missing quote
Bug #5350: An attempt to launch magic bolt causes "AL error invalid value" error
Bug #5352: Light source items' duration is decremented while they aren't visible
Feature #1724: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls
Feature #3442: Default values for fallbacks from ini file
Feature #3517: Multiple projectiles enchantment
Feature #3610: Option to invert X axis
Feature #3871: Editor: Terrain Selection
Feature #3893: Implicit target for "set" function in console
Feature #3980: In-game option to disable controller
Feature #3999: Shift + Double Click should maximize/restore menu size
Feature #4001: Toggle sneak controller shortcut
Feature #4068: OpenMW-CS: Add a button to reset key bindings to defaults
Feature #4129: Beta Comment to File
Feature #4209: Editor: Faction rank sub-table
Feature #4255: Handle broken RepairedOnMe script function
Feature #4316: Implement RaiseRank/LowerRank functions properly
Feature #4360: Improve default controller bindings
Feature #4544: Actors movement deceleration
Feature #4673: Weapon sheathing
Feature #4675: Support for NiRollController
Feature #4708: Radial fog support
Feature #4730: Native animated containers support
Feature #4784: Launcher: Duplicate Content Lists
Feature #4812: Support NiSwitchNode
Feature #4831: Item search in the player's inventory
Feature #4836: Daytime node switch
Feature #4840: Editor: Transient terrain change support
Feature #4859: Make water reflections more configurable
Feature #4882: Support for NiPalette node
Feature #4887: Add openmw command option to set initial random seed
Feature #4890: Make Distant Terrain configurable
Feature #4944: Pause audio when OpenMW is minimized
Feature #4958: Support eight blood types
Feature #4962: Add casting animations for magic items
Feature #4968: Scalable UI widget skins
Feature #4994: Persistent pinnable windows hiding
Feature #5000: Compressed BSA format support
Feature #5005: Editor: Instance window via Scene window
Feature #5010: Native graphics herbalism support
Feature #5031: Make GetWeaponType function return different values for tools
Feature #5033: Magic armor mitigation for creatures
Feature #5034: Make enchanting window stay open after a failed attempt
Feature #5036: Allow scripted faction leaving
Feature #5046: Gamepad thumbstick cursor speed
Feature #5051: Provide a separate textures for scrollbars
Feature #5091: Human-readable light source duration
Feature #5094: Unix like console hotkeys
Feature #5098: Allow user controller bindings
Feature #5114: Refresh launcher mod list
Feature #5121: Handle NiTriStrips and NiTriStripsData
Feature #5122: Use magic glow for enchanted arrows
Feature #5131: Custom skeleton bones
Feature #5132: Unique animations for different weapon types
Feature #5146: Safe Dispose corpse
Feature #5147: Show spell magicka cost in spell buying window
Feature #5170: Editor: Land shape editing, land selection
Feature #5172: Editor: Delete instances/references with keypress in scene window
Feature #5193: Shields sheathing
Feature #5201: Editor: Show tool outline in scene view, when using editmodes
Feature #5219: Impelement TestCells console command
Feature #5224: Handle NiKeyframeController for NiTriShape
Feature #5274: Editor: Keyboard shortcut to drop objects to ground/obstacle in scene view
Feature #5304: Morrowind-style bump-mapping
Feature #5311: Support for gyroscopic input (e.g. Android)
Feature #5314: Ingredient filter in the alchemy window
Task #4686: Upgrade media decoder to a more current FFmpeg API
Task #4695: Optimize Distant Terrain memory consumption
Task #4789: Optimize cell transitions
Task #4721: Add NMake support to the Windows prebuild script
ERROR: PLIST:173: Packages that install hicolor icons must include "../../graphics/hicolor-icon-theme/buildlink3.mk" in the Makefile.
WARN: PLIST:173: Packages that install icon theme files should set ICON_THEMES.
ERROR: Makefile:30: Only packages that have .omf files in their PLIST may include omf-scrollkeeper.mk.
2 errors and 1 warning found.
This has bitrotted with time and no longer works on its target platforms,
having been surpassed by newer "faithful ports" like games/tyrquake
PR pkg/29439
Changelog:
- A choice of a centered or bobbing weapon sprite during attack has been
added.
- A default save slot name is generated when the user saves to an empty
slot.
- The total time for all completed levels is now calculated.
## v0.16.0 / 2020-11-24
Features:
* Special custom unit: cells. A "cell" defaults to 37.5px, or 1/8in,
e.g. `x: '1 cell'` means `x: 37.5`. See the docs for details.
* Shorthands for `x`, `y`, `width`, and `height`! The words `x: 'middle'`
and `x: 'middle + 1in'` will get interpreted. See the docs for details.
* Autoscaling text! `ellipsize: :autoscale` will now downscale your
`font_size` if the text ellipsized. Thanks @Qgel! (#288, #111).
* Option checking!! Completely reworked the way we handle arguments in
Squib internally (no external behavioral differences). Now, when you
give an option to Squib that is not expected. Since every DSL method
"knows" what options it takes, that also means we have EVERY option
properly documented (missed a few...) AND we have an automated test that
will tell us if we forget to document it.
* `save_png` and `save_sheet` now have a `suffix` option which defaults to
`''`. So now you can customize the filenames with `prefix`,
`count_format`, and `suffix`.
Compatibility:
* When saving PNGs with sprues, outputs start counting at zero - which is
more consistent with the rest of Squib.
* Minimum Ruby is now 2.5. NOTE: Ruby 3.0 is coming Christmas 2020!! Check
it out.
Bugs:
* Extra page/no page issue with sprues (#320)
* Fix Ruby 2.7+ deprecations with CSV arguments (#303)
Chores:
* Reorganized the code internally. (#298) Every DSL method now has its own file.
* Moved to Github Actions
* Bump pango et al
Provided by maintainer Thomas Dettbarn in PR pkg/55893.
dmagnetic (0.29-1) unstable; urgency=medium
* AtariXL and Atari800 ATR files are used for playing
* The new graphic mode UTF has been added
* More users can enjoy the beautiful pictures now
-- Thomas Dettbarn <dettus@dettus.net> Thu, 24 Dec 2020 08:59:34 +0100
Doom Legacy Changelog
1.48.8 SVN1568 (2020-12-19)
FEATURES 1.48.8
* Sky generation has gotten a Vanilla setting. Sky drawing (software
draw) now puts a solid texture above and below the sky, and no
longer tiles the sky. The OpenGL sky draw has separate sky draw
behavior.
* The mouse2 serial support has been expanded to handle PC mice,
MouseSystems mice, and PS/2 mice, for SDL and Win32 ports. The PC
and MS mice have been tested. If anyone has found a way to route a
PS/2 mouse, possibly on USB, to a serial port input, please let us
know.
BUG FIXES 1.48.8
* A savegame buffer overflow was fixed. An overflow prevention test
had been misplaced. such that it could be avoided in some
conditions. Fixes BUG 0667.
* Cleaned out some of the accumulated cruft in sky drawing. Fixed sky
tiling, and then made changes to prevent sky tiling.
* Changed the software mode sky drawing to TM_picture format. This
eliminates the line artifacts that were drawn above and below the
sky, and restores the vertical alignment.
* Limited the software sky drawing to the texture, so to not tile the
sky draw. Created a skytop_flat for above the sky, and a ground_flat
for below the sky. These are drawn when the viewed sky exceeds the
bounds of the sky texture. For now, these flats are created as solid
textures. Hardware draw has a separate sky draw behavior.
* In the case of 200 or 240 sized sky textures (Heretic and Legacy
substitutes), fixed the texture sky height so that the correct size
TM_picture is created. Fixes BUG 0668.
* Changed the freedoom wad names, avoiding doom wad names as that was
conflicting with doom2 gamemode. Freedoom: "freedoom2.wad",
"freedoom.wad", and "fdoom2.wad". Ultimate freedoom:
"freedoom1.wad", "freedu.wad", "fdoomu.wad".
* Fixed BUG 0670, Monsters mysteriously disappearing, moving large
distances into the void space.
This bug was introduced in the moonwalk patch (SVN 1540) by copying
the opposite direction calculation code from PrBoom. This was done
in an effort to reduce differences that might lead to bugs. It
replaced a table lookup implementation. However, the PrBoom
calculation must be guarded against the value DI_NODIR, which the
table implementation could handle inherently. Without that
protection, an olddir of DI_NODIR introduced a direction of 12 into
the logic, which can only handle directions of 0..7, with NODIR=8.
Several times a game that 12 value would survive long enough to get
used, which would be expressed as a wild walk movement.
* Improved the large blockmap handling to deal with more issues of
blockmap overflow in the presence of zennode blockmap compression.
It can now handle more maps of the Lost Civilization wad, although
some other issues are still present.
* The mouse2 support was found to be disabled and missing for the SDL
port. It has been fixed, and expanded to handle PC mice,
MouseSystems mice, and PS/2 mice, for SDL Linux, SDL Windows, and
Win32 ports. Fixes BUG 0669.
* Made LOGMESSAGES work again, which writes debugging logs. Release
binaries do not have this code. If DoomLegacy is compiled with
LOGMESSAGES enabled (doomdef.h file), a log.txt file will be
produced. This is currently enabled when compiled with DEBUG.
* Fixed the overlapped string copies detected by GCC 10.
Fixes BUG 0671, Michael Bäuerle.
* Reduced warnings when compiling with GCC 10. This was mostly due to
signed char being used as an index, which may cause problems on some
platforms. Fixes BUG 0671.
Version 1.14.15
Add-ons client
* Fix potential crashes when working with installed add-ons that have a corrupted _info.cfg file.
Campaigns
* Descent into Darkness:
* S11: fix low probability case of enemy being unreachable
* S11: recall ghosts if available and ensure the player gets one level 2 ghost.
* Eastern Invasion:
* S03: fix the initial keep being blocked at the start
Translations
* Updated translations: British English, Catalan, Czech, French, German, Italian,
Japanese, Polish, Portuguese (Brazil), Russian, Turkish
User interface
* Fixed formatting of hyperlinks when the same URL appears more than once in a block of text
Miscellaneous and Bug Fixes
* Fixed a rare issue on Windows that could result in wesnoth.exe sticking around waiting for console input after encountering an error despite not being launched with the `--wconsole` option.
* Removed documentation for network proxy-related command line options previously removed in version 1.13.1 along with libana.
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.