Changes since 1.0.3:
1.0.4:
* [all] fixed minor text selection bug (last character in line would disappear if
selection ended in the previous character).
* [all] added Hungarian translation (contributed by Bajusz Tamás)
* [all] fixed a couple of memory leaks (patches sent by Tom Vijlbrief)
* [all] fixed some text-console relates crashes (closes SF#1664848)
* [eng] added some diagnostic to the console when running an engine fails.
* [all] eboard will no longer execvp gibberish (even though it wasn't doing
any harm when it did) (closes SF#1642023)
* [all] Some dialogs now have automatic scrollbars, which should make
eboard usable on small screen mobile devices. Patch sent by
Peter Cox.
New Games:
- Added support for Elvira: Mistress of the Dark.
- Added support for Elvira 2: The Jaws of Cerberus.
- Added support for I Have no Mouth, and I Must Scream (demo and full game).
- Added support for preAGI game Mickey's Space Adventure.
- Added support for preAGI game Troll's Tale.
- Added support for preAGI game Winnie the Pooh in the Hundred Acre Wood.
- Added support for Amiga version of Waxworks.
- Added support for Lure of the Temptress.
General:
- Added ARM assembly routines for code in the sound mixer and SCUMM
video playback, resulting in some nice speedups on several ports.
- Improved the way keyboard input is handled internally, resolving
some odd quirks in some game / port combinations.
- Added optional 'confirm exit' dialog to the SDL backend.
- Added support for TiMidity++ MIDI server.
- Added DMedia MIDI driver for IRIX.
- Improved detection of new game variants and localized versions.
- Completely reworked internal access to files. (GSoC Task)
- Added option to delete games from the list with Del key.
- Added support for "~/" prefix being substituted by $HOME in paths
on POSIX systems (Linux, Mac OS X etc.).
C14 - Fixed issue with MOTD and underlining.
S - Fixed escaper tagging issue.
S,C14,W - Updated German and French translations.
C14 - Fixed MOTD mangling issue.
c14 - Fixed problem with clicking past the ends of lines and
paragraphs that end in links.
* Improved support for GGZ Gaming Zone.
* Fix support for Leave and Load in the same client session.
* Add GTK2 client support for saving server settings.
* Add realistic terrain requirements for three default wonders, as well a number
of missing ones to civ1 and civ2.
* Improve startup speed, reducing duplicate internal messages sent.
* Updated GTK2 hotkeys, menus, text, and translations, especially Catalan,
Finnish, Korean, Lithuanian, Turkish, and Ukrainian.
* Update for the server only: resolved issues for servers that run for
a long time.
This fixes the following vulnerabilities:
CVE-2007-5933 and CVE-2007-6010
Approved by: wiz
2006 Apr 17: version 1.3.0
* Added mouse handling to the code. That includes modifying the SDL code to
handle mouse activity, adding a large set of new commands, making it
possible for Chip to move towards a goal over several ticks, and
modifying the action struct (and the solution file) to permit storing the
new moves in solutions.
* Added the database of unsolvable levels, which warns users before they
play a level known to be unsolvable, and automatically gives them the
password to the next level.
* Added the solution file display, allowing the user to manage multiple
solution files for a single level set.
* Changed code to accept a solution file as the sole cmdline argument, if
the solution file contains the set name. Hopefully this, and the previous
addition, will make it easier for people to share solution files.
* Added the batch-mode verification feature, to check the existing
solutions without initializing the GUI subsystem.
* Fixed the old emulation bug (MS logic) involving Chip turning a cloned
block into a clone of himself while going through a teleport.
* Fixed the bug (MS logic) preventing Chip from pushing a slipping block
parallel to its slipping direction when the push happens through a
teleport.
* Improved the emulation of several creatures teleporting simultaneously
(Lynx logic), with assistance from ccexplore.
* Minor improvements to the Lynx pedantic mode.
* Fixed the password input routine. (It was completely broken; not sure
when that happened.)
* Rewrote the code so that level data and solutions are kept compressed in
memory, and expanded only when needed, instead of decoding entire files
when read. This change makes for a small reduction in memory usage, and
reduces the overall level of useless work being done.
* Added code to shutter the map view when MS gameplay is paused.
* Numerous minor tweaks to the code, the display, and the documentation.
2006 Feb 24: version 1.2.2
* Finally got the handling of brown buttons (MS logic) working correctly.
It's been a long time coming, and it's all so simple in hindsight.
* Added code to grok the new solution file format. This version of Tile
World will continue to use the old solution file format, but if it
encounters a file in the new format, it will handle it correctly.
* Added the ability to specify a solution file by name on the command-line.
* Added -P option for Lynx pedantic mode.
* Added the Shift-Ctrl-X feature to permanently delete solutions.
* Fixed bugs in Shift-Tab feature, and formally documented this feature.
* Fixed bug in the stepping UI.
* Fixed bug reported by Thomas Harte, where an international keyboard
generating a non-Latin-1 character could cause TW to segfault.
* Fixed bug reported by Catatonic Porpoise, where SDL was being asked to
blit to a locked surface.
* Fixed a segfault in MS logic reported by Evan Dummit (occurring when a
cloner's creature in the northwest corner is replaced by Chip).
* Added casts to avoid new warnings in gcc 4.
* Fixed a few other minor MS emulation bugs reported by Evan Dummit.
* Added a number of unfixed MS emulation bugs to msbugs.txt, several of
which were reported by Evan Dummit.
* A handful of documentation errors were also found and fixed.
2007-10-17 Christian Mauduit (ufoot@ufoot.org)
* Released 5.6.4.
* Updated config.guess & config.sub
* NSIS packaging (windows .exe installer).
2007-10-15 Christian Mauduit (ufoot@ufoot.org)
* MSVC -> MinGW
* src/base.h now included in source tarball (for MS platforms...)
2007-10-06 Christian Mauduit (ufoot@ufoot.org)
* Minor packaging & doc fixes.
2007-09-07 Christian Mauduit (ufoot@ufoot.org)
* Included the (old) exploit http://www.securityfocus.com/bid/8629/
2007-09-06 Christian Mauduit (ufoot@ufoot.org)
* Copyright 2006 -> 2007
* Minor Makefile fix
2006-10-17 Christian Mauduit (ufoot@ufoot.org)
* Gcc option -mpcu (deprecated) -> -march.
2006-10-16 Christian Mauduit (ufoot@ufoot.org)
* Makefile patch for BSD by Thomas Klausner.
2006-04-04 Christian Mauduit (ufoot@ufoot.org)
* Fixed atrocious bug in group_mesher. Almost 8 years old.
2006-04-02 Christian Mauduit (ufoot@ufoot.org)
* Deleted lwtabto3.pcx which was a duplicate of lwtab006.pcx
2006-04-01 Christian Mauduit (ufoot@ufoot.org)
* Deleted lwtab007.pcx which was a duplicate of lwtabto4.pcx
2006-03-08 Christian Mauduit (ufoot@ufoot.org)
* Fixed segfault when graphics mode are not available.
2006-03-07 Christian Mauduit (ufoot@ufoot.org)
* Created an NSIS installer script (not working yet).
* Copyright 2005 -> 2006.
* Minor patch, removed accent (ascii>127) from doc.
2005-12-11 Christian Mauduit (ufoot@ufoot.org)
* Move Arch depot to Savannah.
2005-12-04 Christian Mauduit (ufoot@ufoot.org)
* Changed ufoot.org/liquidwar to ufoot.org/liquidwar/v5
This is a bugfix release for 1.2 and it is compatible with the
other 1.2 versions. The main reason for this release was an important
security fix. This issue was filed as CVE-2007-5742, it did allow
others to view the content of files on the remote computer. We did
now fix this problem by removing the option to use ../ in paths.
Another problem could arise with the preference option "turn_cmd".
Due to this problem the computer could either be stalled by a faulty
add-on or *maybe* (we found no way to do so) some other application
could be started. This option has now been removed since it probably
wasn't used anyway.
Beside those important changes only small things were changed. For
all the other changes (really not much), have a look at the changelog.
Since those are rather serious issues we do advise everybody using
the 1.2.x stable series to upgrade to 1.2.8 as soon as possible.
All saves and the existing content should still work after this
upgrade. In general be careful in regards to add-ons you use, there
might be some bad ones available even on the official add-on server
because the content available there is usually not checked.
Qonk is a small build-and-conquer strategy game with very simple
rules. A complete game only lasts for a few minutes and can be a
fun break away from work or whatever you're doing.
The setting of the game is a solar system of planets. Your goal is
to conquer all of the planets in the game by sending ships there.
Planets that are under your control generate new ships. Simple AI
players are playing against you. As you gain more experience
throughout the game, more AI players have to be kicked out of bigger
solar systems.
Patch provided by MAINTAINER in PR 37393.
Notes:
This is a bug fix release
--------------------------------------------------------------------------------
Changes:
* Fix replacement texture issues
* Restore missing PNG support in Windows
* Don't play "Play Ball" for games that are already running
* Differentiate between running and open games in .games
The hermit worm (THEW) is a curses-based game similar to an old version of the
C64 Snake game. It works with the arrow keys and with the vi-like keys h, j, k
and l. It is possible to enter in auto-mode where THEW play without user
interaction useful to use it as console screensaver. There is a "status bar"
with several informations: scores, speed level, user moves, number of "numbers"
to eat before switch to the next level, and others. You have constantly two
squares with the current worm position and the position of the current number
to eat. Enjoy game!
Packaged by ilfoglionascosto@netcat.it.
- Changed minimum java release from 1.3 to 1.4.
- Added <gmt>...</gmt> text tag. Try typing "Hello at
<gmt>2007-08-29 8:00</gmt>" in a chat pane, or put it in your user
info, or in the greeting text for a room you own, etc.
- Added "Never Undo" option when your opponent has already asked
your for undo several times.
by Timothy E. Larson:
Just before Bungie was acquired by Microsoft, they released the engine to
their acclaimed Marathon 2 under the GPL. This has evolved into Aleph One,
which makes it possible to play the classic Marathon Trilogy on a wide
range of systems with improved features like OpenGL and internet play.
http://trilogyrelease.bungie.org : download the (now free) original games
http://traxus.jjaro.net : information and links to third-party scenarios
are installed and run an installed one instead of insisting that
nethack-tty must always be installed. nethack-tty is still naturally
preferred as the default instead of cheap plastic imitations such
as nethack-x11.
then automatically generate a PLIST that says "${PKGNAME} has no files".
* If PLIST_SRC and GENERATE_PLIST are not set in a package Makefile,
and no PLIST files exist, then fail during the package build with
PKG_FAIL_REASON.
* Remove "intentionally empty" PLISTs again.
Now, the easy way to say that a package installs no files is to just
add the following to the package Makefile:
PLIST_SRC= # empty
that directly manipulate empty PLISTs.
Modify plist/plist.mk so that if the PLIST files are missing and no
GENERATE_PLIST is defined, then the package fails to build.
Version 1.2.7:
* language and i18n:
* updated translations: Czech, Danish, Dutch, French, German, Italian,
Japanese, Polish, Portuguese (Brazil), Serbian, Slovak, Spanish, Swedish
* new translation: Serbian (Latin version)
* updated DejaVu font to 2.20
* added sazanami-gothic font (needed for the Japanese translation)
* multiplayer maps:
* revised maps: Blitz, Cynsaun Battlefield, Hamlets, Meteor Lake
* fixed a crash if the client recieves invalid utf-8
* fixed a server side bug with could cause invalid utf-8 being send to a
client.
* misc:
* really fix the trait OOS so it works correctly on Windows as well
* map label length is correctly determined for multibyte
characters (bug #6855)
* fixed crash bug in toon drawing functions for large step offset values
* fixed some problems with displaying game panel when quick-loading tape
* fixed (experimental only) redrawing of every tile per frame (even if
unneeded) for the extended (R'n'D based) EMC graphics engine
* added optimization to only calculate element count for panel display
if really needed (that is, if element count values defined on panel)
* fixed problem with special editor door redraw when entering main menu
* fixed bug with displaying background for title messages on info screen
* some code cleanup for the extended (R'n'D based) EMC graphics engine
* fixed bug with CE action "move player" always resulting in player 4
if there was a CE action with no trigger player (because the player
element was calculated by using log_2() from trigger player bits with
the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
triggering player bit mask and handling all players in "move player"
* fixed bug when defined artwork cannot be found for artwork that has
default artwork cloned from other artwork (without default filename)
* added several fixes to the extended (R'n'D based) EMC graphics engine
* fixed broken editor copy and paste for custom elements between levels
0.5.3 (2007-09-15)
------------------------------------------------------------------------
- Fix: Possible NULL pointer dereference that could be triggered remotely (r11074)
- Fix: Removing CMD_AUTO from some commands could remotely trigger an assertion [FS#1179] (r11040)
- Fix: Underflow that caused overflows in the performance rating [FS#1179] (r11039)
- Fix: [Windows] MIDI does not stop when closing openttd [FS#1164] (r11029)
- Fix: Do not unconditionally assume that a tile has a depot (r11027)
- Fix: Give a more correct error when building some things on tile 0 [FS#1173] (r11024)
- Fix: Do not display income/expenses when they do not belong to a "valid" tile, like the money cheat and giving money [FS#1175] (r11021)
- Fix: One could not give money when (s)he had too much money [FS#1174] (r11020)
- Fix: Disallow buying/selling shares in your own company or a bankrupt company [FS#1169] (r11018)
- Fix: Crash when quiting the game in one of the end score windows [FS#1218] (r11071)
0.5.3-RC3 (2007-08-30)
------------------------------------------------------------------------
- Fix: Spectators are not allowed to issue commands (r11006)
- Fix: Make the AI not crash when it has ships as the AI does not support them [FS#1133] (r10942)
- Fix: Trains would not get flooded when they are at the lower part of a tile that would become a coast tile after flooding [FS#1127] (r10892)
- Fix: Removing road with the road removal tool would also work with a negative bank account, making the bank account even more negative than it was [FS#1125] (r10890)
- Fix: Some isocodes were wrong, resulting in some NewGRF not working properly for the affected languages (r10877)
- Fix: [Windows] Do not try to minimise or restore the window when closing OpenTTD [FS#998] (r10835)
- Fix: Trains going over bridges would get the "going down hill" accelerate bonus, which causes trains to go faster on bridges than they would be going on level land [FS#1096] (r10739)
- Fix: Trains being split into two pieces when loading an old savegame [FS#1062] (r10735)
- Fix: [OS/2] Fix chdir problem with open/save dialog (r10650)
- Fix: One could not remove locks that were build in a (very) old version of OpenTTD [FS#1038] (r10593)
- Fix: One cannot navigate using arrow keys in the game name text box [FS#1038] (r10500)
- Fix: Ship's maximum speed wrongly shown [FS#1013] (r10497)
- Fix: [OSX] Of the resolution is changed to something that is too high for the monitor, then it is reduced to fit the monitor size, solving several crashes and graphical glitches [FS#458] (r10410)
- Fix: NPF was leaking memory each time it got initialized, except for the first time (r10357)
- Fix: [YAPF] 'target_seen' flag that is set prematurely in some cases (1 tile long cached segment followed by target station) which caused asserts to trigger [FS#884] (r10199)
0.5.3-RC2 (2007-07-07)
------------------------------------------------------------------------
- Fix: Visual glitches when a window is resized in the WE_CREATE callback (r10465)
- Fix: [Windows] _wnd.has_focus was not properly set after using ALT-TAB [FS#962] (r10399)
0.5.3-RC1 (2007-06-28)
------------------------------------------------------------------------
- Feature: Make the client list window (for network games) stickyable (r10293)
- Feature: console command to get the current game date (r10137)
- Fix: Waypoints could be renamed when you are not the owner (r10368)
- Fix: Smooth economy did not close primary industries and it allowed increasing of production of industries that should not have rising productions (r10348, r10347, r10290)
- Fix: Acceleration for trains on slopes is not calculated properly [FS#786] (r10344, r10317)
- Fix: The 'old' pathfinders (OPF and NPF) for road vehicles could not find a path when in a tunnel [FS#290] (r10345)
- Fix: Only add the autoreplace menu when autoreplace actually knows about the group [FS#880] (r10337)
- Fix: Signal state sometimes not properly set when the signal "pathfinder" reached the end of a line [FS#910] (r10336)
- Fix: News messages were shown over the endgame/highscore windows [FS#943] (r10333)
- Fix: Rail could be destroyed when building tunnels (r10306)
- Fix: Flush the output of the dedicated server console (r10295)
- Fix: The "pause" key did not work in the scenario editor (r10294)
- Fix: Age non-front engines too (so when you move engines around in the depot they do not get age 0 when they are much older [FS#202] (r10288)
- Fix: Do not make everyone spectator if 1 joining client failed to create new company (r10284)
- Fix: Remove invalid characters (for the file system) from savegame names [FS#916, FS#850] (r10272, r10116)
- Fix: Some old savegames could have the wrong bits unset (r10268, r10147)
- Fix: Do not look in every direction for tunnels when building one, one direction is enough (r10258)
- Fix: [Windows] Do not mess desktop when using ALT-TAB [FS#876] (r10251, r10186)
- Fix: Take the age of the front vehicle for station rating (r10246)
- Fix: Terraforming wipes out canals. Now you always have to remove the canal before terraforming, instead of "just" removing the canal [FS#594] (r10240)
- Fix: Only 2 trains could crash at one time as collision checking stopped on the first hit. This could technically cause desyncs in network games as the collision hash order is not guaranteed [FS#892] (r10222)
- Fix: Land under foundations was terraform when it shouldn't be terraformed [FS#882, FS#890] (r10219)
- Fix: Do not make a 270 degree turn on the international airport when a 90 degree turn is enough (r10187)
- Fix: Crash when trying to get the aircraft movement state of an aircraft going to a just deleted airport [FS#874] (r10165)
- Fix: Airports did not flood when there are aircraft on the airport [FS#601] (r10155)
- Fix: Some vehicles were not drawn when having a high resolution and a high zoom-out level [FS#870] (r10154)
- Fix: Vehicles disappear when crossing certain tiles [FS#869] (r10153)
- Fix: Train disconnects in some old TTD savegames [FS#862] (10151)
- Fix: OpenTTD assumes that the resolution is at least 1 by 1, so force the resolution to be always at least 1 by 1 (r10139)
- Fix: When you got a sufficiently small resolution, there is a possibility for a division by zero when a sound is played (r10138)
- Fix: When removing a dock, a ship will always try to reach the old location of the dock even when it cannot anymore because it the old location of the dock is now land instead of water [FS#810] (r10131)
- Fix: SetCurrentGrfLangID returned the wrong language ids for most languages (r10130)
- Fix: Some NewGRFs use the same (unused in the "current" climate) sprite IDs. Normally this gives some artefacts, but when one NewGRF expects it to be a sprite and another NewGRF overwrites it with a non-sprite nasty things happen (drawing a non-sprite crashes OTTD) [FS#838] (r10109)
- Fix: Multiple subsequent "give money" actions could result in duplicate messages that money has been transfered when it only happened once, or tell you paid money when you did not [FS#834, FS#839] (r10087, r10085)
- Fix: "Deactivate Electrified Railways" did not work [FS#836] (10083)
- Fix: Memory leaks in the networking code [FS#846, FS#844] (r10082, r10075)
- Fix: Coverage area highlight was still show when it was turned off for docks [FS#835] (r10068)
- Fix: Do not use override engine type for articulated wagon parts (r10048)
- Fix: Sprite resulting from '?' substitution was reloaded into the cache entry for SPR_IMG_QUERY instead of the original sprite cache entry. This resulted in unaccounted missing sprite cache memory, and was exacerbated because the original missing sprite was not cached, so it did it again and again and again. Slowdowns and boom (r10038)
- Fix: One could build on (some) slopes when building on slopes was disabled [FS#823] (r10030)
- Fix: When deleting the first engine of a train with multiple engines, only reopen the train window if the player had the original train window open. This fixes 'random' windows opening for multiple players of the same company (r10028)
- Fix: When selling trains, if there were no wagons between multiheaded engines the rear part could be checked despite having already been deleted (10023)
Note: The server would listen on IPv6 only and not work if the kernel has
IPv6 support. The client works fine for remote servers.
This seems to be an old bug.
Subversion Snapshot release 0.11.2
* Fixed a bug: It as not possible to press the OK button when discard cards
after a seven was rolled
Subversion Snapshot release 0.11.1
* New languages: Afrikaans and Japanese
* Added customizable player icons
* Added winnable check in the server and editor
* New game feature: city walls
* Map preview in the server
* Cluster development cards of the same type
* The chat panel can be moved to the right
* Lauch the client from the server
* Cosmetic changes
* Various bugfixes
* The 0.11 server can also handle 0.10 clients
Subversion Snapshot release 0.10.2
* Added --version for all executables
* Workaround for a Gtk+ bug
* The metaserver unregisters inactive servers
* The contents of the tarball is more complete
* Various bugfixes
Subversion Snapshot release 0.10.1
* Build script updated for easier building
* Switch between games without quitting the client
* Victory points for discovering an island
* More strings are translatable
* Announce new players when they enter the game
* Lobby + robot
* Better handling for disconnected players
* Register games with the correct hostname at the metaserver
* Various bugfixes
Subversion Snapshot release 0.9.64
* Fix for the bugs introduced in 0.9.63 and 0.9.62
Subversion Snapshot release 0.9.63
* Minimum required versions: Glib 2.6, Gtk+ 2.6
* Does not use Gtk+ 2.8 icons anymore
Subversion Snapshot release 0.9.62
* Several cosmetic changes
* You can now choose to connect as a viewer
* Several small fixes
* Visual display of the resources
* New quote tab page
Subversion Snapshot release 0.9.61
* Manual updated
* Several small fixes
and to support the "inet6" option instead.
Remaining usage of USE_INET6 was solely for the benefit of the scripts
that generate the README.html files. Replace:
BUILD_DEFS+= USE_INET6
with
BUILD_DEFS+= IPV6_READY
and teach the README-generation tools to look for that instead.
This nukes USE_INET6 from pkgsrc proper. We leave a tiny bit of code
to continue to support USE_INET6 for pkgsrc-wip until it has been nuked
from there as well.
Created by accident, all who find you will destroy you. Survive,
grow, and learn. Only then can you escape. Endgame: Singularity
is a simulation of a true AI. Go from computer to computer, pursued
by the entire world. Keep hidden, and you might have a chance.
No changes since 3.3.18 except for the version number. This is because
the server and web site of gokgs.com only have one common version
number. Nevertheless, the update is useful because it avoids a warning
about "old client software" at startup.
Version 1.2.6:
* WML engine
* fix [variables] not working properly in scenarios (bug #9342)
* language and i18n:
* updated translations: British English, Danish, Finnish, Spanish, Swedish
* updated DejaVuSans font to version 2.18
* user interface:
* Enable "Save Game" and "View Chat Log" menu entries in replay mode.
* Add an additional line below the minimap in the "Multiplayer->Create game"
screen that displays the size of the selected map. (patch #776 by uso)
* Show the (possibly bogus) GPV and fog settings of games with "Use map
settings" on in a darker font. (patch #771 by uso)
* misc:
* added some extra headers for the upcomming gcc 4.3 (debian bug #417764)
* added a .desktop entry for the editor so that it is shown in the kde/gnome
menu
* the unit name generation could with different locales call get_random() a
different number of times. This lead to different names and traits.
Changed to call random a fixed number of times which fixes the traits.
binary-only packages that require binary "emulation" on the native
operating system. Please see pkgsrc/mk/emulator/README for more
details.
* Teach the plist framework to automatically use any existing
PLIST.${EMUL_PLATFORM} as part of the default PLIST_SRC definition.
* Convert all of the binary-only packages in pkgsrc to use the
emulator framework. Most of them have been tested to install and
deinstall correctly. This involves the following cleanup actions:
* Remove use of custom PLIST code and use PLIST.${EMUL_PLATFORM}
more consistently.
* Simplify packages by using default INSTALL and DEINSTALL scripts
instead of custom INSTALL/DEINSTALL code.
* Remove "SUSE_COMPAT32" and "PKG_OPTIONS.suse" from pkgsrc.
Packages only need to state exactly which emulations they support,
and the framework handles any i386-on-x86_64 or sparc-on-sparc64
uses.
* Remove "USE_NATIVE_LINUX" from pkgsrc. The framework will
automatically detect when the package is installing on Linux.
Specific changes to packages include:
* Bump the PKGREVISIONs for all of the suse100* and suse91* packages
due to changes in the +INSTALL/+DEINSTALL scripts used in all
of the packages.
* Remove pkgsrc/emulators/suse_linux, which is unused by any
packages.
* cad/lc -- remove custom code to create the distinfo file for
all supported platforms; just use "emul-fetch" and "emul-distinfo"
instead.
* lang/Cg-compiler -- install the shared libraries under ${EMULDIR}
instead of ${PREFIX}/lib so that compiled programs will find
the shared libraries.
* mail/thunderbird-bin-nightly -- update to latest binary
distributions for supported platforms.
* multimedia/ns-flash -- update Linux version to 9.0.48 as the
older version is no longer available for interactive fetch.
* security/uvscan -- set LD_LIBRARY_PATH explicitly so that
it's not necessary to install library symlinks into
${EMULDIR}/usr/local/lib.
* www/firefox-bin-flash -- update Linux version to 9.0.48 as the
older version is no longer available for interactive fetch.
C,W - Changed last appearances of "Kiseido" to "KGS".
C,W - Updated German translation.
S - Fixed bug that crashed server (related to the MySQL issue).
W - Added schedule mailer at last.
T - Better error reporting when uploading tournaments to server.
W - Added throttling of game archive requests.
W - Added help image uploading.
S - Refactored rank database for better performance.
CGTP - Got comments working properly.
C,S - In demo and review games you can now set player names, game
name, etc.
S - Fixed "kick" for admins.
C - Fixed problem with long reasons for booting somebody.
changes:
-Fixed comp_soul and comp_maskedanim options not actually being optional
-Fixed searching for IWAD/prboom.wad
-Multiple sound crash fixes
-Fix for previously introduced HOM error
-Fix frame numbering problem in MBF dehacked patches
Version 1.2.5:
* campaigns:
* Under the Burning Suns
* new ranged attack frames for the Naga Hunter
* fixed many wrong image references
* updated Elyssas anims to match the "mainline" mage units
* language and i18n:
* new and updated manual: Serbian
* updated translations: Afrikaans, Bulgarian, Chinese, Czech, Dutch, French,
German, Italian, Japanese, Polish, Portuguese (Brazil), Serbian, Slovak,
Slovenian, Spanish, Swedish
* updated DejaVuSans font to version 2.17
* multiplayer maps:
* revised maps: Den of Onis, Hamlets, Meteor Lake, Sablestone Delta,
Silverhead Crossing, Blue Water Province, Wilderlands
* user interface:
* ability to view a list of MP servers with the Join Game dialog
* misc:
* corrected all wrong image references found via macroscope
New Games:
- Added Cinematique evo 1 engine. Currently only Future Wars is supported.
- Added Touche: The Adventures of the Fifth Musketeer engine.
- Added support for Gobliins 2.
- Added support for Simon the Sorcerer's Puzzle Pack.
- Added support for Ween: The Prophecy.
- Added support for Bargon Attack.
- Added Sierra AGI engine.
- Added support for Goblins 3.
- Added Parallaction engine. Currently only Nippon Safes Inc. is supported.
General:
- Added dialog which allows the user to select the GUI theme on runtime.
- Added 'Mass Add' feature to the Launcher, which allows you to scan for
all games in all subdirectories of a given directory (to use it, press
shift then click on "Add Game").
- Improved the way the auto detector generates target names, it now takes
a game's variant, language and platform into account.
- Improved compression for DXA movies.
- Keyboard repeat is now handled in a centralized way, rather than on a
case-by-case basis. (Simply put, all engines now have keyboard repeat.)
Pkgsrc changes:
- Download source is now berlios.de
- The package supports installation to DESTDIR.
- GCC 2.95 is not enough anymore.
Changes since version 0.92:
===========================
Changes in Version 1.01
=======================
User-Visible changes
--------------------
- 60++ new level
- added easy mode to some existing levels
- fixes of all levels with known shortcuts
- Finnish translation
- French and Russian 1.0 manuals
- support of updatable cross internet level packs
- return to last played level via F6
- sound damping for noisy levels
- level developer inspector with developer attributes
- mouse wheel enabled for many buttons like user ratings, volume,...
- logo cleaned
- moved backup of score and state to backup subdirectory
- level menu string display optimization of level title, wr-holders,...
- visualize inherited user rating in level inspector
- vista compatible marble icon
- windows installer reengineering to modern NSI
Internal changes
----------------
- fix of various engine bugs that did not yet show up with bundled levels
- fixed properties of various glass stones
- sound handling reengineering
- support of user sound sets
- autorecovery from state / score mismatches
- re-Id of Windows users
Changes in Version 1.00
=======================
User-Visible changes
--------------------
- 200++ new levels, fixes to all broken levels
- new levelpack sorting
- grouping of levelpacks
- level inspector for viewing ratings and statistic information about levels
- screenshot viewer
- personal annotations and rating of levels
- score registration and download of world records and statistic information
- PAR and handicap as messures for a player
- drop & play of new levels and new levelpacks
- history and search of levels
- composer for own levelpacks and levelpack groups
- instant language change
- Translations of level titles and documents
- Swedish, Russian, Hungarian, Portuguese translation
- German and French manuals
- 100++ pages Reference manual
Internal changes
----------------
- XMLification of all data files
- reengineering of level and levelpack
- catch many errors intenally, display messages, continue or clean shutdown
- portability issues - Unix, Windows, MacOS as unified platform
- switch from Lua 4.* to Lua 5.1.1, from tolua to tolua++
- switch return value of messages from void/nil to Value
- added sender object as second argument to callback function
- common floor attributes (gradient, mouseforce, friction)
- border stones are swappable
- improved fire system: eternal, secure fire, heat transformation, ...
- new stones: st-chess, st-lightpassenger, st-polarswitch, st-redrock,
st-firebreak[_move], st-bigbluesand-<nesw>, st-camouflage
- new floors: fl-thief, fl-nomouse, fl-woven_orange
- new items: it-rubberband, it-booze-broken, it-death, it-drop
- removed: fl-ice_001
- it-pencil -> it-cross, it-crack
- it-brush -> it-cross, it-squashed
- st-scissor actions
- bigbricks unswappable and unpullable
- st-flash/actorimpulse*/spitter : distorted forces
- small whiteballs can jump
- new libraries: andreas_itemfreeze, andreas_ghosts, libpuzzle, libterrain
- icons polish
- sound additions, volume reduction on stone hit
for details on the subjects read the reference manual, for a complete list
of changes see svn commit messages at berlios.de:
http://svn.berlios.de/wsvn/enigma-game/tags/1.00/?op=log&rev=0&sc=0&isdir=1)
Hex is a two-player perfect information game with very easy rules. But
like in other games with simple rules, playing well isn't that easy.
Six is one of the strongest Hex-playing programs of the world.
FIXME: Currently the files-check check fails for me, because VARBASE is
a subdirectory of PREFIX. So how do we generally handle files that are
installed in VARBASE?
corresponding wrapper script instead to make sure environment variables
and limits are set correctly. Fixes PR pkg/33373 by jfranz at bsdprojects
dot net.
Bump PKGREVISION.
kweather
* Add possibility to define the text color.
* Correct/Add weather stations.
* Do not show a passive popup when the network is unreachable.
* Improve wording of some messages.
KBackgammon
* Make command toolbar usable again.
KBattleship
* Fix reception of more than one message at once.
kgoldrunner
* State of Terror: a new KGoldrunner game.
This is a commandline version of the sudoku board game.
The sudoku board game is played on a 9x9 grid, divided into rows, columns,
and 9 blocks of 3x3 squares. The objective is to fill the empty squares
with the digits 1-9, so that each row, column, and block contains each
of the digits 1-9 (and hence, it is not possible for any digit to
appear twice in the same row, column or block).
Changes from 3.3.16 to 3.3.17 (Released 2007-04-19)
W - Added "help changes" page.
S,C,W - Updated Spanish translation.
S - Added workaround for MySQL bug that would crash server when a
Unicode surrogate pair was written to the database.
S - Added fix for bug in clearing a user ban that crashed the server
on April 6.
Version 1.2.4:
* campaigns:
* Heir to the Throne
* updated images for Delfador
* Tutorial
* merged all unit images used in the tutorial from httt
* graphics:
* fixed a missing frame for the white mage
* improved the mage of light melee animation and changed its melee attack to
"morning star"
* improved the look of the main menu and tips of the day boxes in the
title screen
* tiles with overlays are also properly shown if compiled with
--enable-tinygui (bug #8720 patch #697)
* language and i18n:
* updated manual: French
* updated translations: Bulgarian, Danish, Dutch, Esperanto, French, German,
Greek, Italian, Portuguese (Brazil), Serbian, Slovak, Spanish, Swedish
* updated DejaVuSans font to version 2.16
* multiplayer maps:
* revised maps: Blitz, Wilderlands
* WML:
* fixed the fire dragon die sound in TROW
* fixed many agression->aggression typos
* fixed [special_filter] not working properly (#8212)
* Python AI:
* backported safe AI from 1.3, so you can no longer use import, builtin
statements, or access to internal variables in AI scripts
* fixed bugs where movement maps weren't updated after recruiting (bug #8802)
and where some unit type properties where always false (like regenerate or
heals)
* misc:
* observer can save a replay of the game again
* fixed beginning-of-scenario saves containing scenario WML (bug #8698)
* fixed autosaves not getting deleted for last campaign scenario and
multiplayer (bug #8762)
* fixed reload from mp savegame problem (bug #8796)
* used valgrind to find some memory problems fixes bug #8715, bug #8756 and
bug #8839
* fixed Ethiliel not showing up in the scenario "Vengeance" of TSG
* with a move attack action if the moveto event moves the defender Wesnoth
would crash (part 1 of bug #8882)
10th April 2007 - Release 2. Forgot about the new locale directory
and didn't update the build script! Oops!
9th April 2007 - A 1.06 is a cummulative patch release, containing
many misc. bug fixes from many many different people over the last
couple of years. The most significant addition however is the
addition of GNU Gettext allowing the game to now be translated in
to many different languages. Catalan and Dutch translations currently
exist. If you're interested then download the source code and get
started. PO files can be found in the locale directory. Translates
for French, Spanish, Italian and German would be good.
11th May 2005 - A 1.05 version of the source code is available for
download. The main change with the code is that there is no endian
specific code for the PAK file. This should mean that the game will
run on all platforms it is compiled for. The downside is that a
PAK file created on PPC will not work in x86 (and vice versa).
However it is unlikely that a situation like this would arise and
even if it did it can be very easily corrected. PPC users (Mac,
Debian, etc) should test this new code (quick and dirty replace
the src directory and use the new make file). Any question and help
please get in touch.
This moves this pkg to the new stable gnome branch, too much to list here.
pkgsrc note: glchess doesn't work in 3d mode yet due to missing Python
plugins
Version 1.2.3:
* campaigns:
* Heir to the Throne:
* The Elvish Lord and Elvish High Lord have halo's again (patch #682)
* graphics
* items with a halo have their halo hidden when under a shroud (bug #8523)
* updates the invisible icon of an unit when moving or moving the mouse
over the unit, then selecting the location to move to there are still
glitches (partial fix for bug #8107)
* fixed some cases where fog was updated without being redrawn
* user interface:
* made some tooltips visible again (bug #6702 and bug #8380)
* multiplayer maps:
* revised maps: Castle Hopping Isle
* Wesbowl: the respawned units are fully healed again (bug #7776)
* language and i18n:
* udated translations: Czech, Danish, Dutch, Esperanto, French, German,
Hungarian, Italian, Japanese, Polish, Portuguese (Brazil), Serbian, Slovak
* new translations: Indonesian
* WML engine
* fixed era events not working on non hosts
Version 1.2.2:
* campaigns:
* Eastern Invasion:
* The Crossing, fixed a bug which prevented the undead leader spawned
at turn 8 to have a keep
* The South Guard:
* fixed some pink unit images being shown in some scenario texts
* Two Brothers
* updated the portrait of Bjarn to match the new mage colors
* editor
* added the paste option to the edit menu
* graphics
* new attack icons: undead axe, undead crossbow, pick axe, glaive, elven
staff
* new baseframes: Mage line, Footpad
* new new death animations: Orcish Assassin, Grunt, Undead Ghoul, Ancient
Wose, Elder Wose, Thieves
* updated portraits: Troll
* language and i18n:
* fixed spelling mistakes in the en_US version
* updated translations: Czech, Danish, Dutch, Estonian, Esperanto, French,
German, Greek, Italian, Polish, Portuguese (Brazil), Russian, Serbian,
Slovak, Swedish
* updated DejaVuSans font to 2.15
* multiplayer maps:
* new maps: The Manzivan Traps, 4p Hamlets
* revised maps: Blitz, Charge, Den of Onis, Hamlets, Meteor Lake, Sablestone
Delta, Sulla's Ruins
* multiplayer
* sped up the lobby, the lag is much lower now (patch #676 and patch #677)
* units:
* fixed a bug which prevented a Mermaid Siren picking up a storm trident
* Complete rewrite of saurian and poacher line descriptions, as well as
some minor edits to a few other human units.
* fixed a bug which caused the slow effect being applied twice (bug #8458)
* death animations for Wose Ancient and Elder, Human Outlaw Thief Male
and Female
* user interface:
* smarter focus handling when user input is irrelevant to the current focus
but relevant to another widget
* menus can now stay scrolled to the bottom if they were already scrolled
to the bottom
* scrolling performance improved
* selecting a units is faster now, especially switching between two units
* overall game performance improved when many units are visible
* better performance when mouse is over a unit that sees many enemy units
* show side and team in the status table
* animations draw faster now and the speed is independent of the resolution
* fog/shroud is cleared after attack-move (bug #7131)
* WML engine
* fixed a bug which returned wrong values if a random number was negative
Update provided by Matthias Drochner, thank's.
Okayed during freeze by wiz.
Changes:
# A game selection screen (by Hugues Valois)
# Per-resource shading, to allow manual fine-tuning of SCI game graphics
# Background image drawing optimisations
# Many, many bugfixes (and maybe a couple of new bugs to spice things up).
* fixed malloc/free bug when updating EMC artwork entries in level list
* added workaround (warning and request to quit the current game) when
changing elements cause endless recursion loop (which would otherwise
freeze the game, causing a crash-like program exit on some systems)
* fixed nasty string overflow bug when entering too long envelope text
* added feedback sounds for menu navigation "menu.item.activating" and
"menu.item.selecting" (for highlighting and executing menu entries)
* improved "no scrolling when relocating" to also consider scroll delay
(meaning that the player is not automatically centered in this case;
this makes it possible to "invisibly" relocate the player to a region
of the level playfield which looks the same as the old level region)
* fixed bug with not recognizing "main.input.name.align" when active
* fixed bug with displaying masked borders over title screens when
screen fading is disabled
* fixed infinite loop / crash bug when killing the player while having
a CE with the setting "kill player X when explosion of <player X>"
* added special editor graphic for "char_space" to distinguish it from
"empty_space" when editing a level (in-game graphics still the same)
* fixed nasty bug with initialization only done for the first player
* small change to handle loading empty element/content list micro chunks
* uploaded pre-release (test) version 3.2.3-0 binary and source code
* some optimizations on startup speed by reducing initial text output
* added caching of custom artwork information for faster startup times
* fixed graphical bug when using fewer menu entries on level selection
screen than usual (with "menu.list_size.LEVELS" directive)
* fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
the backbuffer to the backbuffer by error (with identical rectangle)
* fixed bug when displaying titlescreen with size less than element tile
* fixed bug that caused elements with "change when digging <e>" event
to change for _every_ digged element, not only those specified in <e>
* fixed bug that caused impact style collision when dropping element one
tile over the player that can both fall down and smash players
* fixed bug that caused impact style collision when element changed to
falling/smashing element over the player immediately after movement
- Fix memory leaks in AI code.
- Client worklist fix.
- Several compilation fixes.
- Fix for status of bribed units.
- Fix client crashes.
- Fxi server crashes.
- Extra checks against starting position on poles.
- Fix security problem in attributes code.
- Helicopters no longer lose hitpoints when on a carrier.
- Fix bug causing some pregame messages to be lost.
Changes include:
- Reactionfire is now correctly recorded in Replay
- fixed a replay crash
- Fixed crash when administrating maps
- Fixed crash in AmmoDialog with many weapons
- Units with wait-for-attack can do immediate RF now
- increased general robustness and error handling
- wreckag objects have a much lower movemalus than before
- Added maptransformation for buildings in map editor
- mount can now collect files from different directories
a "friend" decl seems to imply this)
-put hiscore files to a sane location
-update to 0.4pre10 - this is called "Debian/PPC fix" in the changelog,
but there is obviously more cleanup and fixes
Blokus is an abstract strategy board game for two to four players,
invented by Bernard Tavitian and published in 2000 by the Sekkoia
company. It has won several awards, including the Mensa select award and
the 2004 Teacher's Choice Award.
This is an Open GL version of the game, developed by some students from
the University of Applied Sciences (Fachhochschule) Muenster, Germany.