XScorch is a clone of the olden-days DOS game "Scorch".
It is an extremely addictive war game where any mixture of
humans an computer AIs control separate tanks (teams are
possible) and attempt to blow up or arrange to blow up the
other tanks on the field (which can vary from rugged,
mountainous terrain to flat plains). The last tank on the
field is the winner.
Prboom is a modified version of the ID Software's classic game Doom.
It runs on several platforms (include Win32 and Unixes) and features
many additions to the original game. It also supports multiplayer
games.
Note: this package lacks audio support for now, because we don't have SDL_mixer yet.
I hope to enable it in the future.
Changes since version 1.3:
- complete code redesign (based on new Rocks'n'Diamonds game engine)
- contains now 60 levels from the classic game "Deflektor"
- can be compiled with SDL library to build native Windows version
- can be compiled with Allegro library to build native DOS version
- DOS and Windows versions can be compiled with gcc cross-compiler
- changed levels 43 and 45 due to changed (faster) pac man behaviour
Changes since version 1.4.0:
- major code redesign to maintain generic game functions in a separate
library and make it easier to port the game to new targets like SDL
- can be compiled with SDL library to build native Windows version
- DOS and Windows versions can be compiled with gcc cross-compiler
- trying to open already busy audio device does not block the game
- fixed network playing bug (patch from web site)
- SDL version can load and play music modules
- fixed element description in level editor for EM doors and keys
so remove it from package Makefiles. Also move the inclusion of the
buildlink.mk files to the end of the Makefile to just before bsd.pkg.mk
to ensure that any Makefile settings occur before the buildlink.mk files.
include it to include bsd.pkg.mk themselves. Convert to use buildlink.mk
files and mark freeciv packages as USE_BUILDLINK_ONLY. Include zlib's
buildlink.mk file in server and clients as -lz is used.
USE_BUILDLINK_ONLY. Make build process for those needing ncurses and those
that don't identical. Also make some minor changes to post-install code,
favoring using shell loop instead of a make variable loop.
CXXFLAGS, and LDFLAGS by the buildlink.mk files so remove the extra
definitions to add them from the package Makefiles. As advised by the
bsd.buildlink.mk file, also ensure that the buildlink.mk files are
included prior to defining any package-specific CFLAGS/LDFLAGS to ensure
that the buildlink directories are at the head of the compiler search
paths.
Major changes since 1.4.8: Dependency on glib, gtk-interface (not
enabled), completely rewritten fighting code, i18n support, man page,
display buy value for drugs, partially functional AI players, and lots
of bugfixes.
Use BUILDLINK_INCDIR, BUILDLINK_LIBDIR for locations of linked headers
and libraries. Create a variable BUILDLINK_TARGETS whose value is the
list of build-link targets to execute.
most important changes: (for full summary see ChangeLog in the distfile)
========================================================================
- Beginning with 2.40, the reference version of Frotz (the DOS version) is
distributed under the GNU Public License rather than the old "no
commercial profit" license. And so is the Unix version.
- V6 games supported by drawing the outlines of pictures. True display of
the graphics are on hold until the X11 with GTK version is complete.
- Classical Infocom sound effects supported through the OSS drivers. I'm
only aware of "Lurking Horror" and "Sherlock: The Riddle of the Crown
Jewels" as having such sound effects. See the INSTALL file for
information on where the sound files should go.
- Quetzal save format is now the default. Old Zip 2.0 format is still
supported by command line option or config file setting.
- History searchs has been added. Type the beginning of a past command
and hit the up or down arrow key.
Provided in PR 12072 by Ben Collver (collver@linuxfreemail.com).
Ularn is a fantasy games in which your child has contracted a strange dis-
ease, and none of your home remedies seem to have any effect. You set
out to find a remedy in a limited amount of time, and to collect gold
along the way of course!
Ularn is based on larn, and adds the concept of character classes.
from pkg/DESCR:
Minami-Sinzyuku Adventure is a text-based adventure game. It was made for BSD
Magazine Parody Issue 2001 Vol.1 published on 2001-04-01:-). All written in
Japanese.
18.9 Book() modified to increase the responsiveness of book learning.
the new code, plus the default weights for the book parameters
now make Crafty learn very aggressively and repeat good opening
lines and avoid bad ones.
18.8 recapture extension turned back on for a while. changes to the
evaluation code, particularly EvaluatePawns() to make it more
efficient and accurate. IE it was possible for an isolated pawn
to be penalized for being isolated, weak, and blocked, which made
little sense.
first component is now a package name+version/pattern, no more
executable/patchname/whatnot.
While there, introduce BUILD_USES_MSGFMT as shorthand to pull in
devel/gettext unless /usr/bin/msgfmt exists (i.e. on post-1.5 -current).
Patch by Alistair Crooks <agc@netbsd.org>
Idea by Martin Husemann.
XXX: Could be that other platforms need an appropriate #ifdef here, too,
but I don't know which. Probably still broken on LP64.
18.7 BOOK_CLUSTER_SIZE increased to 2000 to handle making really large
books. a book made without this change could produce clusters
that would cause memory overwrites.
18.6 "new" no longer produces a new log.nnn/game.nnn file if no moves
have actually been played. minor change to rook scoring gives a
penalty when a rook has no horizontal (rank) mobility, to avoid
moves like Ra2 protecting the pawn on b2, etc. glitch in the
code that initializes is_outside[][] and is_outside_c[][] could
cause missed outside pawn cases to happen. this has been there
a long time.
Game which five years ago was kiler in Polish offices and libraries.
To my surprise i can't find anywhere linux version of that game, and i got
bored of rebooting to windows only to play kulki...
18.5 minor change to RootMove() to use Quiesce() rather than the more
complicated way it was ordering with Evaluate()/EnPrise(). this
is no faster, but it is simpler and eliminated the need for the
EnPrise() function totally, making the code a bit smaller. bug
in EvaluateDraws() would let it think that the bishop+wrong rook
pawn endings were winnable if both kings were very close to the
queening square, even with the wrong bishop.
dependency on autoconf. Changes from 4.2.2 include:
* Bugfix: The error message "Variant X not supported by gnuchessx"
formerly could pop up even in -ncp mode.
* Fixed an xboard bug in premove highlighting.
* Modified premove again. Now we are back to displaying the move
locally immediately after sending it to the server, as in versions
prior to 4.2.1. This is good because it lets you register your next
premove sooner. As a better fix to the problem that the change in
4.2.1 had been trying to address, we now suppress animating the
opponent's move if you have a premove reply pending.
* Removed an erroneous patch that left zombie chess engines around
when both sigterm and reuse were turned off. (Bug was in xboard only,
not winboard.)
* Bugfix: loading a game with autostepping did not work for games with
PGN result "*" (unfinished). This bug was introduced in 4.1.0, caused
by some outdated code that was supposed to leave you in EditGame mode
after loading an unfinished game.
18.4 recapture extension was left in SearchSMP() erroneously. this
has now been protected by a #ifdef just like it was in Search().
bug in RepetitionCheck() was causing problems in SMP versions.
The entire repetition list code was modified to clean this up.
the problem was most noticable on things like fine #70. bug in
LearnImportBook() confused the learn value sign, due to the other
changes to make +=white all the time. opposite bishop scoring
has been beefed up a bit to avoid these drawish endings.
with some changes by me:
Throw away Doom, Quake and Duke Nukem - 0verkill comes. Now you don't even need
graphic mode if you wanna take a bloody deathmatch with your friends.
using the newest PNG library won't work on system with an older one. To
prevent such problems with precompiled binary packages require at least
"png-1.0.9nb1" in all dependences.
include:
18.3 minor bug in "avoid_null_move" test used R=2 for the test rather
than testing R=2/3 as the real null-move search uses. the kibitz
for "Hello from Crafty Vx.xx" has been moved so that it works
with the new xboard/winboard 4.2.2 versions. book learning was
badly broken in the previous version and has been fixed/tested.
patch incorporated into main tree
Version 1.73, 2/11/01
* Added code to handle EOFs from stdin.
Version 1.72, 2/1/01
* Added code to stop searching if a mate is found.
* Changed max_time/max_depth assignments in main.c.
The main feature is that it fixes the winboard hang problem when crafty plays
black on a chess server. It also has much more aggressive book learning (code
has been significantly changed). A minor bug was fixed in analyze mode that
would break the "h" command when black was on move, and show one less move for
either side that had actually been played in the game. Another fixed bug
reversed the sign of a score whispered in analysis mode.
Pkgsrc changes include fixing the build target on Solaris (untested).
protocol for talking to chess engines, adding a move list window,
improving the user interface w.r.t dragging pieces, and various bugfixes.
Tim Mann graciously accepted pkgsrc patches to support compiling with Xaw3d
in this release.
Convert most MESSAGE files to new syntax (${VARIABLE} gets replaced,
not @VARIABLE@, nor @@VARIABLE@@).
By default, substitutions are done for LOCALBASE, PKGNAME, PREFIX,
X11BASE, X11PREFIX; additional patterns can be added via MESSAGE_SUBST.
Clean up some packages while I'm there; add RCS tags to most MESSAGEs.
Remove some uninteresting MESSAGEs.
TSCP is intended for people who want to learn about chess programming. Its
source code is designed to be very easy to understand.
The TSCP "package" includes this README file, the TSCP source code, and a copy
of TSCP for Windows 95/98/NT. The executable was made with Visual C++ 6.0
(optimizations set to Maximize Speed).
To use TSCP, run the executable and type "help" at the prompt. It's very
straightforward.
There is a page for TSCP benchmarks: http://ucsu.colorado.edu/~kerrigat/bench/
out of date - it was based on a.out OBJECT_FMT, and added entries in the
generated PLISTs to reflect the symlinks that ELF packages uses. It also
tried to be clever, and removed and recreated any symbolic links that were
created, which has resulted in some fun, especially with packages which
use dlopen(3) to load modules. Some recent changes to our ld.so to bring
it more into line with other Operating Systems also exposed some cracks.
+ Modify bsd.pkg.mk and its shared object handling, so that PLISTs now contain
the ELF symlinks.
+ Don't mess about with file system entries when handling shared objects in
bsd.pkg.mk, since it's likely that libtool and the BSD *.mk processing will
have got it right, and have a much better idea than we do.
+ Modify PLISTs to contain "ELF symlinks"
+ On a.out platforms, delete any "ELF symlinks" from the generated PLISTs
+ On ELF platforms, no extra processing needs to be done in bsd.pkg.mk
+ Modify print-PLIST target in bsd.pkg.mk to add dummy symlink entries on
a.out platforms
+ Update the documentation in Packages.txt
With many thanks to Thomas Klausner for keeping me honest with this.
*** 7.4.1
The Windows port has not been built, and probably won't build without
some work, because of networking changes in shared Windows/Unix code.
Made cconq build again.
*** 7.4.0
Hans Ronne contributed a new Tolkien-inspired game "Lord of the Rings"
(lord-rings.g), and its supporting modules 3rd-age.g and t-midearth.g.
Keir Novik's "Carrier Battles" (tailhook.g), a detailed game of WWII
naval combat, and "Coral Sea", a Coral Sea scenario for it, are now
part of the game library.
Erik Sigra and Michael Burschik contributed better random name
generators, for Swedish and German place names respectively.
Standard flags now include 16-pixel-wide versions, and the 8-pixel
version use more colors.
The program tracks views of units using individual objects, which
enables more accurate display of multiple enemy units stacked at a
single location.
Networked games can be started from a mix of interactive and
command-line invocations. The game module will not be downloaded
through the network connection, which makes startup faster.
Some unused and un-useful GDL constructs are gone, such as extension
properties, program-version, and image palettes.
The program supplies more feedback on why actions and tasks fail.
There is a "new" AI type named oplayer, which is just the previous
version of the AI. This is mainly for testing that the AI is actually
getting smarter rather than dumber.
There is now more control available for the behavior of independent
units, for instance, you can set whether they will research and build
other units.
Sides now get colors instead of numbers if they have no emblems.
Games can use unit images that fill an entire hex, where previously
they were limited to a smaller bounding box within the hex. This
is controlled by a new GDL variable "bigicons".
The tcl/tk interface now has a working isometric display mode.
The tcl/tk interface now lists only finished games by default,
and includes a button to list all games.
The Mac interface has many display improvements, from terrain
transitions to more floating windows.
The old Xt/Xaw interface has been removed, since it was no longer
being maintained.
There have been a host of minor improvements throughout the programs
and game libraries.
mascots. The plan is to have both a multiplayer deathmatch mode (called
Holywar) and single player missions where you take on the Microsoft Empire.
* Hint: BSD daemon's available as mascot. Recommended map: Rivership down.
main source tree, so no more pkgsrc patches. Changes from version 17.13:
another endgame evaluation problem fixed. the outside passed
pawn code worked well, up until the point the pawn had to be
given up to decoy the other side's king away from the remainder
of the pawns. Crafty now understands the king being closer to
the pawns than the enemy king, and therefore transitions from
outside passer to won king-pawn ending much cleaner.
new command "selective" as requested by S. Lim, which allows the
user to set the min/max null move R values (default=2/3). they
can be set to 0 which disables null-move totally, or they can be
set larger than the default for testing.
minor changes to init.c sent by Eugene Nalimov to handle 64 bit
pointer declarations for win64 executable compilation.
NetBSD changes included along with a new Makefile that requires
no editing to use for any known configuration ("make help" will
explain how to use it). this was submitted by Johnny Lam.
serious changes to the outside passed pawn code. the evaluator
now understands that outside passers on _both_ sides of the
board is basically winning. same goes for candidate passers.
KDE in mind. It offers the opportunity to play backgammon games by
using a convenient and intuitive graphical user interface.
bacKgammon is the direct successor of KFibs. the latter was a
program for playing backgammon games on the first internet backgammon
server (FIBS). bacKgammon is an almost complete rewrite of KFibs
to fix some of the most obvious problems:
* improved visual appearance of the board
* improved user interface design: fewer dialog boxes and improved
appearance of the main window
* better code design for easier maintainability and extensibility
* better extensibility by separating the board from the driving
backgammon engine - include
* your backgammon server or use the GNU backgammon engine gnubg to play
Usage of bacKgammon does not require a connection to the Internet,
nor does it require an account on FIBS. You can use the program to
play backgammon against yourself (which might become boring after
a while) or against friends by using the offline engine.
(Free) fips.com login required.
This broke on -current, because int32_t isn't defined by default. In addition,
it's kinda dumb to do this in one particular place, leaving the rest of the
structures defined to use non-fixed types.
Linux by Loki Software, is a weird beast. Using one of Quake's 3D
engines with a lot of extras (pole-vaulting, mana systems, magical
weapons and defense shields), the game excels in pleasing the eyes
and ears.
This is the free demo version - a full version is available from
Loki Games at http://www.lokigames.com/products/heretic2/
of traditional and not-so-traditional games of solitaire. Choose
from 23 different games, track your successes and failures, hone
your thinking and strategy skills.
This is the free demo version - a full version is available from
Loki Games at http://www.lokigames.com/products/eus/
"Civilization" games. Build up your civilization from the dawn of
the Stone Age until it reaches for the stars--and beyond.
Through conquest, cooperation, skulduggery and innovation, you can
build a civilization for the ages--or land on the scrapheap of
history. If you're feeling invincible, you can test your mettle
online or over a network against multiple players. For strategy
game fans, this is a must-have.
This is the free demo version - a full version is available from
Loki Games at http://www.lokigames.com/products/civctp/