This is a minor release focusing on minor enhancements and bug fixes.
NEW FEATURES
- -E option to choose how emphasised text is rendered.
- X11 interface has been added as a compile target.
- Added new default TrueType font for sfrotz.
- Automatically select the appropriate interpreter number for V6 games.
- Limited mouse support for curses interface.
BUG FIXES
- Corrected potential trouble with garbage in filenames for SDL
interface.
- Corrected a problem wherein @print_table would sometimes print garbage.
- Fixed a segfault problem when input buffers are abused.
- Double-clicks are now recognized in sfrotz and xfrotz.
- Fixed problem with spurious newline when a space triggers a word wrap.
- Fixed a problem with UTF-8 characters getting corrupted during line
editing.
- Fixed some problems with V3 games scribbling on the status line in
certain circumstances.
- Removed pre-C99 idioms and C++ comments in curses and core to benefit
older compilers. X11 is still pre-C99 clean. SDL interface is not
pre-C99-clean due to libSDL2 not being pre-C99-clean.
- Fixed a problem with the -x flag not properly expanding commands for
some Infocom games.
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).