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out of date - it was based on a.out OBJECT_FMT, and added entries in the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/
user-specified locations. Remove installation of default book...it's so small
that it's pretty much useless anyway. See games/gnuchess-book-* for chess
opening books for GNU Chess.
2000-08-26 Andy Heroff <aheroff@mediaone.net>
* Version 0.6.1 released!
* configure.in: Version update to 0.6.1.
* server/develop.c: In Road Building dev card code, modified code
so that when RB is complete, edges build during process are
removed from the build list. Affects ability to trade.
* server/trade.c: In domestic trade code, added check for valid
trade conditions (No trade before the roll, and if strict trade is
active, no trade after building or buying a dev card).
* client/help/C/gnocatan.sgml: Started to update help code. This is
by no means a finished product.
2000-08-25 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control, debian/changelog: preparation for point release
2000-08-24 Daniel Kobras <kobras@tat.physik.uni-tuebingen.de>
* configure.in: Fix handling of 'PROTOCOL_VERSION' so it shows
up as a string in config.h, not as an int.
2000-08-21 Andy Heroff <aheroff@mediaone.net>
* client/settingscreen.c: Modified justifications. Added i8n calls
to all text.
2000-08-21 Steve Langasek <vorlon@dodds.net>
* server/player.c, client/client.c, acconfig.h, configure.in:
Use a distinct protocol version number for client-server
negotiation, so that versions of the client and server that behave
compatibly will be able to connect to one another.
2000-08-18 Andy Heroff <aheroff@mediaone.net>
* client/settingscreen.c, client/gui.c, client/client.h,
client/Makefile.am: Added file. Added game settings screen.
2000-08-06 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control: Tweak build dependencies (Debian bug #68516)
2000-08-01 Andy Heroff <aheroff@mediaone.net>
* client/gui.c: Quick change to VP target text to make less
ambiguous.
* server/turn.c: Added debug for 'too-many' error. In the future,
all errors should be unique in some way (An identifier after the
description) so we can track the source of bugs.
2000-07-31 Andy Heroff <aheroff@mediaone.net>
* client/gui.c: Fixed resize bug once and for all. Added VP target
listing in the status bar.
2000-07-30 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/rules: Explicitly clean client/help/C/gnocatan to
fix Debian bug #67287 (problem with the debian build of
gnocatan-help). This is a non-beautiful solution.
2000-07-19 Bibek Sahu <scorpio@dodds.net>
* client/client.c, client/config-gnome.c, client/config-gnome.h,
client/connect.c, client/gnocatan.c, client/gui.c: Abstracted
getting/setting configuration values to be platform-agnostic.
Still based on gnome-config, though; perhaps we want to stratify
the 'config path' into its various components?
2000-07-17 Andy Heroff <aheroff@mediaone.net>
* server/turn.c, server/develop.c, server/server.h: Fixed bug in
which the server would not check for a player victory after a
road building card had been played.
2000-07-09 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control: First pass at Build-Depends: field. (presumably
useful for the Debian autobuilders.)
2000-07-08 Andy Heroff <aheroff@mediaone.net>
* client/gui.c: Changed notebook tabs from left to top to fix the
client resizing bug seen going in and out of trade.
2000-06-23 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/README.debian: removed as recommended by
http://www.debian.org/doc/maint-guide/ch-dother.html#s-readme
2000-06-21 Andy Heroff <aheroff@mediaone.net>
* server/player.c: Fixed a bug where a player with an older client
that doesn't report its version would have a player number of 0.
2000-06-19 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control, debian/changelog: update maintainer name,
version numbers for debian packages.
2000-06-19 Dave Cole <dave@dccs.com.au>
* client/connect.c (connect_create_dlg): Removed code which forced
uppercase first character on gnome config player name.
*** 7.3.3
Fix pathnames to tcl/tk libraries.
Fix Mac bugs: 1-bit images, loading of emblems from saved games, large
map handling, removed variants.
Add better solid colors in advterr.g.
*** 7.3.2
Fix crash with no-indepside games on Unix.
Add terrain images for advances.g.
*** 7.3.1
In Unix/Windows player setup, make separate buttons to add/remove
indepside AI and to configure indepside behavior.
Add --enable-alternate-scoresdir configure option.
Update config.guess and config.sub.
*** 7.3.0
This release accumulates over two years of changes throughout the
program. In general, the emphasis has been on improving the program's
usability, making the AI smarter, improving existing games, and
extending to Civ-type games, rather than adding random new games to
the library.
The Unix user interface has been rewritten to use tcl/tk. It includes
a full set of menus, resizeable panes in the map windows, buttons for
common operations, a mouseover display, and many additional map
display options. There is also a full set of dialogs for setting up a
game, plus a chat window to facilitate setting up networked games.
There is now a port to Windows, using the tcl/tk-based interface,
which means no more requirement to run an X server. The Windows port
still has bugs though.
The Mac interface now has floating windows for most auxiliary windows,
city and research dialogs, and more display controls, including
player controls over most colors and imagery used. Selected units
can now blink rather than being surrounded with a box.
Unix networking support now allows for more than two players in a
game, and the game setup dialogs are synchronized, so for instance
clicking on a variant checkbox causes all players' checkboxes to
change.
Hans Ronne added the game "Ancient Near East" (anc-near-east.g),
similar to Civilization but with more detail, such as different kinds
of wheat to discover. The included map of the Near East is
spectacularly large and detailed.
A Civilization II emulation (civ2.g) has been added. The game works,
but happiness is not implemented, most of the city improvements have
no effect, nor do the Wonders.
Linn Stanton added an extended version of the standard game (lhs.g)
that includes radar, artillery, aaa, engineers, mines, and minefields.
Many new graphic images are available, particularly for terrain.
Xconq can load images directly from image files in standard formats
(although only GIF is available at present).
Players in the standard game get towns with names appropriate to
their chosen nationalities.
It is now possible to play independent units as if they were a regular
side, and (more usefully), it's possible to have an AI run the
independent units. Watch out for the marauding barbarians!
A second AI type, the "iplayer", is available. It is a minimal
AI that does basic tactical planning for individual units, but
does not attempt to coordinate them.
A set of commands, agreement-draft etc, are available for setting
up agreements. (Agreement support is still incomplete though.)
New commands:
"c-rate" sets conversion rates for materials (division of
trade into science/shields/luxuries in Civ, for instance).
"collect" sets up a task to collect materials from terrain.
"research" sets per-side research into advances.
There is a new GDL type "advance", to represent scientific or
technological advances. Game designers can lay out a whole technology
tree, and either units or whole sides may do research to achieve
advances.
To allow "research" to apply to advances, the existing research
activity to develop tech levels has been renamed to "development".
Its characteristics remain the same however.
The "extract" action is available for units to get materials
directly from terrain.
A game design can include "advanced" units that are like Civ
cities; they are variable-sized, and can collect materials from
the surrounding terrain.
GDL includes many more variables, type properties, and tables.
Some of the more notable additions include:
global "combat-model", to choose algorithm for combat resolution
global "indepside-has-ai", to control indepside use of AI.
global "country-border-color" etc, to control colors used by
interfaces
side property "treasury", tables "gives-to-treasury" and
"takes-from-treasury", to accumulate materials for the
side as a whole
table "advance-needed-to-build", to define how the technology
tree enables the construction of unit types
table "terrain-density", to add random variation to synthesized
terrain
tables "unit-consumption-to-grow", "size-limit-without-advance",
and "side-limit-without-occupant", to regulate the
growth of advanced units (cities)
table "cellwide-protection-for", that controls protection for
all units in a cell
unit type properties "attack" and "defend", to define generic
attack/defense strengths
unit type property "advanced", to define advanced units
unit type properties "advanced-auto-construct" and
"advanced-auto-research", to automate the activities
of advanced units
unit type property "ai-tactical-range", to control the area
of awareness for a unit's tactical decisions
Sami Perttu contributed a supply system model; see doc/README.supply
for more detail on how to use in game designs.
The tcl/tk port includes experimental support for isometric display,
but this needs more work, and so is turned off by default. (See the
top of tcltk/tkconq.tcl to see how to enable.)
The Unix port uses autoconf for configuration. Xconq now conforms
better to FHS; library files reside in /usr/local/share/xconq, while
score files live in /var/lib/xconq/scores.
Many many bug fixes and smaller cleanups.
Netmaze is a multiplayer combat game (like the Atari Midi Maze game)
You play in a virtual maze and the goal of the game is to hunt down your
opponents. The view is full animated 3D. On fast machines, you can even
run it with texture mapping for the walls and floor.
There are also three robot players of varying ability.
ones to do, and each compiled and installed/de-installed apparently
correctly.
As a side effect of the dynamic PLIST, we no longer need to have separate
-static and -shared PLISTs. It's now easier than ever to make a perl5
package for NetBSD :)
WHAT'S CHANGED SINCE 1.11.0:
- Readline support added to the server.
- May now disperse initial units over specified area. See "dispersion"
server option.
- May now arrange for first client to connect to have a higher cmdlevel
than the following clients. See "cmdlevel" server option.
- Save files now transparently (un)compressed when (loaded) saved.
- Now requires a minimum number of ocean tiles to be adjacent to a land
tile wished to be transformed into ocean. Default is 1.
- Added Nuclear Fallout. Industrialization and population still
generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
is distinct from Pollution. There is a new command to clean Fallout
vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
which also changes terrain, but tends to Desert, Tundra and Glacier.
Added a new "cooling" icon to the info area to indicate the progress
towards Nuclear Winter, and also an icon for Fallout on the main map.
AIs are now more aggressive at cleaning up Pollution, but not Fallout.
- Ported to OpenVMS.
- Moved most of the dependencies on the "civstyle" server option to
separate values in game.ruleset files.
- Fixed bugs in "turns to build" displays.
- Fixed bug whereby Diplomat/Spy investigations of cities did not
reveal the correct supported and present unit lists.
- Fixed multiple bugs in go-to code.
- Fixed bug where starting a revolution, saving the game and restarting
the server would allow switching governments without anarchy.
- Fix bug that you could paradrop into cities you were at war with even
if they contained enemy units.
WHAT'S CHANGED SINCE 1.10.0:
- Internationalization extended. Still needs improvement.
Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
- Added full Fog of War. Controlled by "fogofwar" server option.
- Added explicit Diplomatic States between civilizations: war, neutral,
no-contact, cease-fire peace and alliance.
- Allow terrain changes to/from land/ocean. Default ruleset allows
Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
allows Forest to be Mined into Swamp.
- Increased maximum number of players to 30.
- Fortifying now takes a turn to complete (like Civ1/2).
- Added correct Civ2 style of Apollo wonder (shows entire map, rather
than just cities). Selected by "civstyle" server option.
- Aggressive sea units no longer cause unhappiness when in a city.
- Added Civ2 rule that firepower is reduced to 1 for both the defender
and the attacker when a ship bombards a land unit.
- When changing current research, if user changes back to what was being
researched, the penalty is not applied (you keep all your bulbs).
- Added pop-up of more details when clicking on info box in GTK+ client.
- Improved the global warming danger indicator.
- Added warning of incipient city growth.
- The server "remove <player>" command is no longer available after the
game has started.
- Added "fixedlength" server option to make all turns exactly "timeout"
duration.
- The "timeout" time may be much longer (up to a day).
- Added goto for air units. If destination is beyond range, they will
stop in cities/airfields/etc. to get there.
- May now select a unit by clicking on the unit pile display on the left.
- Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
dialog when they reach a city.
- Improved goto algorithm and implementation.
- Help dialog displays which buildings an advance will obsolete.
- Optionally show city food/shields/trade productions on main map.
- Added server option "autotoggle", which toggles AI status on and off
as players connect and disconnect.
- Allow Hoover Dam to be built anywhere, to conform to Civ2.
- Show turns per advance in Science Advisor dialog.
- Improved map and unit movement drawing code.
- Added "End Turn when done moving" local option.
- City production penalties now applied more correctly.
- Added Sentry and Fortify to Present Units' City Dialog pop-up.
- More nations added.
- Added a resource file for the GTK+ client.
- Improved network code for more reliable connections.
- Split nations.ruleset into individual <nation>.ruleset files.
- Extended registry file format to allow including files and overriding
entries.
- Added --with-xaw and --enable-client=xaw3d options to ./configure
script.
- Lots of bug fixes and code cleanups.
- Integrate X11 and Win32 code
- Greyscale X11 support added
- X11 performance enhancements
- Fix mouse offset problem
- Fix integer overflow problems at high tech levels
- Fix crashes when right clicking on grass squares
- The code has been "cleaned" using indent
- Some reworking of the Load/Save logic
- Fixed buffer overflow security holes. (Thanks to all those that brought my
attention to them.)
- The 'creating directory' questions are now asked within the game itself,
rather than via the controlling console or xterm. (Means you can start it
from, say, an fvwm menu.)
* AI code reverted to the 0.2 codebase.
* Fixed bug in tournament mode regarding AI selection.
* Added --insanity command-line option.
* Updated theme 3dRokz.
* Made configure more friendly to stow and related programs.
* Uses join face when puyo is joined.
* New theme: smileys (Brett Smith)
* Sound support added
* Music added -- still waiting on sound effects
* Updates to how hostname is obtained
* Fixed compilation error when --disable-network specified.
* Counting error on closed shapes fixed: This bug manifested itself
when mintomatch == 5 and a square cluster was formed -- the square
cluster was counted as 7 connected puyos, hence a match. Oops.
(thanks to Nick Cabatoff for spotting)
* should not cause any conflicts with the new bulk-package targets,
* didn't contain a reason for why they were disabled or
* were disabled for some false reason (and a IGNORE/BROKEN in the pkg's
Makefile would be more appropriate)
manner - use the first word of the ${GZIP_CMD} definition from
bsd.pkg.mk, and substitute this value in the same manner that the
PREFIX is set. This is useful on systems other than NetBSD, where
gzip may not be installed in /usr/bin. Use a descriptive name for the
input of the pre-processed file.
Make sure that gcc is used when compiling on Solaris.
which takes entries of the format <make-definition-name>=<pkgname>. This
has not been added to MAKEFLAGS because (a) premature optimisation is the
root of all evil, and (b) because the .for loop used to implement this
shows the wrong results when multiple prefices are evaluated.
Modify all the package Makefiles to use EVAL_PREFIX, thereby simplifying
them considerably.
ALso simplify the logic to calculate the prefix as well.
package's prefix would not work as part of the environment specification
via MAKE_ENV (as it would not be executed in the correct directory).
Fix this by invoking pkg_info(1) directly, not via an intermediate make(1)
step - this is not as clean, but more effective (i.e. it works).
a bit more user-friendly.
Introduce a show-{gtk+,imlib,kdebase,qt1,qt2,xpm}-prefix target in
bsd.pkg.mk, and use "${MAKE} show-*-prefix" in package Makefiles.
xpkgwedge once, before any other packages have been installed, and
never to delete it. This change finds the prefix of the installed
pre-req package using pkg_info(1), and allows packages to be found in
${X11BASE} and ${LOCALBASE}, not just ${X11PREFIX} - from mail from
Dave Sainty <dave@dtsp.co.nz>, munged slightly by myself.
in preference to X11BASE when trying to find the installed location of
X11 libraries, programs and headers (which will change if xpkgwedge is
installed).
[X11BASE reflects the location of the X11 libs, headers and programs.
X11PREFIX reflects the installed location of X11 packages.]
Add a new USE_LIBTOOL definition that uses the libtool package instead of
pkglibtool which is now considered outdated.
USE_PKGLIBTOOL is available for backwards compatibility with old packages
but is deprecated for new packages.
Changes in v0.3.8:
* Merged Denny Mingus's theme
* Minor bugfixes
Changes in v0.3.7:
* More installation bugfixes
* Dialog cleanup for a few dialogues
Changes in v0.3.6:
* Take II: Okay, the configure system should actually work now.
Changes in v0.3.5:
* Fixed minor bug in painting the next piece
* Fixed an odd formatting bug in help system
* GNOME files now install again
* Fixed problem with $DATADIR in configure.in
Changes in v0.3.4:
* Some reorganization of code, cleaned out some old files/functions
* Beginning of the theme support
* Theme selection from the UI, and themes are saved
* Beginnings of a help page
* Will link against libnsl/socket if present (needed for Solaris)
Changes in v0.3.3:
* Comments are read properly in key config (thanks to Doug Bell)
Changes in v0.3.2:
* Changed FNONBLOCK to O_NONBLOCK
* snprintf implementation missing on some systems
* Man page is properly living in section 6 now
Changes in 4.00 (12 Apr 2000, 173 games)
* PySol now plays Mahjongg games
* PySol now plays Tarot type games
* added a floating "Demo" logo
* options are now saved automatically at program exit
- Poker type games: cards for a Straight can now be in any sequence
- fixed a scoring problem in Casino Klondike and Vegas Klondike
Changes in 3.40 (12 Feb 2000, 163 games)
* implemented 3 new games
* updated the pysol-sound-server
- fixed a problem with winning in Golf type games
- some other minor fixes
Changes in 3.30 (26 Jan 2000, 160 games)
* implemented 7 new games
* converted the pysol-sound-server into a Python extension module
Changes in 3.21 (21 Jan 2000, 153 games)
* implemented 2 new games
* updated the pysol-sound-server
- Windows: added the missing PyWinTypes15.dll to the setup file
Changes in 3.20 (18 Jan 2000, 151 games)
* added 8 Hanafuda type games (Oonsoo, Pagoda, MatsuKiri, ...)
* added 2 Poker type games (Poker Shuffle, Poker Square)
* added 13 other new games (Der Katzenschwanz, Perpetual Motion,
Die Schlange, Three Shuffles and a Draw, Vegas Klondike, ...)
* background music is supported under Win32 as well
- corrected redeal rules of La Belle Lucie and Trefoil
- corrected rules of Aces Up
WHAT'S CHANGED SINCE 1.9.0:
- Internationalization extended. Still needs improvement.
New ./doc directory for localized versions of README and INSTALL.
Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- Added Civ1/2-like Barbarians. Controlled by two server options.
- Many more nations added.
- Worklists -- Players can now specify a list of things to be built in
a city.
- The AI now utilizes diplomats/spies aggressively.
- Added a variant (1) of Michelangelo's Chapel.
- Initial rates after Revolution will try to maximize Science.
- Rapture-triggered city growth will no longer empty the foodbox.
- Map generator improvements:
- Gen 1 hills more uniform north/south.
- Gen 2+ will tend to make fewer length-one rivers.
- Added unit-death explosion animation.
- No longer will cities with exactly 0 (zero) production surplus be given
a "free" shield every turn.
- Command-line arguments made more consistent between server and client.
- Caravans now provide a research benefit when initially establishing a
trade route, equal to the monetary benefit.
- Diplomat/Spy changes:
- Changed all actions to more closely conform to Civ2 rules.
- Changed "diplchance" to be %-chance of success. Used in many ways.
- Diplomat/Spy may attempt action with any movement left.
- Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- Allow Spies to steal tech from a city more than once (gets harder).
- May only poison towns of size greater than 1 (one).
- May only sabotage units that are alone on a square.
- When a city is subverted, only nearby units change sides.
- Veteran status improves defense against other Diplomats/Spies.
- Added production display of number of turns remaining to build.
- Small, shield-like flags tilesets (trident_shields, engels_shields).
- Airbase changes (for Civ2 compliance):
- Ground units can attack Air units when they are parked on an Airbase.
- Units are defeated only singly when on an Airbase (like a Fortress).
- Revised and improved the server 'help' command.
- New intro graphics.
- Ships may now have their movement reduced after a combat in which they
are damaged.
- Added display of production values to main map "city tiles" display.
- Increased the Add-To City size limit to 9 to conform to Civ2.
- Settler's "Connect" feature -- Automatically connect two points with
Road, Railroad, Irrigate or Fortress.
- Several AI improvements.
- New ruleset support for CITIES, most notably cities are now drawn in
different sizes and styles.
- Allow specifying unambiguous player name prefix, instead of full
player name, for server commands taking a player name argument.
- Added multi-client configuration support.
- Added 'read' and 'write' server commands.
- Added "best nation" column to Demographics report.
- Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- Cities on mountains will produce an extra food (Civ2).
- Fixed bug where Lighthouse was not producing veteran sea units.
- Ported to Amiga. (This is not included with a "distribution"; get it
directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- Lots of bug fixes, code cleanups, and help-text improvements.
WHAT'S CHANGED SINCE 1.9.0:
- Internationalization extended. Still needs improvement.
New ./doc directory for localized versions of README and INSTALL.
Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- Added Civ1/2-like Barbarians. Controlled by two server options.
- Many more nations added.
- Worklists -- Players can now specify a list of things to be built in
a city.
- The AI now utilizes diplomats/spies aggressively.
- Added a variant (1) of Michelangelo's Chapel.
- Initial rates after Revolution will try to maximize Science.
- Rapture-triggered city growth will no longer empty the foodbox.
- Map generator improvements:
- Gen 1 hills more uniform north/south.
- Gen 2+ will tend to make fewer length-one rivers.
- Added unit-death explosion animation.
- No longer will cities with exactly 0 (zero) production surplus be given
a "free" shield every turn.
- Command-line arguments made more consistent between server and client.
- Caravans now provide a research benefit when initially establishing a
trade route, equal to the monetary benefit.
- Diplomat/Spy changes:
- Changed all actions to more closely conform to Civ2 rules.
- Changed "diplchance" to be %-chance of success. Used in many ways.
- Diplomat/Spy may attempt action with any movement left.
- Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- Allow Spies to steal tech from a city more than once (gets harder).
- May only poison towns of size greater than 1 (one).
- May only sabotage units that are alone on a square.
- When a city is subverted, only nearby units change sides.
- Veteran status improves defense against other Diplomats/Spies.
- Added production display of number of turns remaining to build.
- Small, shield-like flags tilesets (trident_shields, engels_shields).
- Airbase changes (for Civ2 compliance):
- Ground units can attack Air units when they are parked on an Airbase.
- Units are defeated only singly when on an Airbase (like a Fortress).
- Revised and improved the server 'help' command.
- New intro graphics.
- Ships may now have their movement reduced after a combat in which they
are damaged.
- Added display of production values to main map "city tiles" display.
- Increased the Add-To City size limit to 9 to conform to Civ2.
- Settler's "Connect" feature -- Automatically connect two points with
Road, Railroad, Irrigate or Fortress.
- Several AI improvements.
- New ruleset support for CITIES, most notably cities are now drawn in
different sizes and styles.
- Allow specifying unambiguous player name prefix, instead of full
player name, for server commands taking a player name argument.
- Added multi-client configuration support.
- Added 'read' and 'write' server commands.
- Added "best nation" column to Demographics report.
- Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- Cities on mountains will produce an extra food (Civ2).
- Fixed bug where Lighthouse was not producing veteran sea units.
- Ported to Amiga. (This is not included with a "distribution"; get it
directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- Lots of bug fixes, code cleanups, and help-text improvements.
WHAT'S CHANGED SINCE 1.9.0:
- Internationalization extended. Still needs improvement.
New ./doc directory for localized versions of README and INSTALL.
Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- Added Civ1/2-like Barbarians. Controlled by two server options.
- Many more nations added.
- Worklists -- Players can now specify a list of things to be built in
a city.
- The AI now utilizes diplomats/spies aggressively.
- Added a variant (1) of Michelangelo's Chapel.
- Initial rates after Revolution will try to maximize Science.
- Rapture-triggered city growth will no longer empty the foodbox.
- Map generator improvements:
- Gen 1 hills more uniform north/south.
- Gen 2+ will tend to make fewer length-one rivers.
- Added unit-death explosion animation.
- No longer will cities with exactly 0 (zero) production surplus be given
a "free" shield every turn.
- Command-line arguments made more consistent between server and client.
- Caravans now provide a research benefit when initially establishing a
trade route, equal to the monetary benefit.
- Diplomat/Spy changes:
- Changed all actions to more closely conform to Civ2 rules.
- Changed "diplchance" to be %-chance of success. Used in many ways.
- Diplomat/Spy may attempt action with any movement left.
- Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- Allow Spies to steal tech from a city more than once (gets harder).
- May only poison towns of size greater than 1 (one).
- May only sabotage units that are alone on a square.
- When a city is subverted, only nearby units change sides.
- Veteran status improves defense against other Diplomats/Spies.
- Added production display of number of turns remaining to build.
- Small, shield-like flags tilesets (trident_shields, engels_shields).
- Airbase changes (for Civ2 compliance):
- Ground units can attack Air units when they are parked on an Airbase.
- Units are defeated only singly when on an Airbase (like a Fortress).
- Revised and improved the server 'help' command.
- New intro graphics.
- Ships may now have their movement reduced after a combat in which they
are damaged.
- Added display of production values to main map "city tiles" display.
- Increased the Add-To City size limit to 9 to conform to Civ2.
- Settler's "Connect" feature -- Automatically connect two points with
Road, Railroad, Irrigate or Fortress.
- Several AI improvements.
- New ruleset support for CITIES, most notably cities are now drawn in
different sizes and styles.
- Allow specifying unambiguous player name prefix, instead of full
player name, for server commands taking a player name argument.
- Added multi-client configuration support.
- Added 'read' and 'write' server commands.
- Added "best nation" column to Demographics report.
- Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- Cities on mountains will produce an extra food (Civ2).
- Fixed bug where Lighthouse was not producing veteran sea units.
- Ported to Amiga. (This is not included with a "distribution"; get it
directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- Lots of bug fixes, code cleanups, and help-text improvements.
WHAT'S CHANGED SINCE 1.9.0:
- Internationalization extended. Still needs improvement.
New ./doc directory for localized versions of README and INSTALL.
Current localizations: de en_GB es fr hu no pl pt pt_BR ru.
- Added Civ1/2-like Barbarians. Controlled by two server options.
- Many more nations added.
- Worklists -- Players can now specify a list of things to be built in
a city.
- The AI now utilizes diplomats/spies aggressively.
- Added a variant (1) of Michelangelo's Chapel.
- Initial rates after Revolution will try to maximize Science.
- Rapture-triggered city growth will no longer empty the foodbox.
- Map generator improvements:
- Gen 1 hills more uniform north/south.
- Gen 2+ will tend to make fewer length-one rivers.
- Added unit-death explosion animation.
- No longer will cities with exactly 0 (zero) production surplus be given
a "free" shield every turn.
- Command-line arguments made more consistent between server and client.
- Caravans now provide a research benefit when initially establishing a
trade route, equal to the monetary benefit.
- Diplomat/Spy changes:
- Changed all actions to more closely conform to Civ2 rules.
- Changed "diplchance" to be %-chance of success. Used in many ways.
- Diplomat/Spy may attempt action with any movement left.
- Added "At Spy's Discretion" selection to steal and sabotage dialogs.
- Allow Spies to steal tech from a city more than once (gets harder).
- May only poison towns of size greater than 1 (one).
- May only sabotage units that are alone on a square.
- When a city is subverted, only nearby units change sides.
- Veteran status improves defense against other Diplomats/Spies.
- Added production display of number of turns remaining to build.
- Small, shield-like flags tilesets (trident_shields, engels_shields).
- Airbase changes (for Civ2 compliance):
- Ground units can attack Air units when they are parked on an Airbase.
- Units are defeated only singly when on an Airbase (like a Fortress).
- Revised and improved the server 'help' command.
- New intro graphics.
- Ships may now have their movement reduced after a combat in which they
are damaged.
- Added display of production values to main map "city tiles" display.
- Increased the Add-To City size limit to 9 to conform to Civ2.
- Settler's "Connect" feature -- Automatically connect two points with
Road, Railroad, Irrigate or Fortress.
- Several AI improvements.
- New ruleset support for CITIES, most notably cities are now drawn in
different sizes and styles.
- Allow specifying unambiguous player name prefix, instead of full
player name, for server commands taking a player name argument.
- Added multi-client configuration support.
- Added 'read' and 'write' server commands.
- Added "best nation" column to Demographics report.
- Changed Fighters and Stealth Fighters to not cause unhappiness (Civ2).
- Cities on mountains will produce an extra food (Civ2).
- Fixed bug where Lighthouse was not producing veteran sea units.
- Ported to Amiga. (This is not included with a "distribution"; get it
directly from the CVS <http://www.freeciv.org/contribute.html#SetupCVS>,
or from a CVS Snapshot <http://www.freeciv.org/latest.html>.)
- Lots of bug fixes, code cleanups, and help-text improvements.
Version 5.00 is the current release. Version 5.00 shares no code with
versions 1.x through 4.x. The major motivation for this release is to
simplify chess code making it more pedantically accessible, use modern
data structures, make it easy to modify by less skilled programmers,
and increase understandability to non-programmer, skilled chess
experts.
will permit programmers to write games and other realtime interactive
applications that are 100% portable across a wide range of hardware and
operating systems.
for each of the continuation lines, rather than using backslashes to
continue a single, long definition. This makes it much easier to spot
pre-requisite packages and other dependencies.
* Version 0.50 (December 3, 1999)
- Fixed a small problem that would cause compilation errors for
systems without a joystick.
- If an imprisoned creature was defeated by another creature,
the winning creature would become imprisoned itself. Fixed.
- Healing an empty cell no longer crashes the game.
- Robert Paige Rendell <rendell@cs.monash.edu.au> brought to
my attention the fact that the manpage is missing the
information regarding how to win the game. It's there now.
- He also fixed a bug in the computer's spell selection logic
regarding the imprisonment of the very last opposing creature
(in order to win the game).
- And last but not least, he is responsible for the mouse
support, new in this version.
* Version 0.45 (October 12, 1999)
- Fixed the bug that would occasionally cause a projectile weapon
to miss its target player.
- Added a new window with tips about getting started with the game.
* Version 0.44 (October 6, 1999)
- Incorporated some joystick code, which was sent to me by
Eric Sharkey <sharkey@ale.physics.sunysb.edu>.
Actually work with the supplied WAD file
One file-to-patch per patchfile
Remove strange 'post-patch' substitute X11_BASE phase
Fix numerous coredumps
Add a '-h' usage
Handle the sndserver dying
Make it work on little endian systems
Add a '-volume X' flag, and skip all sound code if 0
Other cleanup in some of the more repellant code areas.