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2006-02-05Recursive revision bump / recommended bump for gettext ABI change.joerg1-2/+2
2006-01-12Use IMAKE_GAMEMANDIR and IMAKE_GAMEMAN_SUFFIX.joerg1-6/+6
2005-05-01Regenerate for new patch-a[bcef] (PR pkg/29426).jdc1-5/+5
2005-05-01Make netmaze build on linux systems.jdc4-21/+107
Fixes PR pkg/29426 from A L Meyers.
2005-02-23Add RMD160 digests.agc1-1/+2
2004-05-07remove malloc.h include for darwin/freebsddanw2-8/+17
2004-01-20Move WRKSRC definition away from the first paragraph in a Makefile.agc1-2/+2
2003-12-19Increment package revision to 2 after 64-bit and keypad fixes.jdc1-2/+2
2003-12-19Regenerate after addition of patch-a[lmno].jdc1-1/+5
2003-12-19Use keypad for control (as well as cursor keys).jdc1-0/+46
2003-12-19s/long/int32_t/ to make this work on 64-bit machines.jdc3-0/+156
Tested on alpha and sparc64.
2003-07-17s/netbsd.org/NetBSD.org/grant1-2/+2
2003-03-29Place WRKSRC where it belongs, to make pkglint happy; ok'ed by wiz.jmmv1-3/+2
2003-03-14(1) Publicly export the value of _OPSYS_RPATH_NAME as RPATH_FLAG;jlam1-2/+2
Makefiles simply need to use this value often, for better or for worse. (2) Create a new variable FIX_RPATH that lists variables that should be cleansed of -R or -rpath values if ${_USE_RPATH} is "no". By default, FIX_RPATH contains LIBS, X11_LDFLAGS, and LDFLAGS, and additional variables may be appended from package Makefiles.
2003-02-26Use new IMAKE_MAN_PATH variables in PLISTs to make these packages morejschauma2-7/+8
portable. Bump PKGREVISION accordingly.
2001-11-01Move pkg/ files into package's toplevel directoryzuntum2-1/+1
2001-04-21Move to sha1 digests, and/or add distfile sizes.wiz1-2/+3
2001-04-17+ move the distfile digest/checksum value from files/md5 to distinfoagc3-16/+14
+ move the patch digest/checksum values from files/patch-sum to distinfo
2001-02-16Update to new COMMENT style: COMMENT var in Makefile instead of pkg/COMMENT.wiz2-2/+2
2000-08-29netmze-0.81 - X windows-based multiplayer combat game (like Midi Maze)jdc17-0/+460
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.