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2004-07-27Changes 0.6.1:adam3-14/+17
General: - Fixed sound glitch when streaming two or more Ogg Vorbis sounds from the same file handle, e.g. in the Sam & Max intro when using monster.sog. SCUMM: - Many SCUMM game engine fixes. - Added graphics decoders for 3DO Humongous Entertainment games - Numerous Humongous Entertainment games fixes - Fixed bug in Full Throttle, so battle difficulty matches original - Improved Digital iMUSE Sword1: - Warn the user if saving fails, instead of crashing. - Slightly more user-friendly save/restore dialog. - Fixed masking glitch outside Nico's apartment. BASS: - Warn the user if saving a game doesn't work. Simon: - Fixed crashes in some international versions
2004-07-25New HOMEPAGE.salo1-2/+3
2004-07-25Add and enable anise.minskim1-1/+2
2004-07-25Import anise-0beta10. Packaged by Lee Jae-Hong (pyrasis at chol dot com).minskim4-0/+28
ANISE is an open source implementation of the adventure game scripting engine (AISV) used by popular adventure games from Elf and Silky's.
2004-07-23s/there's/there are/ and remove unnecessary whitespace.snj1-2/+2
2004-07-23Add and enable orbital_eunuchs_sniper.wiz1-1/+2
2004-07-23Initial import of orbital_eunuchs_sniper-1.29.wiz7-0/+148
Welcome to utopia. The year is 2174, and you have been ordered to function as an orbital sniper. In your world there's just three kinds of people: VIPs, dissidents and normal citizens. VIPs run the world: they must not come to harm. Dissidents must die. If a commoner or two gets wasted in progress, it'll count against you when your post ends. You were a normal citizen only moments ago. If you manage to prove yourself and keep VIPs safe in your area, they might make you a VIP. Or do poorly enough and they might decide that you're the enemy. On screen, VIPs are designated blue, threats are designated red and the normal folk are white. You control the target with mouse; right-drag or use mouse wheel to zoom. Different zoom modes are useful for different things. Zoom full out to see the whole situation at a glance (with all that useless clutter removed), or zoom full in for better aiming. Several levels of zoom in between give different information. Left click fires your gun (which is based on some new physics laws that we haven't invented yet, as the target is destroyed instantly). The gun reloads for three seconds, so make sure you hit.
2004-07-22add python as categoryrecht1-2/+2
ok'd a while back at pkgsrcCon by agc and wiz
2004-07-18Modify the patch so that it does not break build on NetBSD 1.6.kristerw2-8/+10
2004-07-17Update cgoban-java to 2.6.3.rh2-5/+5
Changes from version 2.6.2 to 2.6.3 (Released 2004-07-13) Bugs Fixed ---------- C13 - Put the "save game" button back in the GUI. C13 - Fixed up enabled-ness of editing tools when in teaching game. Really clicking an editing tools should (as Glue suggested, I think) give the teacher control over editing, but that would be higher risk than just disabling them and making the teacher choose "take control", and I want this patch to get out today. S - Fixed "duplicate games in open/active lists" bug. I'm 99% sure that this is also the cause of the "ghost observers" bug. C13 - Fixed recursive-endless-loop-when-opening-editing-tools that seems to hit OS X. Maybe other platforms too. C13 - Make it once again remember your sorting preferences for game lists. C13 - Took out some bells. ******************************************************************************* Changes from version 2.6.1 to 2.6.2 (Released 2004-07-12) Bugs Fixed ---------- T - Tournaments seem to be working fine (on the server & web side). Many many changes. C13 - Fixed a misleading (or just plain wrong) error message that the audio system would make sometimes. C13 - Fixed the "exit with maximized windows and you'll never be able to resize them again" bug. C13 - Added a workaround for the "out of memory when I look at certain games" bug. This was a 100% java bug, and my workaround will make the names over the stones have a slightly worse appearance in some cases, but it's 2 years after I submitted the bug to Sun and they haven't fixed it, so I'm giving up. C13 - When you try to play against somebody who set up a private teaching game, you can't set it to "free" or "rated" any more. (When you tried to do this, the server would kick you out!) C13 - Got rid of use of system bell everywhere. It seems recent windows systems have it disabled anyway. Now a short chime will be played instead. A master "Sound enabled?" checkbox has been added to the preferences window. C13 - Changed keyboard accelerators for moving in SGF to just plain arrow keys for "one at a time" movement, ctrl-arrow for "to next/previous markup or variation". Finally figured out (atfer a lot of investigating) why it seemed these only worked when the arrow buttons had focus; it turns out, they worked as long as no focussed button wanted the same keys - but such buttons were all over the place! For example, click a scroll bar? It gets focus and eats all arrow keys until you click something else. :-( So anyway, I did some work, now it should really accept arrow keys to move through SGF unless you have a text widget with a blinking cursor (in which case the arrow keys move the cursor instead). C13,S - Room owners & admins can now set a game to be a "special event" game. Special event games are always put at the top of the game list, to be easy to find. C13 - Just noticed that the "registering" GUI is really ugly (way too wide & short). Fixed up its proportions. S - Changed network code a bit to make sure we never take very long to handle inbound connections. When an audio game starts broadcasting, everybody in the game sends a new connection at once - I think this has been overloading the old network code and leaving people unable to get the audio. Hopefully the new code will solve this problem. C13,S - Rewrote the code for the "open games list." When I wrote it the first time, I did a really crappy job. I mean, it worked, but it was plugged into really awful parts of the server and was totally impossible to extend in any useful way. So I rewrote it so that I can create arbitrary "game collections" on the server. For 2.6.2, there will be the open game list collection (which is now done), but there will also be a game collection that has all non-private games that are in progress. C13 - Fixed the placement & size of labels for OS X. Features Added -------------- CGTP - Add an option for kgsGtp robots to reconnect automatically if the server goes away. S - Keep track of when users are promoted to assistant or admin. Sometimes I wonder how long people have been assistant/admin, but I don't know! C13 - Added raw & audio data out levels to server stats window. (raw = before compression, currently you only see raw) C13,S - When your tournament game starts, it would be nice if the "Your game has started!" alert had a "click here to join" just like when somebody reloads an old game of yours. C13 - Got rid of the editing tools window. C13,S - Added room announcements. Admins, assistants, and room owners can use this. Just like a normal chat, except it appears in bold, so people knows it comes from somebody with authority. C13 - Allow private uploads. No idea why I didn't have this in the first place. C13 - Added auto-underlining (just like chat rooms) to message of the day and user info. Took out "home page" box from user info, it now is unnecessary. C13,S,W - Finished server & client work for project x. Web page work still required, but I can put that off until after the 2.6.2 release - there will need to be a lot of server & client testing before the web portion is needed anyway. S - Room messages of private rooms are now not fully visible to non-members. As per Cheyenne's suggestion, up to the first linebreak is visible to everybody; so you can say "Ask wms to join this room\nHa ha ha losers you can't read this" and everybody will see to ask wms to join, but only members will see the message about losers. C13,S - Changed "Last login:" to "Lost on:" in user info. Show when they logged out last time, not in!
2004-07-17NetBSD does not support hardware 3D acceleration, so mark it forxtraeme1-2/+2
FreeBSD and Linux only. (Please my god, we need DRI support! :)
2004-07-17The package links with -lvorbisfile, so we need to includekristerw1-1/+2
../../audio/libvorbis/buildlink3.mk
2004-07-14Wesnoth is a fantasy turn-based strategy gamemanu1-1/+2
2004-07-14Wesnoth is a fantasy turn-based strategy gamemanu8-0/+3696
2004-07-14Add a bunch of patches to make this build on 2.0.hubertf5-1/+93
I have no idea why make/gmake/? passes the Makefile's "GZIP" variable in the environment, which makes gzip(1) freak out.
2004-07-11Add USE_LANGUAGES line.wiz1-1/+2
2004-07-11Make build with gcc3. Patches gleaned from abuse-sdl project.wiz4-6/+52
Use CXX instead of CC for linking c++ code.
2004-07-10Create directories which the Makefile does not seem towiz1-1/+7
create during installation -- should fix bulk build.
2004-07-10Fix multi-line strings in generated sources. Makes this package build with gcc3.wiz2-5/+13
2004-07-10Add missing header file so this compiles with gcc3.wiz2-1/+14
2004-07-10Make build with gcc3.wiz4-22/+45
2004-07-08Added et-2.56xtraeme1-1/+2
2004-07-08Initial import of et-2.56 from pkgsrc-wip, contributed byxtraeme6-0/+341
<dhowlland at users.sourceforge.net>. Wolfenstein Enemy Territory is a free, stand-alone, downloadable multiplayer game in which players wage war as Axis or Allies in team-based combat. Enemy Territory is completely free and does not require the original Return to Castle Wolfenstein game to play. Enemy Territory is based on the Quake3 engine. This package includes both the game client and the dedicated server.
2004-07-07Added cmatrix-1.2a.xtraeme1-1/+2
2004-07-07Initial import of cmatrix-1.2a from pkgsrc-wip, contributed byxtraeme5-0/+49
Michal Pasternak. Make your console look like Nadbuchonazor's bridge. CMatrix displays green characters, falling from top of the screen, almost like the ones seen in "Matrix" movie series.
2004-07-07Remove Mesa's buildlink as it does nothing without USE_BUILDLINK3,xtraeme3-5/+5
USE_X11 is enough for Linux systems (noted by wiz@).
2004-07-04Unneeded after update to 3.1.3.wiz1-12/+0
2004-07-04Update to 3.1.3:wiz3-10/+101
New in GtkBalls 3.1.3 - Fixed critical bugs in pathfinding functions - New theme - "mascots" - Updates to auto*/gettext New in GtkBalls 3.1.2 - Fixed big bug that lead to sigsegv - Added saving/loading of keyboard accelerators New in GtkBalls 3.1.1 - Added ability to delete saved games from save/load game dialog - UI polishing - translations updates - small bug fixes - compilation fixes - gtkballs.spec fixes New in GtkBalls 3.1.0 - Now images in themes can be in any format that gdk-pixbuf understand - Game can be played with keyboard only (use arrows and space/enter) - Hilight cell "under the pointer" (for keyboard play) - Updated gtkballs(6x) man page - Death of score writer process now handled correctly (mostly) - compilation with gcc 3.x fixes - code reorganization (should be much readable now) - migration to autoconf 2.54/automake 1.6.3/gettext 0.11.5
2004-07-03this needs -lCrun on Solaris when built with SunPro.grant1-1/+7
2004-07-03Fix typo in comment.wiz1-2/+2
2004-07-03Fix HOMEPAGE and MASTER_SITES.xtraeme1-3/+3
2004-07-03Added dd2-0.2.1.xtraeme1-1/+2
2004-07-03Initial import of dd2-0.2.1.xtraeme4-0/+50
This is a little shot'em up arcade game for one or two players. It aims to be an 'old school' arcade game with low resolution graphics, top-down scroll action, energy based gameplay and different weapons with several levels of power.
2004-07-02bl2 -> bl3 in a package that does not have USE_BUILDLINK* set.wiz2-4/+4
2004-06-28Switch to bl3abs1-2/+2
2004-06-27regen (hi minskim!)dillo1-2/+2
2004-06-26Regen to make GNU patch happy.minskim1-7/+3
2004-06-26Update to 2.6.2: Bug fixes backported from 2.7 and build fixes for OS X.jmmv3-19/+5
2004-06-26move smpeg to multimedia/grant3-6/+6
2004-06-26Add ivan to Makefile.ben1-1/+2
2004-06-26Initial import of ivan-0.430, a graphical roguelike featuring deep gameplay.ben6-0/+114
2004-06-24Remove obsolete package iso-pernangband.ben1-2/+1
2004-06-24Remove obsolete and unmaintained package iso-pernangband.ben10-450/+0
2004-06-24add and enable freedroiddillo1-1/+2
2004-06-24add freedroid 1.0.2:dillo5-0/+188
Freedroid is a clone of the classic game "Paradroid" on Commodore 64 with some improvements and extensions to the classic version.
2004-06-23Update bomberclone to 0.11.3.snj3-8/+15
The ChangeLog has this to say about it: - in-game menus, like the "Quit Game" question, and an End Round menu. - menu handling changed some internal things, so it is possible to create more menus at a time. it is possible to write own menuloops. (this is used in the new playerselection screen and playermenu screen.) - new player selection screen, needed because of the second local player. - password protection for own games so they can be listed on the OGC but only people with the password will be able to join. - user-defined keyboad settings. - the server can now kick players from the game - programm parameters for automatic joining/hosting a game, using ogc, port configuation and debug mode. - Fixed: respawning of the player will continue and finish when we go into Hurry Mode. - Fixed: bombs will start ticking when another special is taken or the player died. - Fixed: statusbar will forced to update if a player finished respawning. - Fixed: number of items which have been dropped. If not all items could been set a debug message will be printed into the console or stdout.txt. - Fixed: items can not anymore droped on bombs. - Fixes the issue of it making incorrect assumptions about the initial range of bombs and placing players in unsafe positions.
2004-06-18Remove a redundant PKGREVISION definition, and bump it to the correctminskim1-3/+2
number.
2004-06-18Fix options incompatible with Tk 8.4 and bump PKGREVISION.minskim3-2/+74
This should fix PR pkg/25926.
2004-06-16fix custom extract code to account for DIST_SUBDIR. noticed bydillo1-2/+2
krister's bulk build
2004-06-16update MASTER_SITE and HOMEPAGEdillo1-3/+4
it uses c and c++