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2005-01-12Changes 1.0.7:adam5-51/+46
- added missing newlines which caused SDL error message not to be seen (30/05/14 P.H) - added range check for the starting level to prevent abnormally high scores when setting this level too high (30/05/14 P.H) - configure option --with-hiscore-path has been replaced with autoconf option --localstatedir (04/06/14 M.S.) - data files will be installed to $datadir/ltris instead of $datadir/games/ltris (04/06/14 M.S.)
2005-01-12Changes 1.0.1:adam4-220/+8
- fixed security hole in config file (02/11/24 M.S.) - removed the 'phtread'-stuff from the configure file - restart key added
2005-01-12Renamed marbles to lmarblesadam8-161/+2
2005-01-12Renamed marbles to lmarblesadam5-0/+117
Changes 1.0.7: - configure option --with-profile-path has been replaced with autoconf option --localstatedir (04/06/14 M.S.) - data files will be installed to $datadir/lmarbles instead of $datadir/games/lmarbles (04/06/14 M.S.) - replaced strlen with sizeof when building config path (04/06/09 M.S.) - renamed marbles.prfs to lmarbles.prfs in the Makefile (04/06/09 M.S.) - included header for NetBSD (03/09/30 H.F.) Changes 1.0.6: - renamed project to LMarbles (02/11/24 M.S.) - fixed security holes created by improper use of sprintf (02/11/24 M.S.) Changes 1.0.5: - switched to SDL_mixer (02/08/10 L.R.) - bunch of memory leaks fixed (02/08/10 L.R.) - for Win32: (02/08/10 L.R.) - edit bug fixed - installation details added to README - much improved installation system - files are always opened in binary mode - transparency bug fix Changes 1.0.4: - fixed a bug in the sound server that caused Marbles to crash when exiting too fast (01/07/02 M.S.) - fixed a bug that caused Marbles to forget the last used profile (01/07/02 M.S.) - fixed a bug in autoswitch which restarted the level when the figure was completed with the last move (01/07/02 M.S.) - fixed a bug in restart routine that allowed selection of a ghost marble (01/07/02 M.S.) Changes 1.0.3: - score is now properly modified (02/06/24 M.S.) - fixed a bug that caused an infinite loop when left-clicking an empty tile directly after deselecting a marble (02/06/22 M.S.) - added a missing include at top of timer.c
2005-01-10fix bug uncovered by recent wrapper changesdillo2-4/+4
2005-01-10update to 3.1.01 (various bugfixes)dillo4-102/+33
2005-01-08Remove section that one has to build this pkghubertf1-6/+0
2005-01-07Add and enable qnetwalk.wiz1-1/+2
2005-01-07Initial import of qnetwalk from pkgsrc-wip, packaged by Ian Zagorskih.wiz7-0/+128
QNetwalk is a Qt-version of the popular NetWalk game for system administrators :) Rules of play: * You are the system administrator and your goal is to connect each computer to the central server. * Click the right mouse's button for turning the cable in a clockwise direction, and left mouse's button for turning the cable in a counter-clockwise direction. * Start the LAN with as few turns as possible!
2005-01-04Changes 0.7.0:adam5-21/+34
New Games: - Added 26 Humongous Entertainment titles, only a few are completable. General: - Added support for FLAC (lossless) encoded audio files - Added an 'On Screen Display' to the SDL backend - Partially rewrote the backend API - Comments and the order of section in config files are preserved now - Updated AdvMame scalers based on scale2x 2.0 - AdvMame3x looks nicer now, and AdvMame2x is MMX accelerated - Added MMX i386 assembler versions of the HQ2x and HQ3x scalers - Added 'Extra Path' option allows for a searching an additional datafile location (for reencoded cutscenes and the like) - Disabled Alt-x and Ctrl-z quit keys in favour of Ctrl-q on unix like operating systems, like Linux (exception: Mac OS X still uses Cmd-q) - Separate smaller font for the console, allowing for more visible information, for example in the SCUMM debugger. - Added support for setting output sample rate at run-time, although there is currently no GUI for it. - The save directory now has a default rather than the current directory on some platforms: Mac OS X: $HOME/Documents/ScummVM Savegames/ Other unices: $HOME/.scummvm/ - Added a new about dialog with scrolling credits SCUMM: - Removed the old zak256 target, use zakTowns instead - Added native support for Macintosh versions using a special container file. This removes the need for using the 'RESCUMM' program - Added smooth horizontal scrolling for The Dig, Full Throttle and COMI (matching the original engine) - Partially rewrote the text engine, fixing various bugs, especially in newer games (The Dig, COMI) - Fixed actor drawing glitches in V1 Maniac and Zak - Fixed ship-to-ship graphic glitches in COMI - Fixed palette glitches in COMI Queen: - Fixed some issues with the Dreamcast backend. Sword1: - Added support for compressed speech and music. - Added support for the demo. - Better support for the Czech version. - Added workarounds for script and subtitle bugs in some game versions. Sword2: - Simplified memory/resource management - Simplified sound effects handling - Added support for compressed speech and music. - Fixed various minor bugs. BASS: - Added workarounds for some rare scripting bugs that could render the game unwinnable.
2005-01-03Remove KDE2 packages (and their dependencies) as proposed on tech-pkg.wiz10-2650/+1
2005-01-03Add and enable xsc.wiz1-1/+2
2005-01-03Initial import of xsc-1.5:wiz4-0/+38
XSC is a clone of the old Star Castle video game by Cinematronics. Most of the details are from memory and a few old video game books I have kicking around from the golden days. This is just a fun hack that I've been working on off and on for quite a long time. I don't have any grand plans for it, except to hack on it when I feel like it. It's always good to have something like this available when you feel like flying around and blasting the crap out of some alien bad guy for a few minutes.
2005-01-01Update to 0.8.8:wiz3-49/+115
* campaign server stores size of campaigns * user interface improvements: * consistently compute minimum allowed zoom value according to screen size * improved readability of chat messages on light backgrounds (#10900) * made it possible to move and attack with a single click * graphics improvements: * portraits for all TRoW characters that speak in more than one scenario added * a portrait for Queen Asheviere in HttT * hotseat and vs AI multiplayer icons * new or modified unit images: orcish warlord, soul shooter, bone shooter * preparations for mountain and desert village graphics * new attack icons: bone arrow stab, cleaver, morning star, crush * scenario fixes for 'Eastern Invasion' campaign: * Weldyn Under Attack (#11051) * Capture * fixed end of campaign settings * scenario fixes for 'Son of the Black Eye' campaign: * Saving Inarix * scenario fixes for 'The Rise of Wesnoth' campaign: * The Vanguard, fixed chest placement * make the chests squeak * scenario fixes and balancing for 'Heir to the Throne' campaign: * A Test of the Clans * Return to Wesnoth * unit balancing: * Goblin Pillager: reduced HP * Goblin Impaler: reduced HP * Gryphon Rider: reduced cost * Drake Clasher: reduced cost, increase resistance to pierce * Drake Gladiator: reduced cost, increase resistance to pierce * Drake Slasher: reduced cost, increase resistance to pierce * Drake Burner: increase cost * Elvish Scout: increased ranged damage, reduced defence in forest * Elvish Rider: reduced defence in forest * Elvish Outrider: reduced defence in forest * Soul Shooter: melee changed from impact to pierce * Bone Shooter: melee changed from impact to pierce * Mage: reduced cost * minor adjustments to Drakefoot & Drakefly (& the Drakes in general) * LESS_NIMBLE_ELF macro * removed obsolete units: * Cavalry * Goblin Direwolver * Heavy Infantry * Merman Lord * Orcish Crossbow * Scout * new units: * Draug * Naga Fighter * Naga Warrior * Naga Myrmidon * Saurian Flanker * Deathblade * changed Dragoon's and Cavalier's pistol to crossbow. * renamed 'Saurian' to 'Saurian Skirmisher' and 'Saurian Warrior' to 'Saurian Ambusher' * language fixes and polishing (english) * revised MANUAL * english * swedish * updated translations: * catalan * french * german * greek * hungarian * italian * polish * portuguese * russian * slovak * spanish * swedish * multiplayer improvements * Charge map * CastleHoppingIsle map updated * give Woses, Saurians, Ogres, & Drakes names * give Saurians & Drakes traits * give the Drakes music in Multiplayer * new rectangle syntax allowing width/height and relative positionning in themes * new --enable-tinygui configure flag for adventurous PDA users * fixed units incorrectly not using the spear icon * fixed missing diagonal projectiles on several units * fixed Gwiti's animation (#10926) * fixed translations being searched for in installdir when running in builddir * added support for concatenating strings in wml files, for the benefit of i18n * fixed code for handling objects (#10904, #10954, #10963) * fixed many untranslatable strings * fixed layering of desert and dirt * fixed multiplayer setup screen being broken on low resolutions (#10919) * fixed resizing multiplayer lobby creating some graphic glitches * fixed --enable-lite for current image location * fixed wmlxgettext not working properly with msdos line-endings in multiline strings * fixed documentation (#10999) * fixed zoom behavior (#9890) * fixed unit teleportation (#10588, #11213) * fixed several crashes (#10959, #11102, #11115, #11158) * improved 320x240 resolution support * support for unrenamable units * install wmlxgettext so that it can be used by user campaigns * rewrote hotkeys code * rewrote widgets code * image and data-file cleanups * code cleanups * WML bug fixes
2004-12-31Build with x11/tk instead of x11/tk83 in default.minskim1-2/+2
2004-12-29Use VARBASE.minskim1-2/+2
2004-12-29Use VARBASE.minskim3-6/+6
2004-12-28Bump PKGREVISIONs due to libtiff update.reed14-26/+28
Some BUILDLINK_RECOMMENDED bumps done also. (If I missed any, please let me know -- and let me know a good way to automate this.)
2004-12-28The default location of the pkgsrc-installed rc.d scripts is nowreed1-1/+2
under share/examples/rc.d. The variable name already was named RCD_SCRIPTS_EXAMPLEDIR. This is from ideas from Greg Woods and others. Also bumped PKGREVISION for all packages using RCD_SCRIPTS mechanism (as requested by wiz).
2004-12-27Use VARBASE instead of hardcoding /var.minskim3-12/+14
2004-12-27Update to version 0.6markd4-44/+63
Changes: Update to use KDE3, plus lots of bug fixes etc.
2004-12-26Add and enable exult.wiz1-1/+2
2004-12-26Initial import of exult-1.2:wiz6-0/+106
Ultima 7, an RPG from the early 1990's, still has a huge following. But, being a DOS game with a very nonstandard memory manager, it is difficult to run it on the latest computers. Exult is a project to create an Ultima 7 game engine that runs on modern operating systems, capable of using the data and graphics files that come with the game. Exult is written in C++ and runs on, at least, Linux, Mac OS X and Windows using the SDL library to make porting to other platforms relatively easy. The current version supports all of "Ultima 7: The Black Gate" and "Ultima 7 part 2: The Serpent Isle", allowing you to finish both games. This is only possible due to the work done by other fans who have decoded the various Ultima 7 data files, especially Gary Thompson, Maxim Shatskih, Jakob Shonberg, and Wouter Dijkslag. Exult aims to let those people who own Ultima 7 (copyright 1993) play the game on modern hardware, in as close to (or perhaps even surpassing) its original splendor as is possible. You need to own "Ultima 7: The Black Gate" and/or "Ultima 7: Serpent Isle" and optionally the add-ons (not required to run) in order to use Exult, and we encourage you to buy a legal copy.
2004-12-22Install manpage to man section 6. (No patch needed sincereed3-5/+9
was done with do-install target in first place.) Bump PKGREVISION.
2004-12-17Update to version 2.6.8salo2-5/+5
client changes: Bugs Fixed ---------- - Announcements in games now get a "\n" at the end. Features Added -------------- - Rank added to saved KGS Plus lecture list.
2004-12-14Add build dependency on pkgconfig.minskim1-3/+5
While here, rearrange paragraphs so that buildlink3.mk files are included before overriding targets.
2004-12-14Needs pkg-config.minskim1-1/+2
2004-12-10Update to kde 3.3.2markd2-29/+29
Changes: * atlantik: fix problems with accepting invitations * atlantik: put player views in a scrollview * atlantik: show correct amount of players in trade widget
2004-12-10Update to kde 3.3.2markd2-19/+20
Changes: Unknown
2004-12-05Update to 1.2.1:wiz3-24/+27
2004 Oct 21: version 1.2.1 * Introduced a basic stepping-control UI, and added stepping information to the solution file format. * Fixed a bug (MS logic) reported by David Stolp, involving blocks going out and back into the slip list so quickly that they weren't sent to the end of the list. * Fixed a bug (MS logic) reported by David Stolp where block and creatures were not moving into key tiles if the bottom tile prevented it (e.g. a wall). * Fixed a bug in sdltext.c, reported by Dale Bryan caused a segfault in 16-bit color mode. * Added -r (read-only) cmdline option. 2004 Oct 04: version 1.2.0 * Fixed a bug (MS logic) preventing cloned tanks from turning around when they hadn't yet left the clone machine. * Fixed another longstanding bug (MS logic) involving a tank indirectly pushing a blue button. Again, the bug was fixed explicitly instead of trying to make the behavior arise naturally from the code. * Improved some of the behavior of blocks being pushed (Lynx logic). * Improved some of the behavior of blocked teleports (Lynx logic). * Altered animations to run for either 11 or 12 frames, depending on the parity of their initial frame, as discovered by ccexplore. (This finally killed the nine-lived clone-boosting bug in ICEHOUSE!) Also modified the point during the frame when animations get removed. * Changed the Lynx walker to use a PRNG equivalent to the original, as worked out by ccexplore. * Fixed bug (MS logic) in how a block is removed from the slip list when being pushed by Chip (reported by Shmuel Siegel). * Fixed bug (MS logic) with deferred button presses; TW was incorrectly deferring Chip's button presses and not just those caused by block pushing. * Fixed a horrid bug when encountering bogus values in a dat file. (The code was meant to gracefully ignore the broken level and continue reading the next level, but it failed to move the file position out of the broken level before doing so.) * Fixed keyboard routines so that they now understand characters as well as keystrokes (thus e.g. the program recognizes "?" when entered on a European keyboard). * Added a help screen for the initial file menu. * A few other minor bug fixes and miscellaneous improvements.
2004-12-04Update to 2.8.2:jmmv2-6/+5
Aisleriot: - Fix the end of game check for Odessa. Ataxx: - Fix a crasher on 64-bit machines. Five or More: - Handle missing themes better. Gnometris: - Fix drag and drop from konqueror. - Use the ESD compielr flags properly. libgames-support: - Display ace-high card decks properly. - Fix conflicting extern and static declarations.
2004-12-03Rename ALL_TARGET to BUILD_TARGET for consistency with other *_TARGETs.wiz25-56/+56
Suggested by Roland Illig, ok'd by various.
2004-12-03Reset maintainer, no MX for netbsd-fr.org found.wiz1-2/+2
2004-12-03Update to 1.07, based on PR 28519 by Joachim Kuebart.wiz5-169/+228
Changes from xpat2-1.06 to xpat2-1.07 ------------------------------------- This is mostly a contrib release. I have added improvements obtained from the net: - German rules by Thomas Betker - improvements for the motif interface by Karsten Jensen - a new motif interface and work on Imakefile by Christian Anzenberger - minor adaptions to make xpat2 work with Qt 2.x
2004-12-02update to 3.1.01 (various bug fixes)dillo3-30/+29
2004-12-02Update to 1.15.2.1.wiz3-10/+12
Changes in 1.15.2: - updated and extended the campaign - updated units - fixed ai problems, speed up of ai - fixed problems with resource transfer between players - various other bugfixes Changes in 1.15.1: Most important change is the addition of multiple reaction fire, where unit can attack several approaching enemies. The campaign has also been extended and the maps updated. Other improvements: * ASC has an automatic unit production cost calculation * Units don't defend when attacker is not visible * New building function: view sats * ASC can create clipboard files * Fixed graphical glitches when moving from one field to an invisible next * Fixed bugs with generator vehicles * Changed height system for object types * Fixed lots of bugs Changes in 1.15.0: ASC now features a reserach system. The campaign has been updated and game system fine tuned, and ASC now runs significantly faster. As usual, dozens of bugs haven been fixed.
2004-12-01Update to 0.8.7. Take maintainership (manu@ agrees).wiz7-2084/+1226
New in 0.8.7: 0.8.6 was never released due bugs found late in the release process. This release, 0.8.7, will most likely have it's fair share of bugs and we need your help to get them hunted down. May the force be with you when you are playtesting. Highlights for the release: Scenario balancing for 'Heir to the Throne' and 'The Eastern Invasion' campaigns. User interface improvements: shadows for labels to make them visible on each type of terrain and in-game help system improvements. Graphics improvements: terrains and transitions, unit images and animations, portraits, The Green Isle map. Unit balancing: ghosts are now more vulnerable to holy and less vulnerable to "physical" attacks. 18 new units added. Slovenian as new translation, 17 updated translations. Multiplayer improvements: renewed lobby, leader indicator, random map generator improvements and variations (Desert, Winter, Marsh), map descriptions, Broken Bridge map. Various improvements for logging system, wesnothd network threading, Out of Sync detection and reporting. Preparations for 320x240 resolution support. Image, data and code cleanups. Lots of bug fixes - see all details at http://changelog.wesnoth.org (don't forget to check the never released 0.8.6 changes). New in 0.8.5: Translation teams have continued working hard, more translations have been converted to gettext, lots of updates for existing translations, work for Greek and Russian translations has begun - check translation statuses at http://gettext.wesnoth.org We now have campaign server where unofficial campaigns can be uploaded and easily fetched through campaign selection interface. Multiplayer improvements including some new maps and choosing your leader. Scenario balancing for most campaigns and tutorial updates. 14 new units. Remade Drakes. User interface, graphics and AI improvements. English language polishing. Code cleanups and improvements. Many bug fixes - check details at http://changelog.wesnoth.org New in 0.8.4 We have some rule/engine changes worth of mentioning: Vision range is now based on potential movement. Charge, backstab and steadfast abilities use true doubling and halving rather than additive percentage calculations. Ghosts have been changed to use new 'spirit' movetype which has high resistance values against all "physical" attacks and their movement is now slowed by water. Undeadfoot units have been granted 'deep walking' - that is marching through deep water. And then some less detailed changes: new scenarios for 'Heir to the Throne' and 'The Rise of Wesnoth' campaigns, scenario balancing for all included campaigns. Graphics improvements, some new sound effects, balanced units and added new units, multiplayer improvements, code optimizations and bunch of bug fixes - see all details at http://changelog.wesnoth.org New in 0.8.3 Wesnoth has switched using gettext for translations, we have received gettextized translations for catalan, french, norwegian and spanish. Magic place to visit is http://wesnoth.slack.it/?GetText We have also been working on other fronts: new scenarios for 'The Eastern Invasion' and 'The Rise of Wesnoth' campaigns. Scenario balancing for 'The Dark Hordes', 'The Eastern Invasion' and 'The Rise of Wesnoth' campaigns. User interface improvements, graphics improvements, updated tutorial, balanced units and added some new units, multiplayer improvements, code optimizations and bunch of bug fixes - see all details at http://changelog.wesnoth.org New in 0.8.2 New tutorial, new era for multiplayer, new units, user interface improvements, graphics improvements, multiplayer improvements and unit balancing. Scenario balancing for 'Son of the Black Eye', 'The Eastern Invasion' and 'The Rise of Wesnoth' campaigns. Many bug fixes - see all details at http://changelog.wesnoth.org New in 0.8.1 This release features The Rise of Wesnoth, a new campaign with 17 scenarios. There are 6 new scenarios for The Eastern Invasion campaign and 1 new scenario for The Dark Hordes campaign. There are also 13 new units, user interface improvements, graphics improvements, a new song, scenario balancing for The Eastern Invasion campaign, and multiplayer improvements. Translations were updated for Catalan, Czech, French, German, Slovak, Spanish, and Swedish. There were some code cleanups and optimizations, and a lot of bugfixes.
2004-12-01Bump PKGREVISION to 5:wiz1-3/+3
Use perl5/module.mk instead of perl5/bl3.mk, so the PLIST generating code works. Fixes binary package to include all the files (and removes some leftover files from the bulk build).
2004-12-01"the the" -> "the"wiz1-1/+1
2004-11-30Bump PKGREVISION for removal of db3 buildlink3.mk file fromwiz3-6/+6
GConf's buildlink3.mk file. Bump BUILDLINK_DEPENDS where appropriate.
2004-11-29Add patch for gcc2.wiz2-1/+24
2004-11-28Update to 0.99.snj2-6/+5
Changes: * Added support for changing resolution at runtime. * Added option to restart game after death when you didn't make the top ten. * Minor fixes and updates.
2004-11-28Stupid typo, it's really 0.6.0.salo1-2/+2
Thanks to <wiz> for heads up.
2004-11-27Updated to 0.6.0 (with 0.6.1 data files).salo8-46/+2274
Changes: 0.6.1: ====== - fixed crash with empty lang 0.6.0: ====== - 24 new levels + final level - better mouse support - see How to Play - menu tooltips - level help on F1 - hall of fame integration for pedometer - intro.avi as a separate file - complete French translation - complete German translation - fbcon support - win32 binary package
2004-11-27Drop maintainership.xtraeme1-2/+2
2004-11-26Update to 0.4.5:wiz3-7/+8
* 0.4.5 (14-10-2004) - replaced 'The Uprising' with a new implementation, marking the start of the Yalwa campaign - improved event handling - added new event 'settimer' and extended 'message' - slightly improved computer player - fixed two crashers in CoMET - updated French and Polish translations * 0.4.4 (27-08-2004) - added new map 'The General' - added first bits of a French translation - added new event 'sethex' and extended 'createunit' - replaced trigger 'turn' by 'timer' and extended 'unitposition' - newly created units now appear in turn replays - added basic message creation facilities to CoMET - renamed --enable-zlib configure parameter to --with-zlib - fixed a score of minor bugs and compiler warnings
2004-11-26Changes 1.12.1:adam2-7/+5
* Bug fix for crashes on changing power grid
2004-11-24Add and enable kapooka.wiz1-1/+2
2004-11-24Initial import of kapooka-0.2:wiz5-0/+118
KaPooka is a logic game, written in SDL. The object of the game is to guide your red blobby to the exit, pushing the green blobbies out of the way. You can only push a green blobby if there is an empty space behind it.
2004-11-23Fix some C99-isms to let this build under 1.6.2.kristerw2-1/+16