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2004-04-19Update grhino to 0.11.0.minskim3-10/+30
Changes since 0.9.0: - Game History window added. - Forward/backward through game added. This is similar to undo/redo but does not affect existing board moves. - Don't allow opening more than one Pattern Evaluation window. - Preferences dialog box is no longer modal. So game can be played even when this dialog box is opened. - Switch computer color menu is inactive when computer or human plays both colors. - Add missing text domain binding for i18n. - Add en_GB locale messages. - GNOME 2 is now required. - Enable i18n. - Toolbar added. - GUI code reorganization. - Undo/redo menus become active/inactive according to current game state. - Customizing game graphics is supported. - Reorganize undo/redo mechanism.
2004-04-18Convert to buildlink3.snj1-3/+3
2004-04-18Convert to buildlink3.snj1-3/+3
2004-04-18Convert to buildlink3.snj1-3/+3
2004-04-18Fix typo.xtraeme1-2/+2
2004-04-18Added neverball.xtraeme1-1/+2
2004-04-18Convert to buildlink3.snj1-3/+3
2004-04-18Initial import of neverball-1.2.2.xtraeme5-0/+539
Tilt the floor to roll a ball through an obstacle course before time runs out. Neverball is part puzzle game, part action game, and entirely a test of skill. Also found here is Neverputt, a hot-seat multiplayer miniature golf game using the physics and graphics of Neverball.
2004-04-18Convert to buildlink3.snj1-3/+3
2004-04-18configure needs "--disable-xmms" for this to build when xmms is installed.snj1-1/+2
Pointed out by xtraeme@.
2004-04-18Convert to buildlink3.snj1-4/+4
2004-04-17Update to 0.2.0.snj3-18/+5
Changes: * Removed excessive assertion in seconomy-gtk.c. * Fix snet header file inclusion. * Only sa_handler OR sa_sigaction in handler (cross compatibility). * Repaired two bugs in sgame/soptions.c (fixes solaris compiles). * License restricted to version 2 of the GPL. * Easter Egg wars :)
2004-04-17I'll adopt you, xscorch.snj1-2/+2
2004-04-17drop maintainershipzuntum3-6/+6
2004-04-17Convert to buildlink3. While here, fix build with gcc3.snj4-4/+34
2004-04-17Remove kulki. This package is dead upstream, does not compile with gcc3,snj6-956/+1
and there does not appear to be any interest in fixing it. Okayed by zuntum@.
2004-04-17oops, I should use vi instead of vim, this time indent correctly.xtraeme1-13/+13
2004-04-17Tabifyxtraeme1-25/+25
2004-04-17Look for files in prefix/share/${PKGBASE} and prefix/lib/${PKGBASE}.xtraeme3-44/+48
2004-04-17Remove extraneous dash.ben1-2/+2
2004-04-17Mesa is not enough to build the gl libraries, we need to use XFree86'sxtraeme1-2/+4
libGL via USE_BUILTIN.{glu,MesaLib}=yes.
2004-04-17Fix HOMEPAGE.xtraeme1-2/+2
2004-04-17Fix COMMENT.xtraeme1-2/+2
2004-04-17Use subst.mk instead of patching the file and use CPPFLAGS.xtraeme3-19/+9
2004-04-17Add quakeforge.snj1-1/+2
2004-04-17Initial import of QuakeForge 0.5.4.snj7-0/+331
QuakeForge is a 3D graphics game engine based on id Software's legendary Quake and QuakeWorld game engine. Its purpose? To improve the state of the game by improving the engine and making it accessible to as many people as possible. It uses SDL, straight Xlib, or OpenGL.
2004-04-16Added powermanga.xtraeme1-1/+2
2004-04-16Initial import of powermanga-0.78.xtraeme9-0/+573
Powermanga is an arcade 2D shoot-em-up game with 41 levels and more than 200 sprites. It runs in 320x200 or 640x400 pixels, with Window mode or direct to screen (DGA) and support for 8, 15, 16, 24, and 32 bpp.
2004-04-16Added urban.xtraeme1-1/+2
2004-04-16Initial import of urban-1.5.2.xtraeme11-0/+355
URBAN is a bloody, violent sidescrolling shoot-em-up in which you're a renegade military cyborg fighting your way out of the military base where you were created.
2004-04-16Fix audio device, so the sound works correctly. Sorry I forgot to checkxtraeme3-2/+18
it before... heh.
2004-04-16Added quake2forge.xtraeme1-1/+2
2004-04-16Initial import of quake2forge-0.2.1.xtraeme6-0/+138
This is a port of the GPL'd Quake 2 source maintained by the Quake Forge team. They're patching it with an eye towards portability and bug fixes, and in the future, feature enhancments. Note that to actually USE this package you will need to obtain a copy of the original Quake 2 from id Software.
2004-04-15Convert to buildlink3.snj3-8/+8
2004-04-15Make ularn build and run in Linux.ben7-66/+150
2004-04-15Make falcons-eye build in Linux.ben3-71/+21
2004-04-15Fix some entries from PLIST, where ${OPSYS} should be NetBSD andxtraeme2-4/+5
this is a linux binary, so don't check for shared libraries.
2004-04-15Mark quake3 binary as Linux ELF after installation, so we could runxtraeme1-2/+9
it in FreeBSD without any problem (doesn't affect the other systems).
2004-04-14Does not really build anything, so set NO_BUILDLINK.wiz1-3/+3
2004-04-14Drop the disctinction of xdg and xdg-x11 from USE_DIRS POV. We can choosejmmv1-2/+2
which one is required in an automatic way by checking USE_X11BASE. This simplifies things and avoids possible problems in the future due to confusion.
2004-04-14Make use of the new USE_DIRS variable, instead of directly depending on thejmmv17-46/+34
*-dirs packages.
2004-04-14libmpeg2 lives now in the multimedia category.jmmv1-2/+2
2004-04-12Convert to buildlink3.snj1-7/+7
2004-04-12USE_BUILDLINK3=yes.snj1-2/+2
2004-04-12USE_BUILDLINK3=yes.snj2-4/+4
2004-04-12Enable pkgviews installation.minskim1-1/+3
2004-04-12Convert tuxracer to use Tcl 8.4. Bump PKGREVISION.minskim1-3/+3
2004-04-12Convert to buildlink3.snj1-3/+3
2004-04-12Convert to buildlink3.snj2-12/+12
2004-04-12Convert to buildlink3 and fix a typo in DESCR.snj2-5/+5