Age | Commit message (Collapse) | Author | Files | Lines |
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the manual page belongs into section 6.
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portable. Bump PKGREVISION accordingly.
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Changes in 4.81 (24 Jun 2002, 202 games)
* adapted for new pysol-sound-server 3.00
- fixed some Python 2.2 problems with Spider-type games
+ stay tuned for Pysol 5 with *lots* of improvements :-)
Changes in 4.80 (28 Nov 2001, 202 games)
* support Python 2.2
Changes in 4.73 (28 Sep 2001, 202 games)
- fixed rules of Irmgard
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Changes:
1.14.0:
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- Unique city names, you no longer can name your cities the same,
and you can enforce unique city names globally (optional).
- A new map generator (generator 5) which creates pretty fractal
maps.
- You can load savegames from the server prompt.
- You can save client commandline defaults.
- Specialists are taken from content citizens first, instead of from
unhappy citizens first. This makes it more difficult to quell unrest
using taxmen and scientists.
- You now start with no technologies by default, and angry citizens
are enabled by default, although they will rarely make an apperance.
- The algorithm used for calculating the effects of tax settings has
been changed. It is now no longer possible to get 100% effect from
60% choice of tax goal.
- A new, historically more correct version of the rulesets included.
- There is an option to require several turns of rapture/celebration
before it takes effect. See "show rapturedelay" in server.
- The sequence of some end of turn activities have been regrouped.
- Several AI improvements. It should now build and buy units and
buildings slightly more intelligently.
- Many internal code improvements that will lead to more features
later.
- /fix and /unfix commands to stop modifications after game has
started.
- The server commands "rulesout", "log", "freestyle" and "crash"
have been removed, while "rfcstyle" now toggles between rfcstyle
and freestyle.
- civ2 ruleset now more accurately reflects civ2 deity level defaults.
- A truly massive amount of bugfixes.
1.13.0:
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- Citizen Management Agent (CMA) allows you to automate workers
and specialists in cities.
- Sound support has been added.
- The new "isotrident" tileset has been made the default. The
"hires" and "engels" tilesets have been taken out of the
distribution but can be downloaded from the web page.
- New city dialog in the gtk client.
- Windows version of the client. It has improved connection
dialog and supports loading and saving from the client.
- GTK 2.0 version of the client.
- The client will try to suggest names for your cities that
correspond with what they mean.
- Improved players dialog shows sortable and colored information,
including the players' flags.
- Server no longer takes the --server command line option,
instead you can use the --info option to set the metaserver
announcement text to whatever you like. The -a option when given
to the client skips the connection dialog entirely.
- A "wall" server command added which gives message to all players.
- A new flexible timeout set through "timeoutinc" server option.
- Leftover research bulbs will carry over to next advance.
- Trade routes are more effective.
- Units attacking ships in cities double their firepower, while
defenders get only 1 firepower.
- Helicopters defending against air units get 50% penalty, and
have their firepower reduced to 1 against fighter units.
- You can build city walls even though you have Great Wall wonder.
- The Communism government's food cost in default ruleset has
been changed to 1, while it has been changed to 2 for the Civ2
ruleset.
- Stealth fighter and bomber now really are stealthy, and are
partially invisible just like subs. Also, stealth bombers have
increased their attack strength from 14 to 18.
- Civ2 ruleset now has Fundamentalism.
- Improved modpack abilities: The caravan ability has been split.
New ways to calculate technology costs. Better documentation.
Rulesets can specify starting techs. You can have more than one
bonus tech. Split settler abilities. Buildings ruleset syntax
has been significantly extended, but effects do not work yet.
- Server option "tinyisles" allow 1x1 size islands and
"separatepoles" allow continents connected to the poles
- "citymindist" specify minimum distance between cities, while
"notradesize" and "fulltradesize" regulate the trade generated
by smaller cities.
- You can turn on angry citizens with "angrycitizens" option.
- Fortresses may give you extended vision. See watchtower options.
- If you lose your palace, you get a new one for free in a
randomly chosen city. This behaviour can be turned off with the
server option "savepalace".
- Rulesets are now loaded from inside the server through the
"rulesetdir" command.
- The limit on the number of nations that can be included with
Freeciv has been removed.
- The format of the isometric tileset spec-files has changed.
- The map and ai code has been cleaned up significantly.
- Translations improved. Added better support for plural forms.
- Several bugs squished and a lot of work done under the hood.
- For an overview of the remaining bugs please visit doc/BUGS.
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This package contains sound sets for the Freeciv client.
Sets currently provided: stdsounds.
More sets can be added in the future.
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patch from nethack.org
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rebuild the documentation database at install/deinstall time. This means
that:
- PLIST's do not need to call scrollkeeper-{update,rebuilddb} directly;
this is done by a bsd.pkg.install.mk template.
- The share/omf directory is only removed by scrollkeeper, which is the
last package in the dependancy tree.
- PKGREVISION is bumped.
Reviewed by wiz.
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xvier is a (not) simple game where you and the computer alternately
throw stones into free columns. The stones pile up in the columns,
and the goal is to get four stones in a row, column, or diagonally.
The default grid is 7 columns by 6 rows. It can be sized from 4x4 to
13x13. It has 10 levels of difficulty.
Provided by Jeremy C. Reed in PR#19100
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trademark of Bridgestone Multimedia) created by Chuck Sommerville for
the Atari Lynx.
The player navigates Chip through various challenges and obstacles.
The levels may have teleports, tools, protective gear, chips, keys,
and other items. The goal is to reach the exit tile which takes you
to the next level. Some levels have time limits.
Package submitted by Jeremy C. Reed via PR pkg/20303 with some cleanups by me.
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either shared libraries or header files. Remove references to these
buildlink2.mk files from package Makefiles.
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have it be automatically included by bsd.pkg.mk if USE_PKGINSTALL is set
to "YES". This enforces the requirement that bsd.pkg.install.mk be
included at the end of a package Makefile. Idea suggested by Julio M.
Merino Vidal <jmmv at menta.net>.
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Adding an "A" to a node with no children no longer crashes the client.
The scroll bar for text wasn't appearing in SGF files.
Fixed the title of the "Limit" column of the server stats window.
Fixed a problem I introduced recently where grid lines were drawn under
labels on a board. This makes the labels hard to read.
Added a confirmation when you try to close your user info after editing
it but not saving it.
Simul games now marked with an "S".
Results of never-saved games are no longer left sitting in your result list.
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file. This is a workaround for what seems like a tar archive produced by
GNU tar not being able to be read by our pax(1).
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Bump PKGREVISION.
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to build with native curses.
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- Build all packages with a --disable-static libtool. This is how the
packages should be built and means that we don't get a load of useless
static libraries.
- Use x11/kde3/files/foo_main.cpp instead of creating N copies with
patches.
- Some other PLIST fixes
- Fix PR 19848. kspell doesn't find dictionaries.
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Adventure Game Interpreter (AGI) for Sierra On-Line games, including
Leisure Suit Larry 1, Space Quest I and II, Police Quest I, King's
Quest I, II, and III... You will still need the actual games: Sarien
just lets them run on your box under X11.
Package provided in PR pkg/19404 by mor@linex.com with some changes by me.
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Team cannons could kill teammates with laser pulses. Fixed.
On the map Death Star one can destroy a large number of targets with
one FNC. This results in packet buffer overflows and slow updates.
To overcome this a smarter map update algorithm is implemented in the
server and also map updates are now limited to max 2 KB per network packet.
The default score font was reduced from 15 to 13.
When the server sends map updates to the client these are now always
acknowledged immediately by the client. This should help prevent stalls
or lock-ups on maps where are a large number of targets or cannons
can be destroyed. It should also reduce the number of very big
server frame update packets.
Robots no longer try to go after players who aren't in playing mode.
[Windows-specific stuff elided.]
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Packages using Guile now all depend on guile14. These packages are
expected to be made depend on newer Guile (1.6.x) when updated in the
future.
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The data file needed for sound is installed into ${PREFIX}/share/xrick/data.zip.
Either copy it to your current dir, or start xrick with
xrick -data ${PREFIX}/share/xrick/data.zip
Changes:
* Reworked the build system so xrick can easily be built on Unix boxes as
well as on non-Unix boxes (do not rely on symbolic links, etc.).
* Use function keys instead of numeric keys for various game controls, as some
non-US keyboard require that SHIFT is pressed for numbers (A. Majorel).
* Fixed a potential buffer overflow in command-line parameters handling
(A. Majorel).
* Joystick is (hopefully) OK now (S. Chauveau).
* Implemented all sounds: music, effects, etc.
* The sound was horrible on Windows due to a poorly dimensionned sound
buffer. Fixed.
* Re-ripped all sounds. This time I used STeem with debugger to save each
sound as a WAV file, then Audacity to filter an annoying static noise
produced by STeem, then SOX to re-sample.
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Bump PKGREVISION to 1.
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1.0.5.1 accordingly.
Fixes and changes are:
Multiple vulnerabilities.
kdelibs
KHTML : Fixed several crashes and misrenderings.
rlogin.protocol: fixed command execution in specially crafted
urls.
kdebase
KAddressbook: Don't squeeze columns on startup/properly restore
column width settings.
kdenetwork
lisa, reslisa: Fixed several security vulnerabilities.
kdesdk
Cervisia: Show long lines in diff view always completely.
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Closes PRs 19516, 19517, 19518, 19519, 19520, 19521, 19522, 19523,
19524, 19525 and some more, perhaps.
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package and library major bumps therein.
Also match dependency in corresponding buildlink2.mk's for the same reason.
Mmmm, binary packages.
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GTetrinet is a client program for the popular Tetrinet game, a multiplayer
tetris game that is played over the internet. It aims to be a complete
clone of the popular Tetrinet game for Win95/NT. If you are looking for a
popular public game server to play, take a look to tetrinet.org.
Package for version 0.4.1 provided in PR pkg/18012 by Benedikt Meurer;
I updated it to 0.4.4 and did several other changes.
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changes by me.
Changes:
- fix major race condition resulting in extremely frequent crashes on
MorphOS/PocketPC
- massive cleanup work for iMUSE. Sam and Max music now plays correctly
- many bugfixes for Zak256, + sound and music support
- music support for Simon the Sorcerer on any platform with real MIDI
- experimental support for Indy3 (VGA) - Indiana Jones + Last Crusade
- completed support for Monkey1 VGA Floppy, The Dig
- added akos16 implementation for The Dig and Full Throttle costumes
- added digital iMUSE implementation for The Dig and Full Throttle music.
- Loom CD speech+music syncronisation improved greatly
- added midi-emulation via adlib, for platforms without sequencer support
- code seperation of various engine parts into several libraries
- several fixes to prevent Simon the Sorcerer crashing and hanging
- hundreds of bugfixes for many other games
- new SMUSH video engine, for Full Throttle and The Dig
- new in-game GUI
- launcher dialog
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standard directory tree.
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GRhino, or Rhino its former name, is an Othello/Reversi game.
What distinguish GRhino from most other Othello games is that
GRhino will be targeted for experienced Othello players.
Strong AI is the main focus with some additional good, useful
features (like an endgame solver) is planned. The ultimate
target strength of the AI is that it should be able to beat
the best human player at the highest difficulty level.
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