Age | Commit message (Collapse) | Author | Files | Lines |
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Version 1.4.7:
* campaigns:
* Descent into Darkness
* fixed bats crashing through the ice in 'Beginning of Revenge' (bug
#12685)
* Heir to the Throne:
* Added an idle animation for L2 Princess.
* graphics:
* new or updated unit frames: Gryphon Rider, Gryphon Master
* language and i18n:
* updated translations: Danish, Finnish, Hungarian, Italian
* miscellaneous and bug fixes:
* replace a #elif without condition with #else (debian patch #505957)
* fixed campaign replays (bug #12005)
* start-of-scenario saves are properly marked as such
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change: use a 20pt font as "bigfont", avoids problems on systems
where the original 24pt font is not found
pkgsrc change: fix the code which does font replacement in case
a font is not found (following an idea from gentoo but done correctly)
thanks to Felix Resch for pointers and testing
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Add patches for two problems with python-2.5/64-bit.
Convert to user-destdir.
Bump PKGREVISION.
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In Warzone 2100 you command the forces of "The Project" in a battle to rebuild
the world after mankind has almost been destroyed by nuclear missiles. The game
offers campaign, tutorial, multi-player and single-player skirmish modes. An
extensive tech tree with over 400 different technologies, combined with the
unit design system, allows for a wide variety of possible units and tactics.
Warzone 2100 was created by Pumpkin Studios, published by Eidos Interactive and
is currently developed by the Warzone 2100 Resurrection Project.
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changed runtime dependencies now.
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PokerTH is a poker game written in C++/QT4. You can play the popular "Texas
Hold'em" poker variant against up to six computer-opponents or play network
games with people all over the world. This poker engine is available for Linux,
Windows, and MacOSX and BSD.
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well over a year now. Sorry. :-(
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OK by wiz@.
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gnome-games 2.24.3
==================
Just a few more fixups; nothing big.
All games:
- Change GGZ language from hardcoded en_NZ.UTF-8 to use environment variable
LANG (Robert Ancell, Bug #565402)
GLChess:
- Fix UI bug when players join a room (Robert Ancell)
- Catch keyboard interrupts in AI monitor process (Robert Ancell)
Translations:
Mario Blättermann, dnylande
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ioquake3 is a game engine project which aims to build upon id Software's Quake
3 source code release. The source code was released on August 20, 2005 under
the GPL.
The project's goal is to create a bug-free, enhanced open source Quake 3
source code distribution upon which new games and projects can be based, as
well as an improved version (in relation to the original binaries) of the
engine for playing Quake III: Arena, the Team Arena expansion pack and all the
popular mods.
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* fixed crash bug when scrolling with cursor keys in editor
* fixed X11 crash bug when scaling images with width/height less than 32
* fixed X11 crash bug when blitting masked title screens over background
* fixed growing steel wall to also leave behind steel wall
* fixed custom element change conditions where a player element is used
* fixed bug with player relocation while the player switches an element
* fixed problems with re-mapping players on playfield to input devices
* fixed wrong behaviour of player option "no centering when relocating"
* added condition "deadly when " for custom elements
* added possibility to reanimate player immediately after his death
* added "element used as action parameter" to element change actions
* added optional initial inventory for players (pre-collected elements)
* added change page actions "set player inventory" and "set CE artwork"
* added switch for EM style dynamite "[ ] explodes with chain reaction"
* moved "level settings" and "editor settings" to two tabbed screens
* added level setting to start a level with always the same random seed
* added CE action "set random seed" to re-initialize random seed in game
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freeciv dropped gtk1 support before 2.0.9.
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changes: many fixes
(lightly tested with Doom II)
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This version contains minor bug fixes and some updated translations.
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OK by wiz@.
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scrollkeeper is nowadays included in rarian, so the omf.mk file should
be there as well.
Adapt all references.
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games/adom -- I don't use (play :-) it these days.
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Noticed by Tim Larson in PR 40304.
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Changes since 3.3.22:
- Fixed ctrl+L bug.
- Fixed "user info always acts changed" and "user info says it is
too full when it isn't" bugs.
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* Fix buffer overrun by create_md5sum().
* Make aifill player removal recursion safe.
* Send connection info when cmdlevel is changed.
* Send information about lost connections not attached to players.
* Fix longstanding connection freezing bug.
* Updated German, Korean, Catalan translations.
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------------------------------------------------------------------------
- Fix: NewGRF VarAction 2 variable 43 for industries saw MP_VOID tiles as land tiles and was inefficient (r14417, r14416, r14415)
- Fix: Possible buffer overrun/wrong parameter type passed to printf (r14414, r14397)
- Fix: Generation seed set using -G was always overwritten by -g (r14408)
- Fix: Do not allow extending signals by dragging in any direction other than the track direction [FS#2202] (r14013)
0.6.3-RC1 (2008-09-22)
------------------------------------------------------------------------
- Fix: Invalid v->u.air.targetairport could cause crashes at several places [FS#2300] (r14383, r14344, r14343)
- Fix: Moving the first vehicle of a train elsewhere might require a new unitnumber for the remaining chain which might not be available (r14384)
- Fix: Trams jumping when reversing on a single trambit (like caused during road construction reworks) or when (manually) reversing in a corner [FS#1852] (r14371)
- Fix: Multiheaded parts in free wagon chains weren't connected (could cause desyncs) (r14366, r14362)
- Fix: [Win32] Some keypress combinations could be handled twice [FS#2206] (r14363)
- Fix: The ownership of roadtiles was not properly set for very old savegames (including TTD's) making it impossible to remove some pieces of road [FS#2311] (r14359)
- Fix: Desync due to randomly ordered vehicle hash by flooding and road vehicle overtake/following (r14356, r14258)
- Fix: Signs were not updated on company bankrupcy/sell, and thus could have the colour of invalid player (r14348)
- Fix: Delete the RenameSignWindow when 'its' sign is deleted (r14345)
- Fix: Signs from old savegames were lost (causing little memory leaks) (r14340)
- Fix: When a company was renamed and then manager was renamed before building anything, company name changed (r14328)
- Fix: When you rename a town before building something and build something near that town your company would be called "<old townname> Transport" [FS#2251] (r14327)
- Fix: Free any blocks that a helicopter may have on an oilrig when the helicopter gets forcefully removed (bankruptcy). For other airports this isn't needed as they can't be used by multiple companies [FS#2241] (r14324)
- Fix: Possible assert when renaming removed waypoint (r14322)
- Fix: Properly delete orders so the pool doesn't fill up (r14319)
- Fix: Do not allow building road over level crossings and drive-through road stops in the wrong direction; do not allow adding roadtypes to non-drive through road stops; pay for all added road bits [FS#2268] (r14316, r14315, r14314, r14308)
- Fix: Aircraft frozen above oil rig when the next order is invalid [FS#2244] (r14309)
- Fix: [YAPF] Only reserve road slots for multistop when they are really reachable [FS#2294] (r14305)
- Fix: One could be trying to get the station name of a station that is outside of the pool (r14297)
- Fix: Default for sound effects and music volume should be in the valid range for that setting [FS#2286] (r14289)
- Fix: Make small UFO aware of articulated RVs so they crash the complete vehicle instead of a small part of it (r14270)
- Fix: Desyncs after deleting a waypoint because of explicit destructor call instead of using operator delete (r14265)
- Fix: Merge keycode for "normal" 0-9 keys and keypad 0-9 keys so people do not get confused that the keypad does not work as expected [FS#2277] (r14260)
- Fix: Clicking on the smallmap didn't break the "follow vehicle in main viewport" [FS#2269] (r14243)
- Fix: The engine-purchase-list-sorter doubled running-cost and halfed capacity of double-headed engines [FS#2267] (r14239)
- Fix: Feeder share was computed wrong when splitting cargo packet (r14234)
- Fix: Signs (town name, station name, ...) could be too long for 8bit width in pixels (r14221)
- Fix: 10 days != 6*2.5 days, effectively causing the payment graph to show the wrong data (r14219)
- Fix: When determining length of a string with limited size, first check if we are not out of bounds already (r14204)
- Fix: Properly update the current timetable's travel/wait times instead of only doing it for one vehicle in the shared order chain and only when some bit has not been set [FS#2236] (r14192)
- Fix: Sprite payload skipping would not skip enough bytes in a very small subset of compressed sprites (r14191)
- Fix: After applying NewGRF settings, all rail and road types were available as the engine availability check was performed too early (r14182)
- Fix: Close all related vehicle lists when closing a station window (and not only the train list) (r14180)
- Fix: RemoveOrderFromAllVehicles() did not mark enough windows dirty (r14179)
- Fix: Incorrect cargo weights (r14144)
- Fix: GetSlopeZ() gets a virtual coordinate, not a tile (r14139)
- Fix: Close the 'manage vehicles' dropdown once the number of vehicles in the list reaches 0 [FS#2249] (r14133)
- Fix: [strgen] Changing order of parameters {X:...} did not work for strings including some {StringY} (r14111)
- Fix: Desync due to bubbles in toyland (r14110)
- Fix: Make NewGRF action 0x06's changes persistent over the several loading stages [FS#1986] (r14102)
- Fix: Make the 'Transfer Credit' display aware of the entire consist, not only the first vehicle (r14098)
- Fix: Do not flood a NewGRF industry when it implicitly tells that it wants to be build on water (land shape flags bit 5) [FS#2230] (r14093)
- Fix: The vehicle window of articulated road vehicles would show the clone/refit button when the vehicle was not completely stopped in the depot (r14090)
- Fix: Flawed parsing of words (as in 2 bytes) in GRF strings due to sign extension [FS#2228] (r14087)
- Fix: Division by 0 in NewAI [FS#2226] (r14062)
- Fix: NewGRF callback 23 did not use the NewGRF compatible text stack [FS#2224] (r14058)
- Fix: NewGRF text stack's "push word" didn't move the data around properly (r14057)
- Fix: Long strings in the edit box would cause OpenTTD to stop drawing the string. This is especially noticable with low resolutions and the chat input box (r14054)
- Fix: [OSX] changed the condition for selecting 8 or 32 bpp blitter by default. Now we will pick 32 bpp if no 8 bpp fullscreen resolutions are available on the main display (the one with the dock) (r14032)
- Fix: Crash when the AI tries to find the depot of an airport that doesn't have a depot [FS#2190] (r13999)
- Fix: MSVC cannot handle changed files in the prebuild event, so make the version determination a separate subproject [FS#2004] (r13998)
- Fix: The dedicated console removed any character that was not a printable ASCII character instead. Now it allows UTF8 formated strings too [FS#2189] (r13992)
- Fix: Resetting construction stage counter reset more than it should (r13981)
- Fix: Wrong tooltip for the industry directory's list [FS#2178] (r13917)
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Use versioned distfile.
Change to previous snapshot: bugfix.
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Last tuesday night I had a dream.
In this dream, Michael Sweet,
frontman of 1980's glam-rock hair-band "Stryper" appeared to me...
except he was wearing a business suit...
and standing on the front lawn of a public library...
and he challenged me to play a game,
a strange game that I had never played before.
When I awoke I knew that I had to program it...
Click on letters to spell out secret words.
Your score will be higher if the distance between letters is smaller
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Blinken Sisters is an open source game in 80s retro style, free to
download, fully playable and easy to handle. Enjoy jumping and
running with Agent Kate through various levels of danger, collecting
all the pixels that were lost in another dimension!
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gnome-games 2.24.2
==================
Just a few fixups here-and-there.
All games:
- Correct typo in ChangeLog generation path (Thomas H.P. Andersen)
Sudoku (Robert):
- Fix crash when printing zero puzzles
- Catch errors writing to stdout
- Catch errors loading stock icons
- Don't crash on file I/O errors
Translations:
lferrett, Petr Kovar, Marek Lisy, Mario Blättermann, tthurman
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and revised the make install target in hopes of having it work better
with pkgsrc and setgid games (didn't get any feedback on pkgsrc setgid
games, so I took my best shot at it).
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* Have different colours for each of the numbers.
* Allow left click on exposed number to clear adjacent unmarked areas.
* Several compilation fixes for portability.
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Fix the version test for p5-SDL, so that this at least continues
to build after the recent update of p5-SDL to 2.1.2. Note that
I've only compile tested this with the new p5-SDL; I'm not in a
position to test it more fully right now.
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pysolfc package, which is a fork of pysol.
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CHEST is an experimental program solving orthodox chess problems
(like "white to move and mate in 5 moves"). It is written in ANSI
C, and developed under UNIX. There is no user interface: CHEST
just reads an input file and produces plain text on standard output.
It is not hard to come up with a program that does the same job as
CHEST, but it will be rather slow for non-trivial jobs. CHEST
tries hard to be fast but still 100% correct.
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