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Rocks'n'Diamonds 4.3.1.1 released!
This new patch version is a recommended release, as it fixes several bugs:
fixed crash bug when player was killed by explosion
fixed crash bugs caused by accessing invalid array positions
fixed truncating score to 16-bit value in score file
fixed bug with automatically pausing tape before end for short tapes
fixed redraw problems if screen is much larger than visible playfield
added dynamically increasing number of digits for some game panel values
removed some unused variables and other compilation warnings
Rocks'n'Diamonds 4.3.1.0 released!
A new minor release is available with the following additions and bug fixes:
added check for custom elements being “next to” player or element
added graphics animation mode “tiled” for tiled graphics on elements
added graphics animation mode “random_static” (unchanged for each tile)
added additional empty space elements that can be graphically decorated
added counting mouse clicks on mouse click CEs when using step counter
added showing mouse cursor for levels with mouse click custom elements
fixed bug with playing sound and music loops on the music info screen
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Version 3.12
- Turkish translation added.
- Indonesian support added.
- Linking with external GtkDatabox3 lib, version >= 1.0.0.
- Removed internal copy of old Gtkdatabox.
Version 3.10
- Tibetan support added.
- Missing Windows package for this, sorry.
Version 3.06
- New Windows packages from now on.
Version 3.05
- Instructions for using Shift.
- Explain custom basic lessons.
- Allow individual deletion of progress charts.
Version 3.04
- Bug fixes.
Version 3.03
- New language: Serbian!
Version 3.02
- New languages: Catalan and Croatian!
Version 3.01
- New languages: Slovenian and Punjabi!
Version 3.00
- Moved to GTK+3!
- Configurable goals and levels.
- New language added: Finnish, partially.
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Bump PKGREVISION.
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Changelog:
LOVE 11.4 [Mysterious Mysteries]
--------------------------------
Released: 2022-01-02
* Added native arm64 support on macOS.
* Added a variant of love.filesystem.newFileData which accepts a Data object.
* Added Body:getLocalPoints.
* Added Font:getKerning.
* Added support for r16, rg16, and rgba16 pixel formats in Canvases.
* Added Shader:send(name, matrixlayout, data, ...) variant, whose argument order is more consistent than Shader:send(name, data, matrixlayout, ...).
* Changed all builds and platforms where LOVE provides LuaJIT to use LuaJIT 2.1 instead of 2.0.
* Changed love.timer.getTime to start at 0 when the module is first loaded.
* Changed certain out-of-Lua-memory situations to show a message box instead of instantly crashing.
* Changed the naming scheme of LOVE's embedded Lua files for improved integration with Lua chunkname APIs.
* Fixed build-time compatibility with Lua 5.4.
* Fixed code compatibility with math.mod and string.gfind when LuaJIT 2.1 is used.
* Fixed errors on some systems related to > 53 bit pointer addresses, when recent versions of LuaJIT 2.1 are used.
* Fixed the default error handler showing a blank screen on some mobile devices.
* Fixed drag-and-drop to open a love game on macOS causing love.event.quit("restart") to fail.
* Fixed fused macOS apps opening other love games when drag-and-drop is used (if the fused app hasn't already removed .love files from recognized document types).
* Fixed File:isEOF when called on a dropped file.
* Fixed support for > 2GB dropped files on desktops.
* Fixed ByteData and DataView missing Data:clone implementations.
* Fixed love.physics meter scale value persisting after love.event.quit("restart").
* Fixed audio to resume properly after interruption on iOS.
* Fixed love.graphics.newVideo to error instead of crash when an invalid video file is given.
* Fixed initial window creation to set the window's title during creation instead of after.
* Fixed the window's screen position when exiting fullscreen via love.window.setFullscreen.
* Fixed love.displayrotated being given a boolean instead of an enum string.
* Fixed memory corruption and a crash when drawing smooth lines.
* Fixed a crash in Canvas:newImageData when the pixel format's pixel byte size multiplied by its width isn't a multiple of 4.
* Fixed love.graphics.newVolumeImage when explicit mipmaps are provided.
* Fixed freezes and crashes in automatic batching when an AMD GPU is used.
* Fixed love.graphics.print and Image:replacePixels on more AMD/ATI GPUs.
* Fixed Font:setFallbacks to account for different DPI scales in each fallback font.
* Fixed Font:getWrap to not remove trailing newlines.
* Fixed Text:getWidth when the Text's string only contains spaces.
* Fixed a crash with some Intel graphics drivers on Linux.
* Fixed a hang with some Intel graphics drivers on Windows, by preventing gamma correct rendering on affected systems.
* Fixed a crash with some Intel graphics drivers on Windows when mipmapped Canvases are used.
* Fixed texture memory reported by love.graphics.getStats when a volume or array Canvas is created.
* Fixed DXT1 textures which use 1 bit alpha-cutout.
* Fixed rare issues where textures were not sent to shaders correctly.
* Fixed Shader:send(name, data, matrixlayout, ...).
* Fixed quad offsets in ParticleSystems when ParticleSystem:setOffset is not used.
* Fixed a performance issue with setting a small subrange of data in non-stream Meshes and SpriteBatches.
* Fixed rounded rectangles breaking if the rx or ry parameters are negative.
* Fixed rounded rectangle automatic points calculation when rx or ry are more than half the rectangle's size.
* Fixed source code compilation on Xcode 12+.
* Fixed source code compilation on Linux systems that don't provide posix_spawn APIs.
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Woof! 9.0.0
-----------
New Features and Improvements
- Integration of Chocolate Doom network code.
- Implement low-res turning (and -shorttics).
- Implement Fluidsynth music backend.
- Additional widget colors options, i.e. "backpack changes thresholds"
and "color of armor depends on type".
- Complete crosshair implementation with 4 different shapes (cross,
angle, dot and big cross), color by player health and highlight on
target.
- Support up to 8 pages of savegames.
- Skip quicksave/quickload questions, allow quickload before quicksave.
- Add IDBEHOLDO cheat to disable all powerups (and invisibility) at
once.
- Import R_ClipWallSegment() function from PrBoom.
- Draw Time widget on intermission screen.
- Add config key and input binding to disable vertical mouse movement
(novert).
- Improve menu legibility for the other three IWADs, i.e. Chex Quest,
HACX and REKKR.
- Properly tab-aligned HU string widgets.
- Generalize the BFG Edition IWAD fixes.
- Implement netgame reload level.
- IDMYPOS prints high precision coordinates.
- Implement render stats cheat.
- Implement BUDDHA cheat and IDDQD after death.
- Implement -coop_spawns parameter.
- Show game speed in the time widget if not 100 pct.
- Missing weapons leave a small gap in the Boom HUD.
- Re-arrange the General menu.
- Always append WAD file name to savegame names, even for IWADs.
- Implement SNDFONT lump.
- Improve fuzzed sprite visibility in hires mode.
- Add umapdef for SIGIL_v1_21.wad.
- Show DMENUPIC if TITLEPIC is unavailable or from the IWAD.
Bug Fixes
- Fix scaled time interpolation.
- Allow the DEH parser to skip blank lines.
- Automap: fix drawing marks > 9.
- Fix player mobj is always in S_PLAY_RUN1 state in complevel boom.
- Initialize certain video parameters only once, e.g. apply scalefactor
from command line only once during initialization.
- Fix display level title in overlay automap mode if STS/Time widget is
on.
- Fix vanilla Doom has at most 10 deathmatch starts.
- Fix menu selection for items with alphaKey == 0.
- Fix total time display on the intermission screen.
- Fix vertical position of the Time/STS widgets.
- Fix levelname on automap screen with Time/STS widget enabled.
- Fix widescreen rendering of shareware HELP2 screen.
- Split dirname and basename at both types of slashes on Windows.
- Fix possible integer overflows in timing functions.
- Fix a potential crash in the demo reel.
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Update hitori to 3.38.3
Overview of changes in Hitori 3.38.3
====================================
* Bugs fixed:
- !30 docs: Document renaming of master branch to main
- !31 appdata: Update OARS ratings from 1.0 to 1.1 and add requires/recommends data
- !33 Update Occitan locale
* Translation updates:
- Occitan (post 1500)
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- Icon and menu shortcut included
- Tugow added
- Menu added
- Sudoku algorithm is replaced with a simple and fast algorithm that generates good puzzles in little time
- Miketron gameplay is improved upon
- RedSquare now fits in the screen
- Command-line options are now in more conventional, getopt syntax
- Minor bugfix
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Highlights
----------
* New Cinder Acolyte background, followers of the dying god Ignis.
* The Hells burn with new fury, filled with new monsters and effects.
* Yredelemnul completely redesigned; Okawaru and Jiyva significantly changed.
* The Spider's Nest respun - many new monsters and maps lurk within.
* Magical orbs added as a new category of off-hand equipment.
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Thanks wiz for the pointer to gentoo patch.
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Bump PKGREVISION.
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Variable in INSTALL.pkgsrc was not replaced.
Bump PKGREVISION.
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PrBoom-Plus 2.6.2 @ 11 Feb 2022
- added a prospective fix for OpenGL rendering: don't bleed walls
through sky floors
- account for proper crosshair offsets when locked on to monsters
- relaxed "IWAD tag not present" error to a warning, which allows
loading REKKR IWAD
- fixed processing of multiple DEHs
- UMAPINFO: fixed error reporting if token == TK_NoToken
- fixed intermission screen for E0Mx
- fixed Alt+Tabbing on Windows, broken in new SDL2 version
- UMAPINFO: fixed using_FMI reset * no more crashes at textscreens
(e.g. after MAP06, MAP11 or MAP20) after viewing finale picture upon
finishing a level with UMAPINFO 'endpic' property
- fixed freezing at TITLEPIC while using mousewheel in menus
- fixed looping forever in G_NextWeapon()
- UMAPINFO: fix 'entering' and 'enterpic' shown on exit levels
- GL: adjust sky offsets for non-standard FOVs
- fixed stuttering with uncapped framerate
- added support for widescreen low resolutions
- added REKKR to launcher string list
- let G_GotoNextLevel() close the circle for maps with an endpic
- Launcher: identify IWADs either by IWAD tag, or by PWAD tag and
matching filename
- Portmidi: fix freeze after song change
- fixed scaled time interpolation when changing game speed
- fixed wrong pitch of SFX when MIDI Player is set to SDL
- v1.2 compat:
* do not use sfx_getpow for powerups
* do not render powerups and attacking Spiderdemon fullbright
- UMAPINFO: fixed par times not showing
- fixed demo playback warp consistency
- added SKILL cheat to display current skill level
- fixed calculation of interpolation frac value
- guard against screen buffer underflow
- fixed crash at startup by properly closing IWAD file handle
- added vanilla_keymap option à la Chocolate Doom
- added 'run' as a mouse-settable control (mouseb_speed)
PrBoom-Plus 2.6.1um @ 16 Aug 2021
- fixed MOD playback with DUMB 2.x
- added TNTCLxx cheat, e.g. TNTCL04 sets complevel 4 (Final DOOM)
- draw crosshair before messages, draw crosshair for fist/chainsaw and
during on-screen messages
- fixed crosshair locking on target for melee weapons
- more consistently check for ammo instead of weapon type
- fixed odd strafe values (vanilla allows even values only)
- added TNTSHORT cheat to toggle shorttics on and off while in game
- fixed typo in ZDoom-style Actor name (Slalagtite -> Stalagtite)
- fixed Windows Alt-Tab
- fixed a memory leak on SDL_Quit()
- preserve automap position/scale when toggling overlay mode
- allow binding weapon selection to mouse buttons
- add a `-pistolstart` command-line parameter
- fixed crashes on WADs with empty music lumps, e.g. Nihility.wad
- enabled loading 16 bit RIFF wavs in WADs
- make low-pass sound filter (introduced by the previous change)
optional
- if executable directory appears not writable, fall back to `.`
- made pitch-shift range independent of target samplerate
- fixed bogus condition preventing automap lines from being drawn
- fixed saving of mouse button bindings
- fixed interpolated z-coordinate after teleporting
- added a new option "Disable sound cutoffs" to allow removed map
objects to finish playing their sounds and to make seesounds
uninterruptible
- allow deleting savegames from menu
- fixed automap crash when `USE_VERTEX_ARRAYS` and `GL_VBO` are
undefined
- fluidsynth: reset all controllers when looping a song
- fixed hanging notes on exit when using Portmidi
- show current and next levels when typing IDCLEV cheat
- added a config key for "exclusive" i.e. mode-changing fullscreen
- UMAPINFO: if interbackdrop does not specify a valid flat, draw it as
a patch instead
- appended revision tracker to UMAPINFO spec document
- ALSA sequencer API backend for ALSA MIDI support (Linux only)
- extended range of maps reachable via `-warp` and IDCLEV:
* from E1M1-E4M9 to E1M0-E9M99 for D1
* from MAP01-MAP33 to MAP00-MAP99
* Limitations:
* E0My doesn't work, since episode must always be > 0
* `-warp x 0`, because zero passed to `-warp` as map number is used
to warping to first changed map in PWAD
- evaluate mouse motion only once per tick
- show Time/STS widgets above status bar
- removed lowpass-filter item from menu
- fixed `P_SetMobjState()` stack, fixes crash on
mayhem18p.wad/m18p31-1509.lmp
- fixed crash in automap on certain maps (e.g. Sunlust MAP01) when using
GL renderer, Thing Appearance = Icons and 2xIDDT
- fixed menu intermission desync
- fixed crash when leaving menu in Chex Quest
- initialize the map title widget with the generic map lump name
- make "Next Level" key simply increase map number if already outside
regular level transition range
- check for next level in IDCLEV cheat before announcing it
- make sure "Next Level" key never warps to a non-existent map
- reformatted umapinfo.txt so that it is easier to read in plaintext
- fixed custom episode select for Doom 2
- fixed shifting automap markers
- allow translucent sprites on all complevels
- allow disabling predefined translucency on all complevels
- fixed flood HOM on certain maps (e.g. Plutonia MAP11, HR MAP01) (GL)
- fixed sky walls for cases with sky vs. sky toptextures (e.g. E4M6)
(GL)
- fixed transparent spites being rendered incorrectly with transparent
walls in view (GL)
- generate a default save-slot name when saving to an empty slot
- added mouse button binds for turn left/right
- fixed sky scaling for non-standard sky sizes, e.g. Eviternity and
Ancient Aliens (GL)
- added new advanced HUD layout by Fireb3rt+
- added slice_samplecount config option
- added manifest to declare app as DPI aware, so that Windows will not
apply DPI virtualization
- added support for widescreen assets
- added ZDoom's names for the new Crispy Doom/DEHEXTRA things to
ActorNames[], so they can be used with BossAction() if needed
- fixed UMAPINFO music restarting issue
- skip the 'entering level' screen if one of endgame, endpic, endbunny
or endcast is set (UMAPINFO)
- fixed endbunny and endgame UMAPINFO fields
- reset mlook on demo recording
- added OpenGL sprite fuzz options ("darken", "shadow", "transparent",
"ghostly")
- properly check for the CreateFileMapping() symbol (build)
- always precache sound lumps
- replace W_SafeGetNumForName() with W_CheckNumForName()
- removed defunct lump locking warnings
- removed obsolete SFX usefulness references
- allow colored blood to get set/overridden by DEHACKED, implemented
Eternity's coloredblood spec, added three additional color translation
tables for black, purple and white
- made the Ouch Face fix available on all complevels
- added the autoload directory feature from Chocolate Doom
- implemented custom atexit() sequence, ported over from Chocolate Doom,
fixing crashes during shutdown e.g. on Linux using Wayland
- fixed switching weapons when reaching zero ammo with
boom_autoswitch == 0
- made Doom sound quirk fixes available on all complevels
- UMAPINFO: introduced the new 'label' field
- do not cast degenmobj_t as mobj_t, breaks aliasing rules on platforms
where mobj_t pointers are 64-bit aligned and degenmobj_t pointers are
only 32-bit aligned
- fixed `-solo-net` for demo restart
- fixed levelstat crash for MAP33 and above
- added autoload per PWAD feature, further enhancing the autoload
directory feature
- UMAPINFO: fixed 'episode' field parsing, 'label' is single-line
- removed obsolete weapon toggle setting
- added ftell() and fseek() implementations for DEHACKED lumps, allowing
the DEH parser to roll back to the start of a line following a blank
line and re-process it with the last valid block code handler
- added mouse look / vertical mouse movement toggle notifications
- fixed forcing aspect ratio correction only for the canonical 16:10
(i.e. 320x200 and 640x400) modes
- do not even attempt to play DEMO4 if it is not available
- only apply palette changes when inside a level
- fixed 32-bit widescreen pain palette
- added a `-coop_spawns` parameter for using "coop in single-player" mode
- fixed OpenGL effect palettes
- added support for non-latin paths and filenames on Windows
- made sure to always autoload prboom-plus.wad
- introduced a supplemental data directory "PRBOOMDATADIR" to install
prboom-plus.wad into (build)
- prepared for different autoload base directories, respecting the
`-noload` parameter
- fixed playback of complevel 11 demo with UMAPINFO
- fixed attempted playback of a UMAPINFO demo without UMAPINFO loaded
- never exceed desktop resolution in fullscreen desktop mode
- UMAPINFO: entries without defined 'levelname' fall back to default
- UMAPINFO: fixed default intermission
- fixed setting 'finaleflat' in FMI_StartFinale (UMAPINFO)
- fixed load game during multiplayer demo playback
- fixed OpenGL backfill
PrBoom-Plus 2.6um @ 09 Feb 2021
- fixed episode selection when playing Doom 2
- fixed Doom 1 level progression
- print a blinking arrow next to the currently highlighted menu item
- print another blinking arrow to the right of the currently selected
menu setting
- support the DOOMWADPATH environment variable
- add some extra states, sprites and mobjtypes from Doom Retro and
Crispy Doom
- fullscreen desktop for the software renderer
- improved v1.2 compat:
- fixed a desync on the internal demo in DTH1.WAD
- fixed the walkways to the BFG rising a little too high on 1_ON_1.WAD
- moving floors (except plats) should not make the floor stop sound
- fixed infinite loop in macOS launcher
- added CMake build system
- fixed the mainfest to allow 64 bit builds
- fixed PortMidi support on 64-bit Windows
- disabled the "popping skull player death" easter egg
- do not wait for VSync if running a timedemo
- added -statdump parameter from Chocolate Doom
- added mouse-strafe divisor setting
- removed and/or replace all non-free data lumps
- improved Boom random seed
- added -stroller param
- include secret exit in -levelstat
- added configurable quickstart window
- disallow 180-turn with strafe on
- fixed endianess for 32-bit ZDoom nodes
- show Extended Help screen when pressing the Help key
- made armor color depend on type, not amount
- added Chocolate Doom mouse behavior option
- fixed Boom autoswitch behavior
- reinstated the "WEAPON ATTACK ALIGNMENT" menu option
- changed "SECRET AREAS" menu option to "REPORT REVEALED SECRETS"
- fixed endianess for DeePBSP V4 nodes
- show error message boxes on Windows, except when video-dumping a demo
- unbind game speed changing keys in default config
- fixed heap buffer overflows in UDP multiplayer code
- fixed -longtics having no effect
- changed video capture to an ffmpeg-based approach
- track demo joins for TAS-detection purposes
- fixed some episode transition issues when using UMAPINFO
- added automap rotate and overlay keybindings to menus
- fixed a bug in DeHackEd string replacements with a length of exactly
four
- added "Dropped Item" menu support
- enabled automap Follow Mode by default
- disabled chorus and reverb for Fluidsynth by default
- fix segfault with -viewangle parameter
- next levels no longer reset if endscreen is disabled in UMAPINFO
- added 200 Sounds for DEHEXTRA
- respawn when using IDDQD while dead
- fixes for empty DeHackEd lumps and entries
- restrict "next level" button usage to in-level only
- added adaptations for fluidsynth 2.0
- added "No Vertical Mouse" setting and keybind
- save / load -complevel 9 friction
- added extensible demo format + "PR+UM" signature
- made canonical resolutions (320x200, 320x240, 640x400 and 640x480)
always available in menu, regardless of what video driver/SDL report
- fixed aspect ratio for canonical resolutions; be sure to set
"Aspect Ratio" to "Auto" and "Status Bar and Menu Appearance" to
"Not Adjusted" for both 320x200 and 640x400
- set minimum windows size to prevent window from shrinking when
changing video modes
- "Screen Multiple Factor" now functions like a "window size factor"
(i.e. like "-1", "-2", "-3" in Chocolate Doom) and has no effect in
fullscreen modes
- added "Integer Screen Scaling" option (Ã la Crispy Doom), which
restricts the screen size to integer multiples of the game resolution,
under Options -> General, page 5
- both executables now share the same config file "prboom-plus.cfg",
with all config keys always preserved - including the GL-related ones
- switched to the unified executable "prboom-plus" with optional OpenGL
rendering
- portmidi: pitch bends are now reset when stopping song
- added support for more mouse buttons
- fixed resolution-independent mouse sensitivity
- added demo restart functionality - record a new demo on map restart
- setup menus remember last active item
- fixed the KFA cheat sting not read from .bex patches
- UMAPINFO docs updated re: "bossaction" field
- fixed a crash when running out of space while typing in a file path
into the autoload fields (Options -> General, page 2)
- fixed the "Garbage lines at the top of weapon sprites" issue (#95)
- add support for named complevels on command line:
-complevel 1.9 = -complevel 2
-complevel doom2 = -complevel 2
-complevel ultimate = -complevel 3
-complevel udoom = -complevel 3
-complevel final = -complevel 4
-complevel tnt = -complevel 4
-complevel plutonia = -complevel 4
-complevel boom = -complevel 9
-complevel mbf = -complevel 11
-complevel vanilla = complevel autodetected according to IWAD loaded
- allow MBF sky transfers in all complevels
- add support for colored blood and gibs
- fixed key-bindings unusable after mouse-wheel up/down
PrBoom-Plus 2.5.1.7um @ 16 Jun 2019
- adds a special marker to demos recorded with UMAPINFO
- addes support for ZDBSP's compressed node format
- fixes the rendering problems in OpenGL
- fixes TRANMAP caching
PrBoom-Plus 2.5.1.6um @ 11 Jun 2019
This fixes a major bug with the episode selection menu not working and
adds IDCLEV checks for maps outside the standard range.
PrBoom-Plus 2.5.1.5um @ 10 Jun 2019
First official release with UMAPINFO support
2.5.1.4.umapinfo_test @ 22 Apr 2017
Beta version with UMAPINFO support.
Note that this is for testing as the newly added MAPINFO feature has
not seen thorough testing yet.
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2.79.0 (realeased 23/12/2021)
Engine
* Added cvar_trim command
* Fixed Q_ColorizeString overflowing
* Fixed pk3 locations loading from filesystem
* Fixed the mounting of the dlcache folder instead of the files inside
of it
Client
* Fixed directional sound issue with SDL2 backend
* Fixed demo folder deletion
* Fixed defaultprofile.dat file not properly created
* Moved the local directories to the top of the search path
Server
* Enhanced server demo record
* Removed server side GUID check (moved to mod side)
* Allowed large amount of pk3 files on the server without breaking
sv_pure
Renderer
* Fixed bit shifting bug causing a black map
* Fixed screenshot filaname with duplicate extension
* Fixed screenshot command wasn't using correct format
Mod
* Enhanced shoutcaster mod
* Fixed knockback for dead framerate independent
* Added reset stats and stop recording on map restart / match reset
* Changed cg_skybox from CVAR_CHEAT to CVAR_ARCHIVE
* Fixed missing map_restart reset when loading config
* Fixed dynamite/landmines/satchel hitbox for pliers (missing link
entity)
* Added g_guidCheck for mod side GUID check
* Fixed wounded players collision issues
* Fixed losing keyboard and mouse input after intermission
* Allowed shoutcasters to use setviewpos
* Added cg_popupShadow
* Fixed client crash when dynamite explodes
* Fixed vote timeout logic
* Fixed client crash due to name length
* Added automatic vertical scrolling
* Added map description on map vote debriefing page
* Fixed 'Details' map description in 'Host Hame' menu exceeds its box
* Fixed spread bar not draw while firing with scoped weapon
* Added custom map location editor
* Added prone animation transitions through crouching
* Added cancel start match vote if countdown starts
* Removed g_playerHitBoxHeight
* Fixed losing mouse input after intermission on demo playback
* Added selection of minor spawnpoint per major spawnpoint
* Fixed constructions decaying after pause
* Fixed gib stats from explosions when player was still alive
* Allowed moving when using scoped weapon but cap speed to walking 128u
speed
* Increased FG 42 scoped fire rate from 400ms to 200ms
* Decreased scoped Garand/K43 spread scale from 10 to 5 (half the spread
recovery time)
* Fixed speakereditor axis picking not supporting widescreen
* Fixed wounded players not dropping down when on ladders
* Added usage of square minimap for compass (merge from shoutcaster
minimap)
* Fixed voice chat position and drawing outside of command map
* Fixed objective icons being affected by picmip
* Added camera editor
* Fixed demo freecam
* Fixed rotate player's view only when ON rotating mover
* Changed movers to not kill players or destroy items
* Added SVG weapon icons files
* Disabled activatelean by default, and add a switch to the menu
* Adjusted engineers to pickup up to 8 grenades even without any level
upgrades
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Version 1.16.2
Campaigns
* Delfador’s Memoirs
* S07: Clarified objectives
* Descent into Darkness
* S08: Prevent possibility of Darken Volk advancing to Lich
* Heir to the Throne
* S05b: Temples given an aged appearance to match ‘ancient temples’ description
* Sceptre of Fire
* Added notes about Thursagan’s rune mechanics
* S04: Mining objectives are much clearer now
* Secret of the Ancients
* S06: Ardonna should no longer mistake hostile bats as ‘my pet’
* S20: Directions “left” and “right” in character speech now use the character’s orientation, not the player’s
* Consistently capitalise the name of the Academy of Magic
* The Rise of Wesnoth
* S08: The appearance of Naga is now smoother
* S08: Refactored ship-boarding events
* S19: The troll’s gold is automatically collected upon victory if not already obtained
* S19: Avoid units spawning over chasms
* Under the Burning Suns
* Correct Traveler’s Ring description
* Remove the “formation” ability from the attack predictions dialog, as it was in a confusing location; its effect is still shown in the calculations and chance-to-hit percentage
* S02: Pinnacle Rock is now shown during dialogue
* S04: Improve dialogue about dark underground tunnels
* S06b:
* Account for non-elvish units encountering Dwarf Sergeant
* Grog will not die as quick now
* Hermit dialogue cannot be accidentally skipped now
* Fixed bug where tentacles would not spawn
* Fast units cannot get stuck on the wall now
* Camera now moves to where the charges are blown up
* Fixed weird scout AI behaviour
* S09: Rebels joining Kaleh’s side are now loyal
* The last unit killed to trigger certain events should no longer linger during those events
* The Dark Assassin’s race is not revealed until uncloaked
* The Dust Devil’s XP bar is now blue
* World Conquest:
* Fixed for Winged Scepter not giving the correct defence values
* Corrected the attack icon of ice bow from a lightning bolt to an iceball
Multiplayer
* Lobby joins are no longer displayed in chat even when that preference has been disabled
* Added a specific prompt for moderators before joining password-protected games
* Fixed add-ons not getting enabled for clients, leading to errors such as Unknown Terrain
* Fixed an information leak where planned multi-turn moves could be visible to enemy players
* Made planned moves visible to allies; this refers to trying to move more hexes than the unit can move this turn, it isn’t the whiteboard
Lua API
* Fixed an error in `gui.get_user_choice()` and added support for the current DescriptionWML syntax
Translations
* Added translations: Spanish (Latin American)
* Updated translations: British English, Chinese (Simplified), Czech, Finnish, Italian, Japanese, Portuguese (Brazil), Scottish Gaelic, Turkish.
* Lots of corrections of typos in `en_US` (untranslated text), which will require marking translations as `non-fuzzy` again
* Implemented delayed translation option for gettext plurals
* Comments in .po files are now kept in order when the .pot is regenerated
Units
* Added attack image for the Bone Knight’s trample
* Added attack image for the Nightblade’s kick
User interface
* Improved translatability of MP ban durations
* Fixed missing sidebar tooltips in low resolutions such as 800x600
Miscellaneous and Bug Fixes
* Password storage was fixed to work with multiple accounts
* wmllint now automatically removes `{MAGENTA_IS_THE_TEAM_COLOR}`
* Added workaround for connecting to the multiplayer server taking too long when Chinese or Japanese language is selected
* Added `KeyboardInterrupt` handling to many Python WML tools
* Added `--simple-version` command line option
* wmllint, wmlscope and wmlindent now support the command line `--version` flag, which reports the current version of Wesnoth
* wmllint is now capable of handling unit levels and types when checking recruitment patterns.
* Fixed units on a recall list sometimes being put on the map by `[modify_unit]` or `[store_unit]...[unstore_unit]`
* Fixed abilities that are shown as weapon specials in the attack prediction window being shown on the placeholder for units with no ranged attack, or dark adepts' melee response
* Fixed a glitch after a move is interrupted, paths to the hex where the move started were shown
Version 1.16.1
Add-ons server
* Fixed `core=` attribute in `_server.pbl` being completely ignored
Campaigns
* Tutorial
* Use a portrait on the Campaigns menu.
* Sceptre of Fire
* S02p5: Added defeat condition if Alanin dies.
Multiplayer
* Increased the limits of timer values (up to 10 minutes turn bonus, 50 minutes reservoir).
* Re-added HTML character escaping.
Lua API
* Fixed an error in `gui.get_user_choice()`.
* Fixed an error in handling `x,y` locations
Packaging
* Fixed missing dependency on boost-math in the vcpkg config.
* Made `get_dlls.py` install libraries for `wesnothd` too.
Translations
* Updated translations: Dutch, Italian, Portuguese (Brazil).
* Added po hints for time format strings.
User interface
* Made the Add-ons Manager search box less unwieldy on very small resolutions.
* Made listbox header toggle buttons taller.
WML Engine
* Fixed `[item]x,y=` at scenario scope
Miscellaneous and Bug Fixes
* Fixed missing tooltips on the side-bar (hover over the unit type to see a description, etc).
* Fixed several issues in the multiplayer server about TLS connections, error-handling and disconnections.
* Added `.DS_Store` and `Thumbs.db` to wmltool's list of files to ignore.
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PR pkg/56649 from Pat Jensen, the upstream maintainer.
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FEATURES 1.48.10
• Support for DeepBSP V4 extended nodes (based on crispy doom). Also ZDoom
extended nodes (based on code from woof 1.2.0), supporting uncompressed,
and compressed nodes (when zlib is present). Allows playing several wads,
such as Avactor, and Lost Civilization, that are otherwise playable by
DoomLegacy, but use extended nodes for several of their maps. Code provided
by Michael Bäuerle (FR_0095).
• Added the blockmap generation code provided by Michael Bäuerle (FR_0096).
Some of the code is borrowed from crispy doom, altered a bit by Michael
Bäuerle to suit DoomLegacy, and then totally mangled by WJ.
A blockmap control has been put into the menu.
□ Vanilla: Load the blockmap, preserves blockmap tricks.
□ Large: On large blockmaps (error prone), Generate the blockmap instead.
□ Generate: Always Generate a blockmap.
□ Auto: Try to Load the blockmap, upon significant errors then Generate a
blockmap.
• The hardware sky draw (OpenGL, etc.) now uses the extended textures. The
scaling and alignment of the sky in hardware draw has been made consistent
with software draw. The sky movement from head turning is greatly reduced.
There is still some horizontal wander.
The hardware sky still does not change when the player is Invulnerable. The
hardware draw sky does not support the necessary multiple colormaps right
now.
• A dehacked thing translation command line switch, -dehthing. This selects
the dehacked translation for thing numbers in the range 138 to 150. This
overrides the Automatic translation detection.
□ legacy : DoomLegacy untranslated
□ boom : translate things according to Boom
□ prboom : Boom and Beta things
□ ee : Eternity Engine things
• A separate supplementary wad is provided that has dog sprites and sounds.
Specified before a wad, it provides default dog sprites and sounds.
Specified after a wad, it replaces the dog sprites in a wad.
• More ports now allow a second mouse. This allows using PC, mousesystems,
and PS2 type mice. The ports that have the second mouse support are SDL,
WIN32, and X11.
• The Linux X11 port got a total rewrite of sfx sound. It previously was only
supporting OSS sound, and ESD sound. Can now select between OSS, ALSA, ESD,
PulseAudio, and JACK sound devices using the sound menu. For music, can now
select between MIDI, TiMidity, FluidSynth, external MIDI, FM_Synth, and
AWE32_Synth, using the sound menu. This depends upon which support got
compiled into the program, as selected in the make_options file.
Many of the options are untested. The last two Synth options depend on
older specific sound cards, and will not be included in released binaries.
I have not managed to get a FluidSynth installation to work, I don't have
an external MIDI device to test with, and JACK wants to take over the
entire sound system.
BUG FIXES 1.48.10
• Added failure detection for setting drawmode from config file. If the
config file drawmode fails then use a window at native bpp. This used to
fail ungracefully.
• Improved Gcc10 compilation, eliminating most of the nuisance messages.
Fixed usages of snprintf, and strncpy. Fixed bug 0671.
• The Clang compiler caught some mistakes. The old code probably did work.
Fixed bug 0672.
• Fixed where the program is stuck in client mode. Once having tried to
connect as client, the program would not go back to server mode, not even
when starting a netgame as server. A symptom was the player wait count
being initialized to 99. Fixed to set server mode. Fixes bug 0677.
• Players were kicked during netgame when their blood splat setting was
different than the server. As it was desireable to allow players to turn
off blood splats independently of the server setting, this was fixed by
making the off code call P_Random appropriately. This also fixes a demo
consistency error. Fixes bug 0678.
• Changed the netgame repair function to correctly report differences in
random number settings for the server. The message syntax was only
appropriate for the client, displaying reversed server/client values at the
server.
• Adding extended nodes fixed several bugs. Fixes bug #657, due to DeepBSP V4
extended nodes. Fixes the segfault in Eviternity.wad Map15 and Map32, due
to use of uncompressed ZDoom extended nodes.
• Fixed dehacked code to read Avactor.wad dehacked lump. Increased the
dehacked buffer length to 1028. Made all the string comparisons caseless.
Adopted some logic from PrBoom and Eternity regarding exiting sections on a
blank line. Detect "//" lines as comments.
• Fixed the hardware draw to clip lights at 0..255. Some wad editors put in a
default light value of 256. This fixes some wads, like Avactor.wad, which
has light values of 256 for some sectors. These would show up as black
sectors. Most ports allow the light field to exceed 255, allowing some
lighting tricks (that few wads take advantage of).
• In Avactor.wad, there are an excessive number of BSP partition lines that
miss the subsector. In this case the hardware draw BSP must determine if
the subsector poly is to the right, or to the left of the divide line. This
must match the BSP partitioning, as those poly will be assigned to the
front sector, and back sector. Sometimes it was testing a vertex on the
divline, leading to the poly being assigned to the wrong subsector. This
fixes a missing floor in Avactor.wad (Map04, sector 1757).
• Fixed some bad subsector draws for hardware-draw in Avactor.wad (Map05
sector 1502). These were using the wrong sector to draw the subsector. For
the polygons that do not have a linedef as a side, there must be a search
of all linedefs to find one that indentifies the sector that this subsector
is within. The test needed to be more robust for large maps.
• Lost Civilization uses some masked textures on upper textures and single
sided walls. This is not entirely valid usage, but it happens. The software
render draws black in the missing portions of the texture. With hardware
render, OpenGL, this shows sky through the wall. Fixed the hardware render
to also draw black in this usage.
• Fixed the menu selected extra dogs, to be spawned using the correct type
code. This fix was revised three times, as more problems with dehacked dogs
arose. Fixes bug 0681.
• Fixed the rocket in Valiant.wad. It uses dehacked thing numbers from Beta
versions, that are valid in PrBoom, but in Doom Legacy they match thing
numbers for Dogs, smoke, and other Legacy specific things.
Implemented dehacked detection that translates these to more appropriate
DoomLegacy things. This affects dehacked things in Lost Civilization,
Avactor, Valiant, and especially antaxyz.
• Always include the missing sprite detect, from Debug. Often the dog sprite
is missing from the wad.
• Made Voodoo card support optional. The base code is no longer tied to
support for Glide.
• Fix Load savegame menu controls to allow ESCAPE from the Load savegame
after changing to another directory.
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Changes in 0.94.3
Handle sky textures with non-standard sizes and warn about them (e.g. ad_tears)
Allow loading textures not aligned to 16 pixels and warn about them (eg. the horde2 map of Dimension of the Machine from 2021 rerelease update/2.)
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LGOGDownloader 3.8
* Fixed headless operation (Patch by: grepwood)
* Overwrite changelog only when modified (Patch by: Matthew Howle)
* Added retry support to --galaxy-install
* Changed some retry conditions
* Don't retry on 404 errors because they are mostly produced by
user not owning DLC for a game
* This helps a lot when using high max retry count
* Show reason for retry attempts
* Show installer and patch version when listing game details
* Fixed getting redirect URL from curl (Patch by: Timotej Lazar)
* Improved reCAPTCHA detection (Patch by: Timotej Lazar)
* Added support for new language: Thai
* Retry download also on CURLE_SSL_CONNECT_ERROR (Patch by: Ismo
Toijala))
* Use duplicate handler for extras
* Check for invalid path in GalaxyAPI::fileJsonNodeToGameFileVector
* Added directory template %gamename_firstletter%
* Useful for sorting big libraries with --subdir-game option
* Takes the first letter from %gamename%
* If %gamename% begins with a number then 0 (zero) is used instead
* Skip files that are listed by API for information purposes only
* For some games the API shows files with "count" and "total_size"
of zero meaning that they are not available to download
* These are listed on account page for information purpose only
(for example to show DLCs included in the installer)
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This is a simple Motif/Lesstif version of the classic solitaire game.
This version of the game runs under X Window System.
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Changes:
https://blog.easyrpg.org/2021/10/easyrpg-player-0-7-0-sword/
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v2.6.5-1
Refactor gamepad rumble handling.
If you had troubles with non-working rumble on previous release - try this
one.
v2.6.5
* RTL text support and Arabic and Korean translations.
* Greatly improved organya playback and interpolation support, thanks to
@alula
* Simple mods support (you can find Seriousface's boss rush mod in
assets)
* Light effects (toggleable)
* Lots of AI/Weapons/etc. fixes
Note that user data dir changed on some platforms:
* Windows: /users/<username>/Application Data/nxengine
* Linux: /home/<username>/.local/share/nxengine
* OSX: /Users/<username>/Library/Application Support/nxengine/
* Vita ux0:/data/nxengine/
* Switch: sd:/switch/nxengine/
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upstream changes:
-----------------
2021-12-20: Version 4.2.4:
* General:
* Fix: Prebuilt ally gates not being passable (commit:428d0b70ff9af2a58a27bcfdade12ffe7fc062b4, #2484)
* Fix: Cleanup old log files (commit:d5ed1a5164b50fadba5f0ef5bcf03c619aa2b62f, #2501)
* Fix: Various crashes and resource leaks (too many commits, #2480, #2493, #2494, #2499, #2504, #2512)
* Campaign:
* Change: Ignore VTOLs when a campaign enemy group unit can't hit them (commit:d1fd63899890de6f9b43b4080581378acf631a89, #2475)
* Change: Better target selections by sorting targets relative to group average coordinate (commit:b538fb562f55ffd3abd92eea1774ac0cfe98cc4f, #2475)
* Change: Add a time range to cam3-1 launch / detonate sounds (commit:c64ca3afdc989a885d12b530647bbd308221c037, #2476)
* Change: Make the winning requirements for Beta-end more clear (commit:d89391d05026d8e940bca5ccd507517349965153, #2491)
* Change: Make Gamma 5 a little more hectic on Hard / Insane difficulty (commit:f467e476951b89dab56404e68913662734ba54e2, #2502)
* Multiplayer:
* Add: Additional lobby chat slash commands, cmdinterface event output (too many commits, #2500)
* Change: Set default AI back to Nexus (commit:a4f7b6b6d678a25ef76d738779eed00bf8526d69, #2487)
* Change: Make some AIs easier when using Easy difficulty (too many commits, #2486)
* Change: Remove old Cobra Hard / Insane weapon perks (commit:9c245da200648745d17bee0dc3f200872b7d7b94, #2489)
* Fix: Repeated game over message (commit:3e4a146bc6f8d52bddb98634aafc48e1be20b049, #2485)
* Fix: Add campaign Collective and Nexus structures back into mp stats file, fixing old maps (commit:3c60e5f9428136de5f494ce5857d9be6008b7701, #2506)
* Challenges:
* Fix: Specify specific AIs for "Back to Basics" and "Hide Behind Me" (commit:f2e6edabb1fad7193c611800180145faedc60611, #2487)
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They now have a tool dependency on py-setuptools instead of a DEPENDS
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2.14.1
This release fixes a number of bugs, including one that causes
crashes for some users when opening the select game/cardset/table tile window.
2.14.0
** 16 new games
** Support for Python 3.10 (Minimum requirement is still Python 2.7)
** A new macOS package.
** Enhancements to the tree select dialogs for selecting games, cardsets, and table tiles.
** Further additions/improvements to the documentation.
** Many bugfixes and cleanups.
2.12.0
** 40 new games!
** Support for using higher resolution cardsets. The high resolution "Neo"
cardset has been added to the Windows Installer package and is available in
https://sourceforge.net/projects/pysolfc/files/PySolFC-Cardsets/PySolFC-Cardsets-2.1PRE/[a preview release of
PySolFC-Cardsets 2.1].
** Improved organization and categorization of the games list.
** New display options - added option to center the game layout in the window.
** New audio options - can now disable music without disabling sound effects.
** Improved documentation - added rules to a large number of games that were missing them.
** Bugfixes and cleanup.
2.10.0
** Fix moving cards in the Scorpion Tail game.
** Make use of https://pypi.org/project/pysol-cards/[the pysol-cards PyPI module]
** One can optionally load the Freecell Solver and the Black Hole Solver using their DLLs.
** Test Windows Version in the installer: https://github.com/shlomif/PySolFC/issues/161
** Pause when showing statistics: https://github.com/shlomif/PySolFC/pull/162
2.8.0
** Better kivy/Android support
** Using ttk and configobj as shipped in the python dist (instead of forked versions)
** Requiring https://pypi.org/project/attrs/[attrs] and https://pypi.org/project/pysol-cards/[pysol-cards] from PyPI
** Added tests, bug fixes and refactorings.
** Add the +-g+ and +--deal+ command line options.
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2.5.1 (2022-01-02)
General:
- Ported ResidualVM GUI theme to remastered version.
- Fixed edge case for Punycode.
- Fixed checking for savegame overwrite in autosave slot.
- Fixed moving savegame to new slot for most engines.
- Scalers are now supported with the OpenGL graphics mode.
AGOS:
- Fixed old Waxworks AdLib music regression.
AGS:
- Detection list updates.
Grim:
- Fixed default "Talk Speed" option value.
- Fixed black screen while entering save game name.
- OpenGL without shaders is preferred as default for Grim Fandango.
Kyra:
- Fixed graphical glitch in Legend of Kyrandia 3.
SAGA:
- Fixed digitized music not looping in Inherit the Earth.
SCUMM:
- Improved support for the high-resolution text in the 16-color Macintosh
versions of Loom and Indiana Jones and the Last Crusade.
- Improved OPL3 sound emulation for Sam&Max.
- Fixed music not looping in The Dig.
- Fixed crash when loading savegames from Humongous Entertainment games.
Sherlock:
- Fixed crash using matches on lab table.
- Fixed character animation in Rose Tattoo.
- Fixed glitch opening map in Rose Tattoo.
- Fixed bell pull and fog horn sounds in Serrated Scalpel.
- Fixed inventory not updating in Serrated Scalpel after examining watch.
- Fixed fog overlay at Cleopatra's Needle in Rose Tattoo.
- Fixed graphic issues in Serrated Scalpel looking at items whilst inventory is open.
- Made Serrated Scalpel darts closer in speed to the original.
- Fixed crash when moving cursor past end of string in Rose Tattoo save dialog.
- Process pending key presses in the order they were made, not the most
recent first.
- Fixed crash when using Delete key in Rose Tattoo save dialog.
- Fixed rare conversation bug in Serrated Scalpel that would happen when Lord
Brumwell started talking to you while the inventory window was open.
- Resume animations in Serrated Scalpel after conversations. This fixes the
bug where Jock Mahoney or Nobby Charleton would get stuck indefinitely,
refusing to talk to you.
- Fixed various user interface glitches in both games.
Stark:
- Added OpenGL renderer (without shaders).
- Added TinyGL renderer.
- Fixed autosave handling.
TwinE:
- Numerous bugfixes and stability improvements.
Xeen:
- Fixed crash on startup loading constants from xeen.ccs.
- Fixed spell selection aborting when characters were switched.
- Fixed some bad memory accesses.
- Various sound fixes.
- Fixed the monster item drop probabilities.
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0.14.2
------
* Avoid requiring optional deps - https://github.com/shlomif/pysol_cards/issues/4 .
0.14.1
------
* Avoid comments in requirements.txt - https://github.com/shlomif/pysol_cards/issues/4 .
0.14.0
------
* Convert from pbr to https://pypi.org/project/pydistman/ .
0.12.0
------
* bump ver
* enhance the README
* 'id' is a builtin
* add a test using named arguments
* optimize into a class var
* optimize
* add an integration test
0.10.2
------
* setup.cfg: use underscores for identifiers
0.10.1
------
* bump version
* allow accepting "ms[0-9]+" game nums
0.10.0
------
* add single\_deal\_args\_parse
0.8.18
------
* bump version
* optimize
* add tests
0.8.17
------
* better PySol compat: fix reset()
0.8.16
------
* better PySol compat: str2int+int2str
0.8.15
------
* bump version
* better PySol compat: getstate
* Extract a method or a function
0.8.14
------
* add setstate
0.8.13
------
* bump version
* better PySol compat: getstate
* better PySol compat: increaseSeed
0.8.12
------
* bump version
* better PySol compat
0.8.11
------
* bump ver for real this time
0.8.10
------
* better PySol compat
0.8.9
-----
* Python2 compatibility: add Game.next() (thanks to Travis-CI)
0.8.8
-----
* Clarified the license and copyright ownership
* Add random2 to the requirements
0.8.7
-----
* add more
* start adding \_\_init\_\_
* add .reset()
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Xtacy displays bouncing shapes, rotating palettes, a couple fractals, a
kaleidascope, and lots of more stuff.
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3D Pong is a one- or two-player, three dimensional sports game, based on
the first arcade game ever made, "Pong" from Atari. Each player controls
their "paddle" with the mouse, and tries to score by bouncing a ball into
the other player's goal (just behind the paddle).
3D Pong is a vector-based graphics X-Window game for Unix.
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Xchomp is a game closely patterned after Pac-Man(tm) that runs under the X
Window System, with several different mazes added.
This is strictly a keyboard-controlled game. The arcade game had very simple
controls -- one four-directional joystick. In xchomp, all control is through
the arrow keys.
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PKGREVISION -> 5
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