Age | Commit message (Collapse) | Author | Files | Lines |
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* Added append-mode to #capture: use #capture >file-name
* Cleaned #spawned commands interface: text they print on
standard output *MUST* terminate with a newline ('\n')
in order for powwow to execute it.
* Fixed missing #include <time.h> in main.h.
* Fixed broken matching of #mark patterns starting with $
* Added the following user-contributed patches:
* Put also 1-char lines into history;
* Do not capture/movie data coming from spawned commands;
* Fixed a bug in command parser.
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Version 0.8.9:
* new translations:
* bulgarian
* latin
* updated most translations
* new or updated portraits:
* Konrad, Delfador, Li'sar and Kalenz (Heir to the Throne)
* Gweddry and Dacyn (Eastern Invasion)
* added missing animations for:
* Mermaid Initiate, Mermaid Enchantress and Mermaid Siren
* Ancient Wose
* Goblin Direwolf Rider and Goblin Knight
* Gryphon
* Skeleton Archer, Revenant and Death Knight
* Troll Warrior, Troll Hero and Great Troll, Young Ogre
* Grand Knight, Lord and Master Bowman
* Cuttlefish
* new or overhauled Graphics for:
* Footpad, Outlaw, Thief and Rogue
* Orcish Shamans, Elvish Lord and Elvish High Lord
* Ghost, Nightgaunt, Shadow, Spectre and Wraith
* new female units for:
* Footpad, Thief, Rogue and Assassin
* added new tiles:
* Desert, desert hills, desert mountain, desert villages (adobe and tent),
desert road, desert oasis, savanna, tropical forest,
tropical forest village
* added icon for petrified units
* fixed missing diagonal projectiles on many units
* removed old unused images:
* time-of-day
* downloaded campaigns no longer require a restart to be able to play them
* new units:
* Javelineer
* unit balancing:
* Naga fighter: increased hitpoints from 27 to 30
* Merman Hoplite: increased resistances and damage
* Mermaid Initiate/Enchantress/Siren: reduced number of attacks,
increased damage, removed special resistances
* Mermaid Initiate: increased experience needed to level, other minor tweaks
* Swordsman: increase resistance to blade and impact
* Royal guard: increase resistance to blade and impact
* Pikeman: increase resistance to pierce, change attacks number and damage
* Halberdier: increase resistance to pierce, increase blade damage, decrease
pierce damage
* Saurian Tribalist, Saurian Icecaster, Saurian Soothsayer: remove 'skirmish'
* Saurian Skirmisher: Increase cost to 14 gold
* Wraith, Spectre: reduce resistance to blade, pierce, impact by 20%,
increase HP by 10%
* Poacher: Reduce cost to 14
* Tentacle of the Deep: Change movement type to 'float'
* Flying creatures can now cross canyons
* Removed ZoC from level 0 units
* Language fixes and polishing (English)
* Added 'x' to the terrain letters reserved for campaign writers
* Scenario revisions for 'The Eastern Invasion' campaign:
* Lake Vrug
* Two Paths
* Northern Outpost
* Elven Alliance
* Unexpected Appearance
* Escape Tunnel
* Tribal Warfare
* Approaching Weldyn
* Scenario revisions in Heir to the Throne:
* Blackwater Port- Make the port look like more of a port, other minor
changes that mute each other out
* The Isle of Anduin- Extend shallow water around the Isle, remove the
Saurians in favour of Goblins
* The Bay of Pearls- Flip the map so the Ocean is on the West side
* Muff Malal's Peninsula- Make it a peninsula, give Konrad the option of
fighting (bonus) or fleeing
* Isle of the Damned- Touched up the map so it is clear that the islands are
islands, made the islands tropical, and moved the temples
* The Siege of Elensefar- New map, and other changes
* The Crossroads- New map, weaker more diffuse ambushes, and less gold for
the Orcs
* The Princess of Wesnoth- Minor map changes, and made the scenario harder
* Set result=continue in 'Plunging into the Darkness'
* Scenario revisions in The Rise of Wesnoth:
* fixed {CROSS} in 'Temple of the Deep'
* fixed sign glitch
* Reduce the difficulty of TRoW on 'Hard' particularly, and reduce the
difficulty slightly on 'Easy' & 'Normal'
* A New Land - Sync with the map from Bay of Pearls
* Cursed Isle- Sync with the map from Isle of the Damned, make the temples
match locations
* Made 'Peoples in Decline' and 'Rough Landing' look tropical
* multiplayer improvements
* multiplayer game settings (map name, gold per village, ...) are saved now
* added several missing units
* Random Map (Desert) uses new desert environment; also tweaked
* make the cave in 'An Island' (MP) be 'underground'
* enlarge side descriptions for remote player during game creation
* added support for player nick tab completion and /me-substitution in game chat
* theme syntax improvements:
* added support for specifying a reference rectangle when using
relative-positioning syntax
* added support for theme inheritance; avoids duplicating mostly-unchanged
code
* added a "droid" game command, and allow for computer player to do a campaign
* added a "canrecruit" filter
* updated manpages and added support for translating them
* "," is no longer the column separator, it does not have to be escaped
anymore in some translations, "=" is the new separator (#10368)
* take advantage of libzipios++ if available, to read cfg files, maps,
images, sound effects, and fonts from zip files. Call "make zip-install"
to install data zipped.
* removed drain allowing to go past maximum hp
* removed long-range attacks
(Pirate Galleon, Transport Galleon, Wall Guard, Watch Tower)
* fixed various bugs with respect to multiplayer game setup
(#10896, #11236, #11265, #11442, #11527)
* added new pathfinder (Redsun)
* fixed some pathfinding bugs
* fixed untranslatable strings
* fixed "damage inflicted" statistic (incorrectly computed when defending)
* fixed that move-and-attack allowed attacking stone units
* fixed the side turn event being fired incorrectly
* fixed repeat recruit hotkey not respecting WML recruit changes
* removed support for turning off genders
* removed obsolete tools: make_translation merge_translations
* removed obsolete id= for messages in TRoW & HttT
* code cleanups and bug fixing
* added a wesnoth "fortunes" file
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- obey VARBASE
- support SETGIDGAME installations, simplify patch-ad
Changes:
- fixes some minor bugs and memory leaks (Patrice Duhamel and Jozef Behran)
- duplicates the set of cursor movement keys on the numeric keypad (modus)
- disables the F key (full screen) while inputting a player name
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Lots of changes.
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XEvil is a 3rd person, side-view, fast-action, kill-them-before-they-kill-you
game. Fight against either computer-controlled enemies, or another player.
You sinned in life. And now you must pay. Satan pits the recently deceased
against each other to fight for rank in Hell. Your skill determines your fate
for all eternity. This contest is known as XEvil.
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bumping this package's revision).
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Pointed out by jmmv@.
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C13 - Pause, Fast forward, & slider added to playback games.
C13 - When you set up a challenge as ranked that cannot be ranked (due
to board size or time or whatever), it no longer creates a
popup. Instead, sets the rank type to "Free", turns it blue, and makes
the tooltip be a description of why playing ranked is impossible.
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many cookies added, some removed, some fixed...
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QStat is a command-line program that gathers real-time statistics from
Internet game servers.
A summary of its features:
* Supports Windows 95, NT, Linux, and most Unixes.
* Comes with C source code and a binary for Windows.
* Supports old Quake (NetQuake), QuakeWorld, Hexen II, HexenWorld, Quake II,
Unreal/UT, Turok2, Sin, Half-Life, Shogo, Tribes, Tribes 2, Quake III,
BFRIS, Kingpin, Heretic II servers, Soldier of Fortune, and lots more.
* Can display all available statistics, including player info & server rules.
* Output templates for automatic HTML generation.
* Raw display mode for integration with custom server browsers.
* Built-in host name cache.
* Sort by ping time, game, or both.
* More options than you can wiggle a mouse at.
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Cube is an open source multiplayer and singleplayer first person shooter
game built on an entirely new and very unconventional engine. Cube is
a landscape-style engine that pretends to be an indoor FPS engine, which
combines very high precision dynamic occlusion culling with a form of
geometric mipmapping on the whole world for dynamic LOD for configurable
fps & graphic detail on most machines. Uses OpenGL & SDL.
Allows in-engine editing of geometry in full 3D (you fly around the map,
point / drag stuff to select it / modify it), which can even be done
simultaneously with others in multiplayer (a first!). Has simplistic but
effective fine grain vertex lighting that looks like lightmapping and can
do dynamic lights & shadows. Doesn't need any kind of map precompilation,
even lighting is done on the fly. Has very simplistic quad-tree world
structure that can do slopes (heightfields with caps) and slants, water,
does decent collision detection & physics, has client/server networking that
goes a long way in giving a lag-free game experience, and features a
Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer
(12 game modes, master server / server browser, demo recording) game with
some uncompromising brutal oldskool gameplay.
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Kajaani Kombat is a funny multiplayer game... and much more! It is
a Rampart-like game (old arcade classic) set in space.
Every player has a castle demarked by walls, and cannons to shoot
at other player's castles. After the shooting phase there is a
repair phase where one has to rebuild the walls such that one there
is an area completely encased by walls (without holes). If one
doesn't succeed with this, one loses.
Kajaani Kombat is playable with two to four players, over the
internet or alternatively two players sharing one computer. It is
also possible to play over the internet with, for example, 4 players
of which two are sharing the same computer. Enjoy it with your
friends!
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* Adds build patches from Wojciech Polak and patches for hurd by James A.
Morrison
* Minor changes
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- added a different sound for balls reflected from the paddle
(05/01/13 M.S.)
- bugfix: acceleration of balls by middle mouse button now works in
the testing mode of the editor (previously the balls got stuck in
mid-air) (05/01/13 M.S.)
- the game will be paused if the input focus is lost or the
application is iconfied (05/01/13 M.S.)
- when the 'sticky' bonus runs out, all attached balls will be
detached (05/01/13 M.S.)
- when pressing either left or right shift, the name and score of
the first chart entry of this set will be displayed at the upper
right-hand side display of the frame instead of your name and
score (05/01/12 M.S.)
- if a paddle is frozen and the mouse is moved, the paddle will no
longer jump after thawing (05/01/12 M.S.)
- when a paddle turns invisible due to the 'ghost paddle'-malus, all
attached balls will be detached (05/01/12 M.S.)
- re-implemented explosion animation for bricks directly hit by an
explosive ball (05/01/12 M.S.)
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- 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.)
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- fixed security hole in config file (02/11/24 M.S.)
- removed the 'phtread'-stuff from the configure file
- restart key added
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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
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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!
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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.
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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.
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* 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
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Some BUILDLINK_RECOMMENDED bumps done also.
(If I missed any, please let me know -- and let me know a good
way to automate this.)
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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).
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Changes:
Update to use KDE3, plus lots of bug fixes etc.
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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.
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was done with do-install target in first place.)
Bump PKGREVISION.
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client changes:
Bugs Fixed
----------
- Announcements in games now get a "\n" at the end.
Features Added
--------------
- Rank added to saved KGS Plus lecture list.
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While here, rearrange paragraphs so that buildlink3.mk files are
included before overriding targets.
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Changes:
* atlantik: fix problems with accepting invitations
* atlantik: put player views in a scrollview
* atlantik: show correct amount of players in trade widget
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Changes:
Unknown
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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.
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