[PC-BSD Commits] r13186 - pbi/update

svn at pcbsd.org svn at pcbsd.org
Fri Oct 7 04:41:24 PDT 2011


Author: pbiapprove
Date: 2011-10-07 04:41:23 -0700 (Fri, 07 Oct 2011)
New Revision: 13186

Modified:
   pbi/update/pbi-meta-9
Log:
PBI-9 Meta-Update: Cuyo

Modified: pbi/update/pbi-meta-9
===================================================================
--- pbi/update/pbi-meta-9	2011-10-07 11:33:23 UTC (rev 13185)
+++ pbi/update/pbi-meta-9	2011-10-07 11:41:23 UTC (rev 13186)
@@ -72,6 +72,7 @@
 App=CrackAttack;Games;http://images.pbidir.com/progicons/crackattack.png;Daniel Nelson;http://aluminumangel.org/attack/;GPL;Graphical;game,puzzle;Slowly, your stack of blocks grows from the bottom, and you\'ve got to make sure it never reaches the top. Because, once it does, you lose! To eliminate blocks from the stack, line up at least three of one color, horizontally or vertically. Once you do, those blocks disappear, and put off slightly your inevitable demise.  To add to the excitement, chunks of red garbage will fall from above. It is impossible to eliminate this garbage directly. However, if you eliminate any blocks which are touching the garbage, the garbage will shatter into normal, run-of-the-mill blocks.  Throughout the game your stack of blocks will slowly grow from below, initially quite slowly but always faster and faster. When the stack reaches the top it will pause and you have seven seconds to save yourself. It is possible, however, to get a momentary repose 
 from your stack\'s assent. When you eliminate a block or cause garbage to shatter, the growth of your stack will pause. Even if your stack has reached the top and you\'re about to lose, you will be given a little more time to save yourself. Time during which a block is disappearing or a chunk of garbage is shattering does not count towards your seven seconds.;;
 App=Crimson;Games;http://images.pbidir.com/progicons/crimson.png;Crimson Fields Team;http://crimson.seul.org/;GPL;Graphical;game,turn-based,strategy,tanks,crimson,fields;Crimson Fields is a tactical war game in the tradition of Battle Isle. While not being an exact clone, it tries to keep closer to the very first part of the series than to the later ones, especially with regard to a rather simple rule set and straight forward game play. Right now, the game can only be played by two human adversaries in hot-seat mode or via e-mail. There is no AI player code yet.;;
 App=Cuneiform;Graphics;http://images.pbidir.com/progicons/cuneiform.png;Cognitive technologies;http://launchpad.net/cuneiform-linux;GPL;Graphical;OCR;Cuneiform is an OCR system originally developed and open sourced by Cognitive technologies. This project aims to create a fully portable version of Cuneiform.;;
+App=Cuyo;Games;http://images.pbidir.com/progicons/cuyo.png;Cuyo Team;http://www.karimmi.de/cuyo/;GPL;Graphical;game,puzzle,tetris;Cuyo is a tetris-like game which is suprisingly innovative, sometimes challenging, and has a very nice look.;;
 App=DOSBox;Emulators;http://images.pbidir.com/progicons/dosbox.png;The DOSBox Team;http://www.dosbox.com;GPL;Text;DOS,emulator;The main focus of this project is emulating old dos games using the local file system for files. Currently emulated is: * CPU:286/386 realmode/pmode * GFX:VGA/EGS/CGA/SVGA/VESA * SND:PC-Speaker/Tandy 3-Voice/Adlib/SoundBlaster * MSC:Keyboard/Mouse * DOS:Directory FileSystem/XMS/EMS;;
 App=DangerDeep;Games;http://images.pbidir.com/progicons/dangerdeep.png;The DangerDeep Team;http://dangerdeep.sourceforge.net/;GPL;Graphical;game,submarine;Danger from the deep (aka dangerdeep) is a Free / Open Source World War II German submarine simulation. It is currently available for FreeBSD, Linux/i386 and Windows, but since it uses SDL/OpenGL it should be portable to other operating systems or platforms.;YES;
 App=DarkPlaces;Games;http://images.pbidir.com/progicons/darkplaces.png;LordHavoc;http://icculus.org/twilight/darkplaces/;GPL;Graphical;game,fps,quake;Dark Places is a Quake modification I (LordHavoc) have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality.  It can not easily be described, as it is simply an improved Quake, not a total conversion (yet, anyway).  The realism of shell casings falling to the floor, much improved bullet impacts, 32bit color alpha blended explosions, blood flying everywhere and sticking to the walls...  Behind the scenes the code has changed a great deal, I was not content with the original QuakeC code, and I have greatly changed the engine while maintaining compatibility with normal quake modific
 ations.;;



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