Crafty is a rapidly developing chess engine with more and more features
being added regularly. It can play, analyze, and even annotate games
for you. Crafty can utilize tablebases; these are available for FreeBSD
in the related ports.
The files bitmaps.tgz and sound.tgz are available in your doc directory,
usually /usr/local/share/doc/crafty. The bitmaps are for html
annotations performed by crafty - they should be unpacked into the
directory you normally analyze games into, and all should be fine...
The sounds are for move announcements. Unpack the archive somewhere,
and have a look at the 'speak' script to customize for your use, if
desired.
22.1 -> New "skill" command that can be used to "dumb down" crafty.
"skill <n>" where n is a number between 1 and 100. 100 is max (default)
skill. Skill 70 will drop the playing Elo by about 200 points. Skill
50 will drop it about 400 points. The curve is not linear, and the
closer you get to 1, the lower the rating.
Cube is a 3D First Person Shooter that uses OpenGL and SDL. It features:
- Single- and multi-player gameplay
- In-engine editing of geometry in full 3D (you fly around the map, point
and drag stuff to select or modify it), which can even be done with
multiple people at once
- Simplistic, but effective fine grain vertex lighting that looks like
lightmapping and can do dynamic lights and shadows
- No need for any kind of map precompilation, even lighting is done on fly
- Very simplistic quad-tree world structure that can do slopes (height-
fields with caps) and slants, water
- Decent collision detection and physics
- Client/server networking that goes a long way in giving a lag-free game
experience
- Doom/Quake-style singleplayer and multiplayer game with some
uncompromising brutal old-school gameplay
I have ported the Wolfenstein missions to DOOM II, creating what is
essentially an improved and updated Wolfenstein. Each scenario is
painstakingly recreated as a DOOM II WAD, complete with all the Wolfenstein
textures, objects, sounds, and enemies. The result is a total conversion, a
complete Wolfenstein experience which takes full advantage of the DOOM engine.
There are even ambient sounds.
In addition to recreating the original missions, I have also created brand new
scenarios which go beyond the original scope and concept of Wolfenstein.
Scenarios such as Operation: Arctic Wolf, Operation: Rheingold, and the
Astrostein Trilogy take the Wolfenstein fan where no Wolfenstein has gone
before, immersing the player in adventures not possible with the original
Wolfenstein.
GalaxyHack allows you to design a fleet of spaceships which can then be tested
in AI script based battles against fleets designed by other players. Though
battles take place in real time, the strategy comes before hand, both in
writing short AI scripts in a simple scripting language, and also in the set
up and selection of your fleet. You don't actually have any control over your
units at all mid-battle, but rather use the time to see where the set up of
your fleets is working, where your fleets' weaknesses lie and changes are
needed, and perhaps also to learn from the strategy of your opponent.
The game revolves around very large capital ships, from which smaller ships
are launched. To win a battle you must destroy of all of your opponent's
capital ships before they destroy yours.
There can be hundreds of units in any one battle, but there is no harvesting,
resource management or base building.
"Gem Drop X" is an interesting one-player puzzle game using the
Simple DirectMedia Layer (SDL) libraries.
It is a direct port of "Gem Drop," an Atari 8-bit game written in Action!
(a very fast C- and Pascal-like compiled language for the Atari).
It was originally ported to X11, using SDL for sound and music.
Eventually, the Xlib graphics calls were removed and replaced with
SDL calls.
The concept of the game "Gem Drop" is based on an arcade game for the
NeoGeo system called "Magical Drop III" by SNK.
If you're familiar with games like Jewels, Klax, Bust-A-Move or Tetris,
this game is similar to them all. I consider it closest to Klax.
Some people have compared it to "Tetris meets Space Invaders."
Urban Terror is a realism based total conversion mod for Quake III Arena which
no longer requires this game to be played. It only uses its engine, which is
open sourced through the GPL and may be distributed freely. Urban Terror plays
in about the same setting as Counter Strike, but is less focused on realism
and plays much faster, which among other things, is caused by the ability to
strafe jump, which combined with wall jumping can lead to very quick movement
and nice jumps. Urban Terror has 7 game modes, 25 maps and 15 weapons.
This port installs a modified ioquake3 engine for Urban Terror called
ioUrbanTerror, and depends on the data, resulting in a playable game.
Iter Vehemens ad Necem (IVAN) is a graphical roguelike game, which
currently runs in Linux, Windows, and DOS. It features advanced
bodypart and material handling, multi-colored lighting and, above
all, deep gameplay.
From developer's website:
Fellow adventurer, turn back while you can! For here begins the
roguelike Iter Vehemens ad Necem, a Violent Road to Death. If you
choose to travel along it, you will dive into countless exciting
adventures to gain items of great magic, attain powerful equipment
made of mysterious materials, bathe in the blessings of mighty gods
and recruit loyal allies of various shapes and sizes. Unfortunately,
along the way you will also often be dangerously injured, poisoned,
catch numerous diseases, lose several limbs and transform into
manifold different kinds of pitiful creatures in the darkest depths
of hostile dungeons. And, at the end of the road, you are bound to
perish in a most gruesome and painful way. Don't say we didn't warn
you.
NetRadiant is a fork of the well-known map editor for Quake 3 based games,
GtkRadiant 1.5. The focus is put on stabilizing and bugfixing the included
map compiler, q3map2, so it can become a reliable tool for map authors.
Fixes include:
- Better decompiling by q3map2 (texcoords no longer get lost)
- Fixed 3D display in the Windows XP software renderer
- Fixed deluxemapping when a surface is lit from both sides
- Fixed some buffer overruns
- Fixed the "expand selection to whole entities" feature
- Fixed the origin of mirrored eclassmodel entities
- Key bindings no longer disappear when using an international
keyboard layout
- Plane snapping fixed (no more fall-through holes in imported
model terrain)
- Various other map compiler fixes
Original, classic GtkRadiant 1.5 is available as `games/gtkradiant' port.
Games::AlphaBeta provides a generic implementation of the AlphaBeta
game-tree search algorithm (also known as MiniMax search with alpha beta
pruning). This algorithm can be used to find the best move at a particular
position in any two-player, zero-sum game with perfect information.
Examples of such games include Chess, Othello, Connect4, Go, Tic-Tac-Toe
and many, many other boardgames.
Users must pass an object representing the initial state of the game as the
first argument to new(). This object must provide the following methods:
copy(), apply(), endpos(), evaluate() and findmoves(). This is explained
more carefully in Games::AlphaBeta::Position which is a base class you can
use to implement your position object.
Almost everyone has heard of the Worms(R) series of games, developed
by Team17. Worms was created in 1990, the goal of the game consisting
of a several teams of "worms" fighting to the death on a 2D map.
WarMUX (WAR of Mascots from UniX) is heavily influenced by all games
in this genre, including Scorched Earth and Liero.
WarMUX is free software clone of this game concept. Though currently
under heavy development, it is already very playable, with lots of
weapons (Dynamite, Baseball Bat, Teleportation, etc.). There are
also lots of maps available for your battling pleasure! WarMUX
takes the genre to the next level, with great customisation options
leading to great gameplay. There is a wide selection of teams,
from the Aliens to the Chickens. Also, new battlefields can be
downloaded from the Internet, making strategy an important part of
each battle.