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Arasan Chess 18.0
« Antwort #136 am: 31 Juli, 2015, 21:15 »
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.

Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.

Freeware

http://www.arasanchess.org/

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Freeware-Schach 3.46
« Antwort #137 am: 15 August, 2015, 20:00 »
Freeware-Schach ist ein portables Schachprogramm mit einem ELO-Wert von circa 1660, was einem guten Vereinsspieler entspricht. Es enthält eine Eröffnungsdatenbank und kann Partien im PGN-Format speichern und laden, zusätzlich unterstützt es die Forsyth-Edward-Notation (FEN). Der Spieler darf Züge zurückziehen und Figuren für ein Schach-Rätsel frei setzen. Das Programm bietet einen einstellbaren Schwierigkeitsgrad, macht auf Wunsch Zug-Vorschläge und hält alle Partien in einem Ereignisprotokoll fest.

Freeware

Whats new:>>

Fehler:

    "Mensch gegen Mensch" und "Setze Figuren": Schwarz kann nicht beginnen (Danke Peter)

http://www.freeware-schach.de/

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OpenTTD 1.5.2
« Antwort #138 am: 02 September, 2015, 18:15 »
Changelog
- Change: Auto-complete partial roads when building level-crossings [FS#6283] (r27309)
- Fix: Do not rerandomise the town name when only cost-estimating the founding [FS#6332] (r27341)
- Fix: Make variety distribution not assume that sea level is at height 0.2 / 3 * TGPGetMaxHeight() [FS#6335] (r27331, r27330, r27329, r27328)
- Fix: Remove corner-case optimisation for line drawing, which failed for dashed lines  (r27324)
- Fix: Clipping of inclined lines did not account for the 'horizontal width' being bigger than the 'real width' (r27323, r27322)
- Fix: Incorrect owner assignment when adding/removing road/tram to/from bridges [FS#6317] (r27313, r27312)
- Fix: Mark infrastructure window dirty in more cases (r27311)
- Fix: Prevent breaking of tram-reversal points by adding more road pieces [FS#6283] (r27308)
- Fix: Error message window with manager face failed with GUI zoom [FS#6259] (r27307)
- Fix: Account for road-bridges and drive-through-stops in CanFollowRoad [FS#6320] (r27306, r27305)
- Fix: Password window layout with GUI zoom [FS#6321] (r27304, r27303)
- Fix: Speed-only timetables got assigned times in stations [FS#6313] (r27302, r27301)
- Fix: Enforce the company's default service intervals when purchasing another company [FS#6254] (r27282, r27281)
- Fix: Cloning/autoreplace/autorenew did not copy custom service intervals (r27280)
[close]

https://secure.openttd.org/www/en/

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Domination (Risk) 1.1.1.6
« Antwort #139 am: 22 September, 2015, 19:20 »
Java-Version des bekannten Strategiespiels Risiko mit Einzelspieler- und Netzwerkspieler-Modi; auch als Android-Version bei Google Play erhältlich

Lizenz:  Open Source

Changelog
1.1.1.6

   OS X java 1.7 maps dir missing deadlock fix
   OS X java 1.7 open html help in browser fix
   pt_PT update by Pipanni
   SwingGUI sends more info on crash and feedback

   Android 54 Private games through Google Play Game Services added.
   Android 53 Capital achievements only given when game actually won - Amanda Lunn
         sort by rating actually uses g+ +1 count now
   Android 52 italian achievements added
         can view all possible achievements from main menu
   Android 51 added google play games services achievements
         autoplace works even with no empty countries
   Android 50 Send feedback option added
         can change default app language
[close]

http://domination.sourceforge.net/

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Hedgewars 0.9.22
« Antwort #140 am: 01 November, 2015, 18:15 »
Hedgewars is a turn based strategy, artillery, action and comedy game, featuring the antics of pink hedgehogs with attitude as they battle from the depths of hell to the depths of space. As commander, it's your job to assemble your crack team of hedgehog soldiers and bring the war to your enemy.

License: Freeware

Changelog
0.9.21 -> 0.9.22

 + Extensive changes to TechRacer: Variable terrain types, enhanced parameters, hwmap interpreter, fuel limiter, etc.
 + Map previews can now take script parameters into account and preview waypoints in TechRacer
 + Added a couple new flags
 + Small improvements to the interface and in-game chat
 + Divided teams options will now just be ignored when more/less than 2 teams, instead of displaying a fatal error
 + Added 6 TechRacer maps to TechMaps
 + Added 3 SpeedShoppa Challenges: Shoppa Love, Ropes and Crates, The Customer is King
 + Hammer damage is now rounded up. This means it can be used to execute hedgehogs with only 1 hp.
 + Improved "Art" theme.
 * Generated bridges/girders are now connected better to the land mass
 * Fixed rubberband sprite
 * The game will now fallback to default voicepack if a team's voicepack is not locally installed. (Instead of rendering team voiceless)
 * Hammer now does more damage when the Extra-Damage utility is used
 * Many other bug fixes
[close]

http://www.hedgewars.org/

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Warsow 2.0
« Antwort #142 am: 01 Dezember, 2015, 20:15 »
Warsow ist ein 3D-Egoshooter auf Basis der Qfusion-3D-Engine. Warsow wird von Spielern entwickelt und richtet sich insbesondere an die eSport-Szene. Um eine hohe Geschwindigkeit beim Spielablauf zu erreichen, lassen sich die grafischen Details umfangreich individuell anpassen – die Grafik kommt generell sehr comicartig daher. Auch ansonsten lassen sich viele Spielelemente individualisieren, so etwa das HUD, das sich je nach eigenem Gusto positionieren und anpassen lässt. Darüber hinaus bietet Warsow Mehrspieler-Features wie globale Leaderboards innerhalb der Community und kostenlos zugängliche Server für Teams, die ungestört zocken wollen. Zentrale eSport-Funktion ist das sogenannte Warsow TV, das Streaming von Matches und Turnieren inklusive Audio-Spuren erlaubt.

Lizenz: Open Source

Release Notes

General:
+ Switched to Creative Commons license for media assets.
+ Added full out-of-the-box gamepad support (XInput on Windows, SDL on Linux and OS X).
+ The engine automatically lowers the frame rate to 24 FPS and enables sleep state when the game is minimized.
+ Multi-threading improvements for the following; fixed race conditions, reduced latency and the amount of context switches.
+ .pk3 files explicitly named as "pure" are now preferred to different .pk3 files.
+ Restricted downloads of binary modules and "pure" content to official Warsow web mirror.
+ Greatly reduced memory footprint for fonts (especially for CJK).
+ Pressing Escape key during the map load or connection set-up will now cancel the process much quicker.
+ New high resolution "flat" icon.
+ Maximum refresh rate now defaults to 250 fps.
+ It is now possible to pause demo playback at the end of a demo file, instead of dropping to main menu (see "demo" command help).
+ Added "flipped view" mode, set "cl_flip" to "1" to enable.
+ Use HTTPS for secure authentication to matchmaker.

Renderer:
+ 30% to 50% overall performance improvement.
+ Greatly reduced VRAM footprint for textures.
+ Added support for texture arrays, used for lightmaps.
+ Added KTX texture format support.
+ Enabled binary cache for GLSL programs to speed up startup time by default now.
+ Enabled multi-threading to speed up map loading by default now.
+ Curved meshes are now optimized to remove excessive polygons.
+ Changed rendering order so that the sky is now rendered after world geometry to minimize overdraw.
+ Fixed infinite far clipping plane calculations.
+ The renderer now queries the operating system for available screen resolutions.
+ Shadowmaps now account for normals of geometry they are cast on, making them less prone to be visible through walls and ceilings.
+ Added "stencilTest" shader keyword.
+ Added per map colour correction support. Toggle-able with cg_colorCorrection 0/1, maps can define colorCorrection <file path> key in worldspawn to use color correction profile.
- Removed "vid_mode", "vid_customwidth" and "vid_customheight" console variables in favour of "vid_width" and "vid_height" for video modesetting.
- Dropped support for "noDepthTest" shader keyword.
- Dropped "r_colorbits" console variable (used to set desktop colour depth).

Gameplay:
+ New Tutorial game mode.
+ Added 3 new awards:
++ First Frag (awarded to the first fragger);
++ Fair Play (say "gg" to your opponents during the post-match using the chat or the vsay);
++ Man of the Match (You must score the most + achieve the ""Fair Play" award). -See above-.
+ Added sounds for Lasergun, Electrobolt and Instagun impacts.
+ New spawn points selection algorithm: returns the furthest point to which there's less than 4 points on the map; otherwise it returns to a random one, excluding the closest 3 points.
+ Ammo packs dropped on a players deaths, now actually contain strong ammo.
+ The movement style now defaults to "old movement", set "cg_movementStyle" to "1" for "new movement".
+ Incorporated a number of movement fixes from Racesow.
+ Ranked servers will now announce a players profile name at warsow.net alongside the nickname of the players entrance to the server.
+ On ranked servers, the "players" command now also prints login names for authenticated players.
+ After joining a server, the game menu is now opened automatically.
+ On ranked servers, certain votes now require players to be authenticated.
+ Votes now ignore AFK players.
+ In round-based game modes, in-active players are not removed until the beginning of the next round.
+ Added bot navigation files for wda5 and wbomb6.
+ Player movement prediction now works properly when riding a moving platform.
+ New RL/GL trail effect, cg_rocketTrail & cg_grenaderTrail merged into cg_projectileTrail.
+ Bots will now ignore chatting players.
+ Reduced respawn sound volume by 35%.
+ Added new callvote options "shuffle" and "rebalance".
+ Decreased weapon respawn timer to 10 in Duel.
+ In bomb, players can now move at crouch speed during the pre-round; upped maximum running speed to 320ups.
- Removed 'Team Domination' game mode.

Graphics:
+ New "illuminati" gibs.
+ New Instagun & Electrobolt decals.
+ New "simple items" sprites.
+ New teleportation\spawn effect.
+ New EB beam texture for cg_ebbeam_old 1.
+ New default EB beam effect.
+ New Lasergun beam, added hit model for LG endpoint.
+ New bullet hit decal and model.
+ Improved rocket launcher projectile texture.
+ Added gloss textures for BigVic and Bobot player models.
+ Added cg_viewBob, viewport smoothing/bobbing to falling/high jumps.
+ Bomb model colour follows the planted state dynamic light color (red when planted, orange normally).
+ Disabling gun "bobbing" now also disables fire and idle gun animations.
+ New damage hit effect (cg_showBloodTrail).

Weapons:
+ Reduced Rocket Launcher pick-up ammo count to 5.
+ Reduced Lasergun and Plasmagun pick-up ammo count to 50.
+ Increased Lasergun and Plasmagun ammo box count to 100.
+ Increased Electrobolt ammo box count to 10.
+ Removed custom gravity and friction from Grenade Launcher projectiles.
+ Unified knockback of Grenade Launcher and Rocket Launcher to 100.
+ Unified minimum knockback of Grenade Launcher and Rocket Launcher to 35.
+ Unified splash radius of Grenade Launcher and Rocket Launcher to 125.
+ Changed Gunblade full recharge and reload time to 600ms.
+ Changed Gunblade projectile damage, splash radius and knockback to 40, 70 and 90 respectively, self-damage ratio increased to 100%.
+ Increased Gunblade melee damage to 50 and decreased reload time to 600ms.
+ New Riotgun spread pattern based on Fibonacci/sunflower spirals.
+ Increased per-pellet knockback for Riotgun to 7 (140 on 100% hit), spread reduced.
+ Increased Rocket launcher reload, damage and projectile speed to 950ms, 80 and 1150ups respectively.
+ Increased Grenade launcher reload, damage and self-damage ratio to 800ms, 80 and 100% respectively.
+ Increased DPS for Lasergun to 140, knockback increased to 14.
+ Increased Machinegun bullet damage to 10, reload time increased to 100ms, spread removed.
+ Increased knock-back for Electrobolt to 80.
+ Increased Plasmagun speed and knockback to 2500ups and 20 respetively.

Maps:
+ New Tutorial map.
+ Improved wdm6.
+ Improved wdm1 item layout.
+ Added colour correction profiles for wdm5, wbomb6, wbomb1.
- Removed wdm3.
- Removed wca2.

Mapping:
+ "target_print" entities can now provide overlay help messages/hints to players (use the the "helpmessage" key in Radiant/map editor of choice).
+ Added support for "target_kill" and "target_teleporter" entities from Quake3.
+ Use "gravity" attribute on the "worlspawn" object to set map gravity.

Localizations:
+ Added 9 new localizations: Belarusian, Bulgarian, Lithuanian, Portuguese (Brazil), Portuguese (Portugal), Romanian, Swedish, Turkish, Ukrainian.
+ Maps can now be localized individually (drop .po files into l10n/maps/<mapname>).
+ Centre-printed messages and map locations are now localizable.

Sound:
+ Added "s_globalfocus" option: when enabled the game will continue to play its sound and music even if the user switches to another application.
+ It is now possible to use .ogv video files as background music tracks.
+ Fixed support for remote .ogg music tracks/streams.
+ Reduced default sound mixer delay from 200ms to 140ms (snd_qf).
+ The background music is now not interrupted at demojumps.

HUD:
+ Added current time to the HUD in the race mode.
+ Added text animation for game awards.
+ All HUD elements are now resolution-independent.
+ Optimized rendering of scoreboard strings.
+ Scripting: it's now possible to pass a non-constant math expression to setFontSize.
+ New spec HUD, added adem HUD.

UI:
+ Added voicecomm menu for Team Deathmatch, Bomb, CTF and CTF: Tactics game modes (bound to Left Shift by default).
+ Revamped title screen, this incorporates a players profile and stats from warsow.net.
+ Added an option for server browser to open a dialogue with suggested game servers after the search is complete.
+ Added quit confirmation dialogue.
+ Added descriptions for game modes.
+ Added pre-load option, enabled by default (set "ui_preload" to "0" to disable).
+ Added several new configurable options.
+ Added confirmation dialogue for "Move to TV" command.
- Removed IRC chat tab.

Server:
+ The built-in HTTP server now runs in a separate thread.
+ Optimized file transfers from the built-in HTTP server.
+ Matchmaker HTTP authentication now respects sv_ip.

WarsowTV:
+ Fixed an issue with the automatic chase-cam, which occasionally goes rampant in round-based game modes.
+ Enabled TCP connections support.

Linux:
+ Switched over to SDL2 for video initialization and input.
NOTE: versions prior to SDL2 suffer from doubled mouse sensitivity. This is expected to be fixed in SDL 2.0.4.
+ ALT+Tab works now.
+ Keyboard input doesn't steal the whole system focus.
+ The game now respects system keyboard layout.
+ Switched over to dynamic linking for support libraries.

Windows:
+ The window can be minimized when the game is running in windowed mode.
+ ALT+F4 works again.
+ The UI now respects system DPI settings.
+ Added support for Japanese and Korean input to the chat.

SDK:
+ Added NetRadiant and Q3Map2 with KTX texture format support, older versions won't load the textures properly.
+ Added .map files and models for all stock maps.
+ Added source files for textures and models.
+ Switched to cmake as the unified build system for C/C++ code.
+ Added Dockerfiles for cross-compilation.
+ Added debian meta-package to install all engine dependencies.
+ Updated to AngelScript 2.29.2.

[close]

http://www.warsow.net/

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OpenTTD 1.5.3
« Antwort #143 am: 02 Dezember, 2015, 05:45 »
Changelog
Last updated:    2015-12-01
Release version: 1.5.3
------------------------------------------------------------------------


Table of contents
-----------------
1.0) About
2.0) Contacting
 * 2.1) Reporting bugs
 * 2.2) Reporting desyncs
3.0) Supported platforms
4.0) Installing and running OpenTTD
 * 4.1) (Required) 3rd party files
 * 4.2) OpenTTD directories
 * 4.3) Portable installations (portable media)
 * 4.4) Files in tar (archives)
5.0) OpenTTD features
 * 5.1) Logging of potentially dangerous actions
6.0) Configuration file
7.0) Compiling
 * 7.1) Required/optional libraries
 * 7.2) Supported compilers
 * 7.3) Compilation of base sets
8.0) Translating
 * 8.1) Translation
 * 8.2) Previewing
9.0) Troubleshooting
10.0) Licensing
X.X) Credits


1.0) About
---- -----
OpenTTD is a transport simulation game based upon the popular game Transport
Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original
game as closely as possible while extending it with new features.

OpenTTD is licensed under the GNU General Public License version 2.0,
but includes some 3rd party software under different licenses. See the
section "Licensing" below for details.

2.0) Contacting
---- ----------
The easiest way to contact the OpenTTD team is by submitting bug reports or
posting comments in our forums. You can also chat with us on IRC (#openttd
on irc.oftc.net).

The OpenTTD homepage is http://www.openttd.org/.

You can also find the OpenTTD forums at
http://forum.openttd.org/

2.1) Reporting bugs
---- --------------
First of all, check whether the bug is not already known. Do this by looking
through the file called 'known-bugs.txt' which is distributed with OpenTTD
like this readme.

For tracking our bugs we are using a bug tracker called Flyspray. You can find
the tracker at http://bugs.openttd.org/. Before actually reporting take a look
through the already reported bugs there to see if the bug is already known.
The 'known-bugs.txt' file might be a bit outdated at the moment you are
reading it as only bugs known before the release are documented there. Also
look through the recently closed bugs.

When you are sure it is not already reported you should:
 * Make sure you are running a recent version, i.e. run the latest stable or
   nightly based on where you found the bug.
 * Make sure you are not running a non-official binary, like a patch pack.
   When you are playing with a patch pack you should report any bugs to the
   forum thread related to that patch pack.
 * Make it reproducible for the developers. In other words, create a savegame
   in which you can reproduce the issue once loaded. It is very useful to give
   us the crash.dmp, crash.sav, crash.log and crash screenshot which are
   created on crashes.
 * Check whether the bug is already reported on our bug tracker. This includes
   searching for recently closed bug reports as the bug might already be fixed.

After you have done all that you can report the bug. Please include the
following information in your bug report:
 * OpenTTD version (PLEASE test the latest SVN/nightly build)
 * Bug details, including instructions how to reproduce it
 * Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if
   you compiled OpenTTD yourself.
 * The processor architecture of your OS (32 bits Windows, 64 bits Windows,
   Linux on an ARM, Mac OS X on a PowerPC, ...)
 * Attach a saved game *and* a screenshot if possible
 * If this bug only occurred recently please note the last version without
   the bug and the first version including the bug. That way we can fix it
   quicker by looking at the changes made.
 * Attach crash.dmp, crash.log and crash.sav. These files are usually created
   next to your openttd.cfg. The crash handler will tell you the location.

2.2) Reporting desyncs
---- -----------------
As desyncs are hard to make reproducible OpenTTD has the ability to log all
actions done by clients so we can replay the whole game in an effort to make
desyncs better reproducible. You need to turn this ability on. When turned
on an automatic savegame will be made once the map has been constructed in
the 'save/autosave' directory, see OpenTTD directories to know where to find
this directory. Furthermore the log file 'commands-out.log' will be created
and all actions will be written to there.

To enable the desync debugging you need to set the debug level for 'desync'
to at least 1. You do this by starting OpenTTD with '-d desync=<level>' as
parameter or by typing 'debug_level desync=<level>' in OpenTTD's internal
console.
The desync debug levels are:
 0: nothing.
 1: dumping of commands to 'commands-out.log'.
 2: same as 1 plus checking vehicle caches and dumping that too.
 3: same as 2 plus monthly saves in autosave.
 4 and higher: same as 3

Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
have to occasionally remove them yourself!

The naming format of the desync savegames is as follows:
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
of the generation seed of the game and YYYYYYYY is the hexadecimal
representation of the date of the game. This sorts the savegames by game and
then by date making it easier to find the right savegames.

When a desync has occurred with the desync debugging turned on you should file
a bug report with the following files attached:
 - commands-out.log as it contains all the commands that were done
 - the last saved savegame (search for the last line beginning with
   'save: dmp_cmds_' in commands-out.log). We use this savegame to check
   whether we can quickly reproduce the desync. Otherwise we will need...
 - the first saved savegame (search for the first line beginning with 'save'
   where the first part, up to the last underscore '_', is the same). We need
   this savegame to be able to reproduce the bug when the last savegame is not
   old enough. If you loaded a scenario or savegame you need to attach that.
 - optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
   95% of the game's progression. We can use these savegames to speed up the
   reproduction of the desync, but we should be able to reproduce these
   savegames based on the first savegame and commands-out.log.
 - in case you use any NewGRFs you should attach the ones you used unless
   we can easily find them ourselves via bananas or when they are in the
   #openttdcoop pack.

Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.


3.0) Supported platforms
---- -------------------
OpenTTD has been ported to several platforms and operating systems. It should
not be very difficult to port it to a new platform. The currently working
platforms are:

  BeOS                 - SDL or Allegro
  DOS                  - Allegro
  FreeBSD              - SDL
  Linux                - SDL or Allegro
  MacOS X (universal)  - Cocoa video and sound drivers
  MorphOS              - SDL
  OpenBSD              - SDL
  OS/2                 - SDL
  Windows              - Win32 GDI (faster) or SDL or Allegro


4.0) Installing and running OpenTTD
---- ------------------------------
Installing OpenTTD is fairly straightforward. Either you have downloaded an
archive which you have to extract to a directory where you want OpenTTD to
be installed, or you have downloaded an installer, which will automatically
extract OpenTTD in the given directory.

OpenTTD looks in multiple locations to find the required data files (described
in section 4.2). Installing any 3rd party files into a 'shared' location has
the advantage that you only need to do this step once, rather than copying the
data files into all OpenTTD versions you have.
Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
currently being used. This means that if you use a config file in one of the
shared directories, savegames will reside in the save/ directory next to the
openttd.cfg file there.
If you want savegames and screenshots in the directory where the OpenTTD binary
resides, simply have your config file in that location. But if you remove this
config file, savegames will still be in this directory (see notes in
section 4.2 'OpenTTD directories')

OpenTTD comes without AIs, so if you want to play with AIs you have to download
them. The easiest way is via the 'Check Online Content' button in the main menu.
You can select some AIs that you think are compatible with your playing style.
Another way is manually downloading the AIs from the forum although then you
need to make sure that you install all the required AI libraries too; they get
automatically selected (and downloaded) if you get the AIs via the 'Check
Online Content'. If you do not have an AI but have configured OpenTTD to start
an AI a message will be shown that the 'dummy' AI has been started.

4.1) (Required) 3rd party files
---- --------------------------
Before you run OpenTTD, you need to put the game's data files into a baseset/
directory which can be located in various places addressed in the following
section.

For OpenTTD you need to acquire some third party data files. For this you have
the choice of using the original Transport Tycoon Deluxe data files or a set
of free data files.

Do NOT copy files included with OpenTTD into 'shared' directories (explained in
the following sections) as sooner or later you will run into graphical glitches
when using other versions of the game.

4.1.1) Free graphics and sound files
------ -----------------------------
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
OpenMSX for music can be found at:
 - http://www.openttd.org/download-opengfx for OpenGFX
 - http://www.openttd.org/download-opensfx for OpenSFX
 - http://www.openttd.org/download-openmsx for OpenMSX
Please follow the readme of these packages about the installation procedure.
The Windows installer can optionally download and install these packages.

4.1.2) Original Transport Tycoon Deluxe graphics and sound files
------ ---------------------------------------------------------
If you want to play with the original Transport Tycoon Deluxe data files you
have to copy the data files from the CD-ROM into the baseset/ directory. It
does not matter whether you copy them from the DOS or Windows version of
Transport Tycoon Deluxe. The Windows install can optionally copy these files.
You need to copy the following files:
 - sample.cat
 - trg1r.grf or TRG1.GRF
 - trgcr.grf or TRGC.GRF
 - trghr.grf or TRGH.GRF
 - trgir.grf or TRGI.GRF
 - trgtr.grf or TRGT.GRF

4.1.3) Original Transport Tycoon Deluxe music
------ --------------------------------------
If you want the Transport Tycoon Deluxe music, copy the files from the gm/
folder from the Windows version of Transport Tycoon Deluxe to the baseset
folder in your OpenTTD folder (also explained in the following sections).
The music from the DOS version as well as the original Transport Tycoon does
not work.

4.1.4) AIs
------ ---
If you want AIs use the in-game content downloader. If for some reason that is
not possible or you want to use an AI that has not been uploaded to the content
download system download the tar file and place it in the ai/ directory. If the
AI needs libraries you will have to download those too and put them in the
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
the content download system can be found at http://noai.openttd.org/downloads/
The AIs and libraries can be found their in the form of .tar.gz packages.
OpenTTD can read inside tar files but it does not extract .tar.gz files by
itself.
To figure out which libraries you need for an AI you have to start the AI and
wait for an error message to pop up. The error message will tell you
'could not find library "lib-name"'. Download that library and try again.

4.1.5) Game scripts
------ ------------
If you want an extra challenge in OpenTTD you can download so-called game
scripts via the in-game content downloader. These game scripts have varying
functionality, though they can generally influence town growth, subsidies, add
goals to reach or provide a different ranking system.
If you download a game script manually you have to follow the same rules as for
AIs, except that game scripts are placed in the game/ directory instead of the
ai/ directory.


4.2) OpenTTD directories
---- -------------------
OpenTTD uses its own directory to store its required 3rd party base set files
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
configuration files. See below for their proper place within this OpenTTD main
data directory.

The main OpenTTD directories can be found in various locations, depending on
your operating system:
   1. The current working directory (from where you started OpenTTD)
      For non-Windows operating systems OpenTTD will not scan for files in this
      directory if it is your personal directory, i.e. '~/', or when it is the
      root directory, i.e. '/'.
   2. Your personal directory
      Windows: C:\My Documents\OpenTTD (95, 98, ME)
               C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP)
               C:\Users\<username>\Documents\OpenTTD (Vista, 7)
      Mac OSX: ~/Documents/OpenTTD
      Linux:   $XDG_DATA_HOME/openttd which is usually ~/.local/share/openttd when
               built with XDG base directory support, otherwise ~/.openttd
   3. The shared directory
      Windows: C:\Documents and Settings\All Users\Shared Documents\OpenTTD (2000, XP)
               C:\Users\Public\Documents\OpenTTD (Vista, 7)
      Mac OSX: /Library/Application Support/OpenTTD
      Linux:   not available
   4. The binary directory (where the OpenTTD executable is)
      Windows: C:\Program Files\OpenTTD
      Linux:   /usr/games
   5. The installation directory (Linux only)
      Linux:   /usr/share/games/openttd
   6. The application bundle (Mac OSX only)
      It includes the OpenTTD files (grf+lng) and it will work as long as they
      are not touched

Different types of data or extensions go into different subdirectories of the
chosen main OpenTTD directory:
   Config File:         (no subdirectory)
   Screenshots:         screenshot
   Base Graphics:       baseset                 (or a subdirectory thereof)
   Sound Sets:          baseset                 (or a subdirectory thereof)
   NewGRFs:             newgrf                  (or a subdirectory thereof)
   32bpp Sets:          newgrf                  (or a subdirectory thereof)
   Music Sets:          baseset                 (or a subdirectory thereof)
   AIs:                 ai                      (or a subdirectory thereof)
   AI Libraries:        ai/libraries            (or a subdirectory thereof)
   Game Scripts (GS):   game                    (or a subdirectory thereof)
   GS Libraries:        game/libraries          (or a subdirectory thereof)
   Savegames:           save
   Automatic Savegames: save/autosave
   Scenarios:           scenario

The (automatically created) directory content_download is for OpenTTD's internal
use and no files should be added to it or its subdirectories manually.

Notes:
   - Linux in the previous list means .deb, but most paths should be similar for
     others.
   - The previous search order is also used for NewGRFs and openttd.cfg.
   - If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
     5 order. When built with XDG base directory support, openttd.cfg will be
     created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
   - Savegames will be relative to the config file only if there is no save/
     directory in paths with higher priority than the config file path, but
     autosaves and screenshots will always be relative to the config file.
     Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
     other files will be saved under $XDG_DATA_HOME/openttd.

The preferred setup:
Place 3rd party files in shared directory (or in personal directory if you do
not have write access on shared directory) and have your openttd.cfg config
file in personal directory (where the game will then also place savegames and
screenshots).

4.3) Portable installations (portable media)
---- ---------------------------------------
You can install OpenTTD on external media so you can take it with you, i.e.
using a USB key, or a USB HDD, etc.
Create a directory where you shall store the game in (i.e. OpenTTD/).
Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
openttd.cfg to this directory.
You can copy binaries for any operating system into this directory, which will
allow you to play the game on nearly any computer you can attach the external
media to.
As always - additional grf files are stored in the newgrf/ dir (for details,
again, see section 4.1).

4.4) Files in tar (archives)
---- -----------------------
OpenTTD can read files that are in an uncompressed tar (archive), which
makes it easy to bundle files belonging to the same script, NewGRF or base
set. Music sets are the only exception as they cannot be stored in a tar
file due to being played by external applications.

OpenTTD sees each tar archive as the 'root' of its search path. This means that
having a file with the same path in two different tar files means that one
cannot be opened, after all only one file will be found first. As such it is
advisable to put an uniquely named folder in the root of the tar and put all the
content in that folder. For example, all downloaded content has a path that
concatenates the name of the content and the version, which makes the path
unique. For custom tar files it is advised to do this as well.

The normal files are also referred to by their relative path from the search
directory, this means that also normal files could hide files in a tar as
long as the relative path from the search path of the normal file is the
same as the path in the tar file. Again it is advised to have an unique path
to the normal file so they do not collide with the files from other tar
files.


5.0) OpenTTD features
---- ----------------
OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
emulation. Unfortunately, there is currently no comprehensive list of features,
but there is a basic features list on the web, and some optional features can be
controlled through the Advanced Settings dialog. We also implement some
features known from TTDPatch (http://www.ttdpatch.net/).

Several important non-standard controls:

* Ctrl modifies many commands and makes them more powerful. For example Ctrl
  clicking on signals with the build signal tool changes their behaviour, holding
  Ctrl while the track build tool is activated changes it to the track removal
  tool, and so on. See http://wiki.openttd.org/Hidden_features for a non-
  comprehensive list or look at the tooltips.
* Ingame console. More information at
  http://wiki.openttd.org/index.php/Console
* Hovering over a GUI element shows tooltips. This can be changed to right click
  via the advanced settings.

5.1) Logging of potentially dangerous actions
---- ----------------------------------------
OpenTTD is a complex program, and together with NewGRF, it may show a buggy
behaviour. But not only bugs in code can cause problems. There are several
ways to affect game state possibly resulting in program crash or multiplayer
desyncs.
Easier way would be to forbid all these unsafe actions, but that would affect
game usability for many players. We certainly do not want that.
However, we receive bug reports because of this. To reduce time spent with
solving these problems, these potentially unsafe actions are logged in
the savegame (including crash.sav). Log is stored in crash logs, too.

Information logged:

* Adding / removing / changing order of NewGRFs
* Changing NewGRF parameters, loading compatible NewGRF
* Changing game mode (scenario editor <-> normal game)
* Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
  original Transport Tycoon version
* Running a modified OpenTTD build
* Changing settings affecting NewGRF behaviour (non-network-safe settings)
* Triggering NewGRF bugs

No personal information is stored.

You can show the game log by typing 'gamelog' in the console or by running
OpenTTD in debug mode.


6.0) Configuration file
---- ------------------
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
.INI format. It is mostly undocumented. Almost all settings can be changed
ingame by using the 'Advanced Settings' window.
When you cannot find openttd.cfg you should look in the directories as
described in section 4.2. If you do not have an openttd.cfg OpenTTD will
create one after closing.


7.0) Compiling
---- ---------
Windows:
  You need Microsoft Visual Studio .NET. Open the project file
  and it should build automatically. In case you want to build with SDL support
  you need to add WITH_SDL to the project settings.
  PNG (WITH_PNG) and ZLIB (WITH_ZLIB) support is enabled by default. For these
  to work you need their development files. For best results, download the
  openttd-useful.zip file from http://www.openttd.org/download-openttd-useful
  Put the header files into your compiler's include/ directory and the
  library (.lib) files into the lib/ directory.
  For more help with VS see docs/Readme_Windows_MSVC.txt.

  You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW.
  Please read the Makefile for more information.

Solaris, FreeBSD, OpenBSD:
  Use 'gmake', but do a './configure' before the first build.

Linux/Unix:
  OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'.
  However, for the first build one has to do a './configure' first.

MacOS X:
  Use 'make' or Xcode (which will then call make for you)
  This will give you a binary for your CPU type (PPC/Intel)
  However, for the first build one has to do a './configure' first.
  To make a universal binary type './configure --enabled-universal'
  instead of './configure'.

BeOS:
  Use 'make', but do a './configure' before the first build.

MorphOS:
  Use 'make'. However, for the first build one has to do a './configure' first.
  Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of
  OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
  libpng and freetype2 developer files.

OS/2:
  A comprehensive GNU build environment is required to build the OS/2 version.
  See the docs/Readme_OS2.txt file for more information.

DOS:
  A build environment with DJGPP is needed as well as libraries such as
  Allegro, zlib and libpng, which all can be downloaded from the DJGPP
  website. Compilation is straight forward: use make, but do a './configure'
  before the first build. The build binary will need cwsdpmi.exe to be in
  the same directory as the openttd executable. cwsdpmi.exe can be found in
  the os/dos/cwsdpmi subdirectory. If you compile with stripping turned on a
  binary will be generated that does not need cwsdpmi.exe by adding the
  cswdstub.exe to the created OpenTTD binary.

7.1) Required/optional libraries
---- ---------------------------
The following libraries are used by OpenTTD for:
  - libSDL/liballegro: hardware access (video, sound, mouse)
  - zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
    heightmaps
  - liblzo2: (de)compressing of old (pre 0.3.0) savegames
  - liblzma: (de)compressing of savegames (1.1.0 and later)
  - libpng: making screenshots and loading heightmaps
  - libfreetype: loading generic fonts and rendering them
  - libfontconfig: searching for fonts, resolving font names to actual fonts
  - libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
    natural sorting of strings.

OpenTTD does not require any of the libraries to be present, but without
liblzma you cannot open most recent savegames and without zlib you cannot
open most older savegames or use the content downloading system.
Without libSDL/liballegro on non-Windows and non-MacOS X machines you have
no graphical user interface; you would be building a dedicated server.

7.2) Supported compilers
---- -------------------
The following compilers are known to compile OpenTTD:
  - Microsoft Visual C++ (MSVC) 2005, 2008 and 2010.
    Version 2005 gives bogus warnings about scoping issues.
  - GNU Compiler Collection (GCC) 3.3 - 4.4, 4.6 - 4.8.
    Versions 4.1 and earlier give bogus warnings about uninitialised variables.
    Versions 4.4, 4.6 give bogus warnings about freeing non-heap objects.
    Versions 4.6 and later give invalid warnings when lto is enabled.
  - Intel C++ Compiler (ICC) 12.0.
  - Clang/LLVM 2.9 - 3.0
    Version 2.9 gives bogus warnings about code nonconformity.

The following compilers are known not to compile OpenTTD:
  - Microsoft Visual C++ (MSVC) 2003 and earlier.
  - GNU Compiler Collection (GCC) 3.2 and earlier.
    These old versions fail due to OpenTTD's template usage.
  - GNU Compiler Collection (GCC) 4.5. It optimizes enums too aggressively.
    See http://bugs.openttd.org/task/5513 and references therein.
  - Intel C++ Compiler (ICC) 11.1 and earlier.
    Version 10.0 and earlier fail a configure check and fail with recent system
        headers.
    Version 10.1 fails to compile station_gui.cpp.
    Version 11.1 fails with an internal error when compiling network.cpp.
  - Clang/LLVM 2.8 and earlier.
  - (Open) Watcom.

If any of these compilers can compile OpenTTD again, please let us know.
Patches to support more compilers are welcome.

7.3) Compilation of base sets
-----------------------------
To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at: http://www.openttd.org/download-grfcodec
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using 'make maintainer-clean'.

Re-compilation of the base sets, thus also use of --maintainer-clean can
leave the repository in a modified state as different grfcodec versions can
cause binary differences in the resulting grf. Also translations might have
been added for the base sets which are not yet included in the base set
information files. Use the configure option --without-grfcodec to avoid
modification of the base set files by the build process.


8.0) Translating
---- -----------
See http://www.openttd.org/development for up-to-date information.

The use of the online Translator service, located at
http://translator.openttd.org/, is highly encouraged. For getting an account
simply follow the guidelines in the FAQ of the translator website.

If for some reason the website is down for a longer period of time, the
information below might be of help.

Please contact the translations manager (http://www.openttd.org/contact)
before beginning the translation process! This avoids double work, as
someone else may have already started translating to the same language.

8.1) Translation
---- -----------
So, now that you have notified the development team about your intention to
translate (You did, right? Of course you did.) you can pick up english.txt
(found in the SVN repository under /src/lang) and translate.

You must change the first two lines of the file appropriately:

##name English-Name-Of-Language
##ownname Native-Name-Of-Language

Note: Do not alter the following parts of the file:

    * String identifiers (the first word on each line)
    * Parts of the strings which are in curly braces (such as {STRING})
    * Lines beginning with ## (such as ##id), other than the first two lines of
      the file

8.2) Previewing
---- ----------
In order to view the translation in the game, you need to compile your language
file with the strgen utility. As this utility is tailored to a specific OpenTTD
version, you need to compile it yourself. Just take the normal OpenTTD sources
and build that. During the build process the strgen utility will be made.

strgen is a command-line utility. It takes the language filename as parameter.
Example:

strgen lang/german.txt

This results in compiling german.txt and produces another file named german.lng.
Any missing strings are replaced with the English strings. Note that it looks
for english.txt in the lang subdirectory, which is where your language file
should also be.

That is all! You should now be able to select the language in the game options.


9.0) Troubleshooting
---- ---------------
To see all startup options available to you, start OpenTTD with the
'./openttd -h' option. This might help you tweak some of the settings.

If the game is acting strange and you feel adventurous you can try the
'-d [[<name>=]<level>]' flag, where the higher levels will give you more
debugging output. The 'name' variable can help you to display only some type of
debugging messages. This is mostly undocumented so best is to look in the
source code file debug.c for the various debugging types. For more information
look at http://wiki.openttd.org/index.php/Command_line.

The most frequent problem is missing data files. Please install OpenGFX and
possibly OpenSFX and OpenMSX. See section 4.1.1 for more information.

Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow
and/or freeze. See known-bugs.txt for more information and how to solve this
problem on your computer.

Under Windows 98 and lower it is impossible to use a dedicated server; it will
fail to start. Perhaps this is for the better because those OSes are not known
for their stability.

With the added support for font-based text selecting a non-latin language can
result in lots of question marks ('?') being shown on screen. Please open your
configuration file (openttd.cfg - see Section 4.2 for where to find it)
and add a suitable font for the small, medium and / or large font, e.g.:
   small_font = "Tahoma"
   medium_font = "Tahoma"
   large_font = "Tahoma"
You should use a font name like 'Tahoma' or a path to the desired font.

Any NewGRF file used in a game is stored inside the savegame and will refuse
to load if you do not have that NewGRF file available. A list of missing files
can be viewed in the NewGRF window accessible from the file load dialogue window.

You can try to obtain the missing files from that NewGRF dialogue or - if they
are not available online - you can search manually through our forum's graphics
development section (http://www.tt-forums.net/viewforum.php?f=66) or GrfCrawler
(http://grfcrawler.tt-forums.net/). Put the NewGRF files in OpenTTD's newgrf folder
(see section 4.2 'OpenTTD directories') and rescan the list of available NewGRFs.
Once you have all missing files, you are set to go.

10.0) Licensing
----- ---------
OpenTTD is licensed under the GNU General Public License version 2.0. For
the complete license text, see the file 'COPYING'. This license applies
to all files in this distribution, except as noted below.

The squirrel implementation in src/3rdparty/squirrel is licensed under
the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete
license text.

The md5 implementation in src/3rdparty/md5 is licensed under the Zlib
license. See the comments in the source files in src/3rdparty/md5 for
the complete license text.

The implementations of Posix getaddrinfo and getnameinfo for OS/2 in
src/3rdparty/os2 are distributed partly under the GNU Lesser General Public
License 2.1, and partly under the (3-clause) BSD license. The exact licensing
terms can be found in src/3rdparty/os2/getaddrinfo.c resp.
src/3rdparty/os2/getnameinfo.c.

The exe2coff implementation in os/dos/exe2coff is available under the
GPL, with a number of additional terms. See os/dos/exe2coff/copying and
os/dos/exe2coff/copying.dj for the exact licensing terms.

The CWSDPMI implementation in os/dos/cwsdpmi is distributed under a
custom binary-only license that prohibits modification. The exact
licensing terms can be found in os/dos/cwsdpmi/cwsdpmi.txt. The sources
for these files can be downloaded at its author site, at:
http://homer.rice.edu/~sandmann/cwsdpmi/csdpmi5s.zip

X.X) Credits
---- -------
The OpenTTD team (in alphabetical order):
  Albert Hofkamp (Alberth)        - GUI expert (since 0.7)
  Matthijs Kooijman (blathijs)    - Pathfinder-guru, Debian port (since 0.3)
  Ulf Hermann (fonsinchen)        - Cargo Distribution (since 1.3)
  Christoph Elsenhans (frosch)    - General coding (since 0.6)
  Loïc Guilloux (glx)             - Windows Expert (since 0.4.5)
  Michael Lutz (michi_cc)         - Path based signals (since 0.7)
  Owen Rudge (orudge)             - Forum host, OS/2 port (since 0.1)
  Peter Nelson (peter1138)        - Spiritual descendant from newGRF gods (since 0.4.5)
  Ingo von Borstel (planetmaker)  - General coding, Support (since 1.1)
  Remko Bijker (Rubidium)         - Lead coder and way more (since 0.4.5)
  José Soler (Terkhen)            - General coding (since 1.0)
  Leif Linse (Zuu)                - AI/Game Script (since 1.2)

Inactive Developers:
  Jean-François Claeys (Belugas)  - GUI, newindustries and more (0.4.5 - 1.0)
  Bjarni Corfitzen (Bjarni)       - MacOSX port, coder and vehicles (0.3 - 0.7)
  Victor Fischer (Celestar)       - Programming everywhere you need him to (0.3 - 0.6)
  Jaroslav Mazanec (KUDr)         - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6)
  Jonathan Coome (Maedhros)       - High priest of the NewGRF Temple (0.5 - 0.6)
  Attila Bán (MiHaMiX)            - WebTranslator 1 and 2 (0.3 - 0.5)
  ZdenÄ›k Sojka (SmatZ)            - Bug finder and fixer (0.6 - 1.3)
  Christoph Mallon (Tron)         - Programmer, code correctness police (0.3 - 0.5)
  Patric Stout (TrueBrain)        - NoProgrammer (0.3 - 1.2), sys op (active)
  Thijs Marinussen (Yexo)         - AI Framework, General (0.6 - 1.3)

Retired Developers:
  Tamás Faragó (Darkvater)        - Ex-Lead coder (0.3 - 0.5)
  Dominik Scherer (dominik81)     - Lead programmer, GUI expert (0.3 - 0.3)
  Emil Djupfeld (egladil)         - MacOSX port (0.4 - 0.6)
  Simon Sasburg (HackyKid)        - Bug fixer (0.4 - 0.4.5)
  Ludvig Strigeus (ludde)         - Original author of OpenTTD, main coder (0.1 - 0.3)
  Cian Duffy (MYOB)               - BeOS port / manual writing (0.1 - 0.3)
  Petr BaudiÅ¡ (pasky)             - Many patches, newgrf support, etc. (0.3 - 0.3)
  Benedikt Brüggemeier (skidd13)  - Bug fixer and code reworker (0.6 - 0.7)
  Serge Paquet (vurlix)           - 2nd contributor after ludde (0.1 - 0.3)

Thanks to:
  Josef Drexler                   - For his great work on TTDPatch.
  Marcin Grzegorczyk              - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations
  Stefan Meißner (sign_de)        - For his work on the console
  Mike Ragsdale                   - OpenTTD installer
  Christian Rosentreter (tokai)   - MorphOS / AmigaOS port
  Richard Kempton (RichK67)       - Additional airports, initial TGP implementation
  Alberto Demichelis              - Squirrel scripting language
  L. Peter Deutsch                - MD5 implementation
  Michael Blunck                  - For revolutionizing TTD with awesome graphics
  George                          - Canal graphics
  Andrew Parkhouse (andythenorth) - River graphics
  David Dallaston (Pikka)         - Tram tracks
  All Translators                 - For their support to make OpenTTD a truly international game
  Bug Reporters                   - Thanks for all bug reports
  Chris Sawyer                    - For an amazing game!

[close]

https://secure.openttd.org/www/en/

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H+Soft Arcade 1.20
« Antwort #144 am: 04 Dezember, 2015, 19:40 »
H+Soft Arcade is a collection of 37 FREE retro, 3D, and mini games for your Windows XP or better PC. Formerly from H+Soft Arcade, these games have been recompiled for individual use. They support both game pad and keyboard control. Game Pad: Use your D-Pad or Analog stick to move, and the buttons to perform actions - Some games require the use of two game pads. Keyboard: Space = Pause/Menu, ESC = Exit, Arrow Keys = Move, Left CTRL and ALT keys to perform actions.

Freeware

http://www.hsretrogames.com/FreeGames.htm

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Warsow 2.01
« Antwort #145 am: 19 Dezember, 2015, 19:20 »
Changelog
General:
+ Rewinding demos no longer breaks POV switching.
+ Fixed client-side crashes in CTF: Tactics game mode.
+ Corrected the list of assets released under Creative Commons Attribution-NoDerivatives license (see license.txt).

Server:
+ Fixed race condition which was preventing multiple server instances to complete initialization in case they were sharing the same home directory.
+ Bugfixes and improved performance for the built-in HTTP server.

UI:
+ Fixed memory leaks, improved peformance for the server browser with l10n enabled.

Renderer:
+ Automatically disable multithreading if Nouveau graphics driver is detected (Linux).
+ Automatically use discrete GPU's on laptops with both integrated and discrete GPU's.

HUD:
+ Updated adem HUD.
+ Updated strafe.hud for all HUDs.
[close]

http://www.warsow.net/

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Freeware-Schach 3.47
« Antwort #146 am: 27 Dezember, 2015, 22:08 »
Whats new:>>

Erweiterungen:

    50 Zügeregel eingebaut (Danke Volkmar)
    Meldung wenn Remis-Button aktiv wird
    PGN-Datei sichern: Hinter Spielername "Freeware-Schach" wird Schwierigkeitsstufe angeben

http://www.freeware-schach.de/

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Warzone 2100 3.1.3
« Antwort #147 am: 25 Januar, 2016, 18:45 »
Changelog

General:

   * Change: Ping only displayed for multiplayer games (commit:2199ffdd416cb5189c0ee5af4137a6248c3a2ff1)
   * Change: Rank display removed for now (commit:30ed6e846faecf2cf186a7d94182318de65fb362)
   * Change: Better placement of IP dialog (commit:ea673ca4e32edc41097389948aec0f7bd3883567, ticket:4159)
   * Change: Remove hack to support some old systems that breaks with GLEW 1.12 (commit:6a6c611ca3d9d6745e5343f2ee041892772ccae6, ticket:4300)
   * Change/fix: Change --savegame command line option into two new options that actually work (commit:6f2f5d91c88005ef632f13af2e8d493aeea24d35)
   * Fix: Crash in campaign (commit:f661a7b213b2d7db8053bde8c21e5ab42374f652, ticket:4251)
   * Fix: Update included miniUPNP to version 1.219 (commit:512a10d453c52b424f948c78d732f6d1fe627fb8, ticket:4321)
   * Fix: 'kill' command for SP games (commit:d44708e1093a457fb110839c029d02ea69623715)
   * Fix: 'Assigned to Commander' voice over issue (commit:960ed9dfd82af57421b1c5e417a42bc8890065bc, ticket:1432)
   * Fix: Fix assert failure when Nexus AI tries to build a sensor tower (commit:a0b203bc4f570931470f6ff0d6c38d5fcd905ee6)
   * Fix: Check if received templates are valid when received (commit:260a88ea12bd26cf2c12a68bb338af591f9ba59f)
   * Fix: Many potential issues found with static analysis tools closed

[close]

http://wz2100.net/

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SuperTux 0.4.0
« Antwort #148 am: 08 Februar, 2016, 19:20 »
SuperTux is a free classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GNU GPL.

Changelog

After more than a decade of slow, but hard development the SuperTux team is happy to announce the first stable release after 0.1.3 (which was released on 2005-07-09), 0.4.0.

Compared to 0.1.3, this release features:

    a nearly completely rewritten game engine based on OpenGL, OpenAL, SDL2, ...
    support for translations
    in-game manager for downloadable add-ons and translations
    Bonus Island III, a for now unfinished Forest Island and the development levels in Incubator Island
    a final boss in Icy Island
    new and improved soundtracks and sound effects
    new badguys, bonuses and power-ups (air-, earth- and ice-flower)
    a halloween tilemap
    new graphic effects (glowing objects, particles, ...)
    levels and worldmaps are scriptable using squirrel
    much more game objects: trampolines, switches, portable stones, wind, moving platforms, ... - most of them have scripting APIs
    improved statistics
    many invisible changes, like unit tests, efficiency improvements and more bugfixes
    much more...

And of course we updated the official levels to make use of all the new features.

Compared to the latest beta, 0.3.5a, this release features:

    updated translations
    reworked add-on manager to support downloadable and updatable localization packs
    many bug-fixes
    added iced-graphics to some more badguys
    melting animation for some badguys
    updated more levels (fix playability, ...)
    updated build system, featuring unit tests, libraries as git sub-modules and improved Travis-CI builds to support nightly builds
    more levels in Incubator Island
    support for horizontal and vertical gradients that span the length / height of a sector. Add (direction "horizontal_sector / vertical_sector") to your gradient.
    much more...

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The Powder Toy 91.1
« Antwort #149 am: 19 März, 2016, 10:10 »
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.

The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.

License:    GPL

Changelog

Version 91.1

    Fixed Fix progress bar disappearing on hover in local save browser
    Fixed Fix PBCN(LIGH)
    Fixed Fix crash when opening saves on OS X
    Changed Loop edge mode now allows particles to have velocities greater than the size of the screen
    Changed Stickman now has terminal velocity in loop edge mode
    Changed Don't remder AMTR as a gas
    Added In game changelogs! (actually they were added in 91.0)
    Added Ability to enroll in beta updates on the site (fixed)

Version 91.0

    Fixed Fix fullscreen on OS X
    Fixed Fix bugs creating multiple stickmen, fix stickmen spawning bugs
    Fixed Fix FIRE, CO2, and SMKE passing through powder only wall
    Fixed Fix FIRE not burning things inside of walls
    Fixed Fix empty holes in stamp browser when deleting stamps
    Fixed Fix stamp and save thumbnails occasionally getting mixed up
    Fixed Fix many obscure crashes
    Fixed Cut down the amazon rain forest
    Changed CRAY .tmp2 now sets creation offset, just like DRAY
    Changed Fix FRZZ/FRZW (didn't work as intended)
    Changed Speed improvements to several elements, including EMP, ETRD, and streamlines
    Changed Allow DRAY to copy energy particles
    Changed STOR automatically transfers to PRTI
    Changed CONV tmp value can now be used to set an element to be converted
    Changed Tons of other changes and fixes not listed here
    Changed Better icon and .desktop file on Linux
    Changed Mouse drawing is automatically canceled when moving in / out of the zoom window
    Changed Redo profile viewer a bit, and show more information
    Changed Default "Large screen" option to on if your screen is large enough
    Changed When you are not logged in, you can save local saves without holding ctrl
    Changed Disable Newtonian Gravity entirely inside grav wall zones
    Added New loop edge mode
    Added New ctrl+f shortcut to locate elements
    Added Add textbox in save / stamp browsers to jump to any page
    Added Ability to publish saves in the browser without resaving
    Added Allow PSTN movement amount to be set by PSTN temperature
    Added Signs have tooltips now, and have a longer 45 character max
    Added New signs: {s:user:jacob1|my saves!} and {aheat}
    Added New element: CRMC, melting point gets higher under pressure
    Added New wall tool which can erase walls, particles, and signs
    Added Deco flood fill, floods decoration based on pixel color
    Added .tmp2 shows in the HUD for elements which use it, ambeint heat now shown when enabled

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http://powdertoy.co.uk/

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