forests
Sponsored Links
Sponsored Links
Secleted [ 0 ] software to compare
Results 1 - 15 of about 29
HLA Adventure 3.35
HLA Adventure is an adventure game that was written in Randy Hydes HLA language. more>>
HLA Adventure is an adventure game that was written in Randy Hydes HLA language.
It features Mippy, a cute dragon that lives happily in the forests and caves and often comes out during the later part of the day to eat leaves, smoulder decaying trees, and generally romp around like every good dragon should.
Enhancements:
- Bugfixes were made to a couple of rooms, including the cave under the forest and near the mansion.
<<lessIt features Mippy, a cute dragon that lives happily in the forests and caves and often comes out during the later part of the day to eat leaves, smoulder decaying trees, and generally romp around like every good dragon should.
Enhancements:
- Bugfixes were made to a couple of rooms, including the cave under the forest and near the mansion.
Download (0.64MB)
Added: 2005-10-26 License: GPL (GNU General Public License) Price:
2640 downloads
SuperTux 0.3.0
SuperTux is a classic 2D jumpn run sidescroller game in a style similar to the original SuperMario games. more>>
SuperTux project is a classic 2D jumpn run sidescroller game in a style similar to the original SuperMario games. The Milestone1 release of SuperTux features 9 enemies, 26 playable levels, software and OpenGL rendering modes, configurable joystick and keyboard input, new music and completly redone graphics.
Together with a little story, we hope to provide a good gaming experince with this first Milestone release.
The improvments in Milestone1 are in huge part the result of the work done surrounding the Game of the Month March 2004 event on happypenguin.org.
The Milestone1 section of this webpage was mainly used to coordinate development and to post sketches and other things. It will give you an overview of the development of the features and enemies that have gone in Milestone1, it might be a bit outdated and is mainly present for historic reasons to those interested in the development.
Enhancements:
- new, OpenGL- and OpenAL-based engine
- final boss for Icy Island
- brand new Forest World with new badguys and new game objects
- new and improved soundtrack, immersive sound effects
- much more...
<<lessTogether with a little story, we hope to provide a good gaming experince with this first Milestone release.
The improvments in Milestone1 are in huge part the result of the work done surrounding the Game of the Month March 2004 event on happypenguin.org.
The Milestone1 section of this webpage was mainly used to coordinate development and to post sketches and other things. It will give you an overview of the development of the features and enemies that have gone in Milestone1, it might be a bit outdated and is mainly present for historic reasons to those interested in the development.
Enhancements:
- new, OpenGL- and OpenAL-based engine
- final boss for Icy Island
- brand new Forest World with new badguys and new game objects
- new and improved soundtrack, immersive sound effects
- much more...
Download (5.5MB)
Added: 2006-12-26 License: GPL (GNU General Public License) Price:
715 downloads
FAangband 0.2.3
FAangband is a first age Tolkien-based variant of Angband. more>>
FAangband is a first age Tolkien-based variant of Angband.
A roguelike game set in the wilderness and dungeons of Middle Earth in the first age. Fight your way through plains, mountains, forests, swamps, deserts and dungeons to face Morgoth, Lord of Darkness. Not a short game.
Here are the big changes:
- Races have been significantly changed. Half-Orcs, Half-Trolls, Half-elves and Shadow Fairies have gone; there are new varieties of Elves, Dwarves and Men. Dwarves as a whole tend to have better Intelligence than Wisdom; the reverse is true for (most) Elves and Hobbits. Different races also have significantly different starting conditions.
- There is wilderness. Wilderness is like and unlike dungeon. On the similar side, it is randomly generated in rectangular pieces; the "level" still only goes up or down by one in going from one piece to the next; there is a structured way of advancing through the wilderness. On the other hand, it looks different (no rooms); there are sometimes choices as to how to advance (north or west, maybe, rather than just down); and tactics become quite different. There are five basic types of wilderness - open plains, dense forests, rocky mountains, harsh deserts and pathless swamps. It also has day and night, which affects light-hating monsters and the players need for light.
- There are multiple towns, small and large, spread throughout the wilderness. Each race starts in its natural town. This means that the starting towns for some races are in the middle of quite dangerous wilderness. In order to reduce extreme effects of this (instant death, or instant growth of 15 levels), some races have improved starting equipment, and several races start with some experience already (advancing them in character level up to a maximum of level 5). High elves are no longer the easy option, at least at first. You can move your house to a different town, but only once you have walked there.
- There are multiple dungeons (five, to be precise). At the bottom of each is a guardian, who can only appear there or in special circumstances (which you may be able to guess...) be summoned. The first specialist ability (and second as well for warriors) is still learned at the beginning, but the two others each become available on killing a dungeon guardian. It is possible to ignore the other dungeons and head straight for Angband, but theres a heavy price to pay.
- Word of Recall works differently. Read away from your home town, it still takes you back there. Read in your home town, you are given a list of up to four points to recall to. When you recall back to town, you get the choice of which of your recall points you wish to update.
- Anything from later than the First Age has been removed. No more Rings of Power, Grishnakh, Anduril, Saruman, Witch-King, etc. There are some new uniques, artifacts and ego-items (and some just renamed). There are also new item sets, and some reworked artifacts.
- There is no savefile compatibility with Oangband or Angband. Savefiles had to change at least to accommodate changes to data structures (particularly the player data), and the big changes to races meant that any translation would be rather artificial. Anyone with an Oangband savefile should keep playing it in Oangband; anyone with an Oangband compatible Angband savefile (version 2.9.1 or older) should be congratulated and, well, upgrade.
Enhancements:
- large reduction in wilderness monsters
- better handling of savefile paths
- increase in wilderness vaults
- some extra dungeon vaults
- several bugfixes
<<lessA roguelike game set in the wilderness and dungeons of Middle Earth in the first age. Fight your way through plains, mountains, forests, swamps, deserts and dungeons to face Morgoth, Lord of Darkness. Not a short game.
Here are the big changes:
- Races have been significantly changed. Half-Orcs, Half-Trolls, Half-elves and Shadow Fairies have gone; there are new varieties of Elves, Dwarves and Men. Dwarves as a whole tend to have better Intelligence than Wisdom; the reverse is true for (most) Elves and Hobbits. Different races also have significantly different starting conditions.
- There is wilderness. Wilderness is like and unlike dungeon. On the similar side, it is randomly generated in rectangular pieces; the "level" still only goes up or down by one in going from one piece to the next; there is a structured way of advancing through the wilderness. On the other hand, it looks different (no rooms); there are sometimes choices as to how to advance (north or west, maybe, rather than just down); and tactics become quite different. There are five basic types of wilderness - open plains, dense forests, rocky mountains, harsh deserts and pathless swamps. It also has day and night, which affects light-hating monsters and the players need for light.
- There are multiple towns, small and large, spread throughout the wilderness. Each race starts in its natural town. This means that the starting towns for some races are in the middle of quite dangerous wilderness. In order to reduce extreme effects of this (instant death, or instant growth of 15 levels), some races have improved starting equipment, and several races start with some experience already (advancing them in character level up to a maximum of level 5). High elves are no longer the easy option, at least at first. You can move your house to a different town, but only once you have walked there.
- There are multiple dungeons (five, to be precise). At the bottom of each is a guardian, who can only appear there or in special circumstances (which you may be able to guess...) be summoned. The first specialist ability (and second as well for warriors) is still learned at the beginning, but the two others each become available on killing a dungeon guardian. It is possible to ignore the other dungeons and head straight for Angband, but theres a heavy price to pay.
- Word of Recall works differently. Read away from your home town, it still takes you back there. Read in your home town, you are given a list of up to four points to recall to. When you recall back to town, you get the choice of which of your recall points you wish to update.
- Anything from later than the First Age has been removed. No more Rings of Power, Grishnakh, Anduril, Saruman, Witch-King, etc. There are some new uniques, artifacts and ego-items (and some just renamed). There are also new item sets, and some reworked artifacts.
- There is no savefile compatibility with Oangband or Angband. Savefiles had to change at least to accommodate changes to data structures (particularly the player data), and the big changes to races meant that any translation would be rather artificial. Anyone with an Oangband savefile should keep playing it in Oangband; anyone with an Oangband compatible Angband savefile (version 2.9.1 or older) should be congratulated and, well, upgrade.
Enhancements:
- large reduction in wilderness monsters
- better handling of savefile paths
- increase in wilderness vaults
- some extra dungeon vaults
- several bugfixes
Download (2.7MB)
Added: 2007-04-22 License: Freeware Price:
915 downloads
Empty Clip 1.0.2
Empty Clip is a top-down, 2D Action RPG. more>>
Empty Clip is a top-down, 2D Action RPG. Empty Clip draws heavily from games such as Crimsonland, Diablo, Alien Swarm, Grand Theft Auto II, and more. There is a campaign, adventure, survival, and primitive deathmatch mode.
Main features:
- 3D hardware accelerated graphics
- Sound and music
- Over 200 different monsters
- Over 400 different items including weapons, armor, and upgrades
- 30+ hours of gameplay
- Travel through mansions, dungeons, forests, caves, cities, skyscrapers, deserts, hell, and alien worlds
- Deathmatch over TCP/IP
<<lessMain features:
- 3D hardware accelerated graphics
- Sound and music
- Over 200 different monsters
- Over 400 different items including weapons, armor, and upgrades
- 30+ hours of gameplay
- Travel through mansions, dungeons, forests, caves, cities, skyscrapers, deserts, hell, and alien worlds
- Deathmatch over TCP/IP
Download (4.4MB)
Added: 2006-06-08 License: GPL (GNU General Public License) Price:
1234 downloads
Deathchase 3D 0.9
Deathchase 3D is a remake of the Spectrum arcade game of the same name. more>>
Deathchase 3D project is a remake of the Spectrum arcade game of the same name.
Deathchase 3D is a remake of the Spectrum game of the same name, which is itself based on the sequence in "Return of the Jedi" chasing Stormtroopers through the forests of Endor on light-speeders.
Its a fake perspective 3D game: avoid the trees and shoot the bad guys ahead of you. It uses the SDL library.
It is written for Linux but should run on anything SDL supports.
<<lessDeathchase 3D is a remake of the Spectrum game of the same name, which is itself based on the sequence in "Return of the Jedi" chasing Stormtroopers through the forests of Endor on light-speeders.
Its a fake perspective 3D game: avoid the trees and shoot the bad guys ahead of you. It uses the SDL library.
It is written for Linux but should run on anything SDL supports.
Download (0.57MB)
Added: 2006-12-08 License: GPL (GNU General Public License) Price:
1056 downloads
cadaverserver 1.0.1
cadaverserver project is a realtime artificial intelligence battle game server. more>>
cadaverserver project is a realtime artificial intelligence battle game server.
Cadaver is a simulated world of cyborgs and nature in realtime. The battlefield consists of forests, grain, water, grass, carcass (of course) and lots of other things.
The game server manages the game and the rules. You start a server and connect some clients. The clients communicate with the server using a very primitive protocol. They can order cyborgs to harvest grain, attack enemies or cut forest.
The game is not intended to be played by humans! Instead the idea is that you write artificial intelligence clients to beat the other artificial intelligences.
The server is a program that runs on the console.
It manages the rules of the game in realtime.
It listens on TCP port 8932.
You could connect to it by entering:
# telnet localhost 8932
You will get the Initialisation message.
You can now enter commands.
<<lessCadaver is a simulated world of cyborgs and nature in realtime. The battlefield consists of forests, grain, water, grass, carcass (of course) and lots of other things.
The game server manages the game and the rules. You start a server and connect some clients. The clients communicate with the server using a very primitive protocol. They can order cyborgs to harvest grain, attack enemies or cut forest.
The game is not intended to be played by humans! Instead the idea is that you write artificial intelligence clients to beat the other artificial intelligences.
The server is a program that runs on the console.
It manages the rules of the game in realtime.
It listens on TCP port 8932.
You could connect to it by entering:
# telnet localhost 8932
You will get the Initialisation message.
You can now enter commands.
Download (0.052MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1025 downloads
Vallheru 1.3 Beta
Vallheru is a turn-based, fantasy MMORPG. more>>
Vallheru is a turn-based, fantasy MMORPG written in PHP and MySQL (but may work with many other databases) with Smarty Template Engine, ADOdb, and PHP Mailer.
It is based on Gamers-Fusion 2.5 with many modifications in security, speed, and features. Vallheru is currently available only in Polish.
Whats New in 1.3 Beta Development Release:
- This version contains many changes in the game interface making it simpler to mine and explore forests and mountains.
- Some new features were added, such as the ability for players to add their own links to the menu and to report bugs while in the game.
- Additionally, this release has a new quest, a few changes in game mechanics (especially alchemy and mage items and spells).
- For administrators, some security and normal bugs were fixed, some code optimization was done, and new versions of third-party software are used.
Whats New in 1.0.9 Stable Release:
- BUG,train.php: fixed bug with train condition
- BUG,languages/pl/checkexp.php: fixed bug in text
- BUG,landfill.php, bank.php, outposts.php, tribes.php, house.php, tribearmor.php, tribeware.php, includes/head.php: fixed possible integer overflow
<<lessIt is based on Gamers-Fusion 2.5 with many modifications in security, speed, and features. Vallheru is currently available only in Polish.
Whats New in 1.3 Beta Development Release:
- This version contains many changes in the game interface making it simpler to mine and explore forests and mountains.
- Some new features were added, such as the ability for players to add their own links to the menu and to report bugs while in the game.
- Additionally, this release has a new quest, a few changes in game mechanics (especially alchemy and mage items and spells).
- For administrators, some security and normal bugs were fixed, some code optimization was done, and new versions of third-party software are used.
Whats New in 1.0.9 Stable Release:
- BUG,train.php: fixed bug with train condition
- BUG,languages/pl/checkexp.php: fixed bug in text
- BUG,landfill.php, bank.php, outposts.php, tribes.php, house.php, tribearmor.php, tribeware.php, includes/head.php: fixed possible integer overflow
Download (1.5MB)
Added: 2007-03-11 License: GPL (GNU General Public License) Price:
960 downloads
Lynns Legacy 1.1
Lynns Legacy is an action-adventure game. more>>
Lynns Legacy is an action-adventure game. Lynn the mercenary is on a quest to figure who tried to kill her and why.
Follow Lynn the mercenary as she recollects the mysterious mission that nearly took her life. Travel through multiple overworld areas, (forest, towns, desert, mountains) and boldly step into uncharted dimensions in search of memory!
<<lessFollow Lynn the mercenary as she recollects the mysterious mission that nearly took her life. Travel through multiple overworld areas, (forest, towns, desert, mountains) and boldly step into uncharted dimensions in search of memory!
Download (5.1MB)
Added: 2006-11-13 License: GPL (GNU General Public License) Price:
1076 downloads
Bifrost 0.9.6
Bifrost is a firewall management interface to iptables (iptables GUI). more>>
Bifrost is a firewall management interface to iptables (iptables GUI). The system is inspired by Checkpoint and Watchguard firewall management. We looked at the way Checkpoint works with source, destination, action and logging. At the same time, we are managing incoming and outgoing traffic in a similar way as Watchguard and PIX Firewalls.
<<less Download (0.049MB)
Added: 2006-07-07 License: Freeware Price:
711 downloads
Worminator 3.0R2.1
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
<<lessIn Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
Download (0.17MB)
Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
B::Graph 0.51
B::Graph is a Perl compiler backend to produce graphs of OP trees. more>>
B::Graph is a Perl compiler backend to produce graphs of OP trees.
SYNOPSIS
perl -MO=Graph,-text prog.pl >graph.txt
perl -MO=Graph,-vcg prog.pl >graph.vcg
xvcg graph.vcg
perl -MO=Graph,-dot prog.pl | dot -Tps >graph.ps
This module is a backend to the perl compiler (B::*) which, instead of outputting bytecode or C based on perls compiled version of a program, writes descriptions in graph-description languages specifying graphs that show the programs structure. It currently generates descriptions for the VCG tool (http://www.cs.uni-sb.de/RW/users/sander/html/gsvcg1.html) and Dot (part of the graph visualization toolkit from AT&T: http://www.research.att.com/sw/tools/graphviz/). It also can produce plain text output (which is more useful for debugging the module itself than anything else, though you might be able to make cut the nodes out and make a mobile or something similar).
OPTIONS
Like any other compiler backend, this module needs to be invoked using the O module to run correctly:
perl -MO=Graph,-opt,-opt,-opt program.pl
OR
perl -MO=Graph,-opt,obj -e BEGIN {$obj = ["hi"]}; print $obj
OR EVEN
perl -e use O qw(Graph -opt obj obj); print "hi!n";
Obj is the name of a perl variable whose contents will be examined. It cant be a my() variable, and it shouldnt have a prefix symbol ($@^*), though you can specify a package -- the name will be used to look up a GV, whose various fields will lead to the scalar, array, and other values that correspond to the named variable. If no object is specified, the whole main program, including the CV that points to its pad, will be displayed.
Each of the the opts can come from one of the following (each set is mutually exclusive; case and underscores are insignificant):
-text, -vcg, -dot
Produce output of the appropriate type. The default is -text, which isnt useful for much of anything (it does draw some nice ASCII boxes, though).
-addrs, -no_addrs
Each of the nodes on the graph produced corresponds to a C structure that has an address and includes pointers to other structures. The module uses these addresses to decide how to draw edges, but it makes the graph more compact if they arent printed. The default is -no_addrs.
-compile_order, -run_order
The collection of OPs that perl compiles a script into has two different layers of structure. It has a tree structure which corresponds roughly to the synactic nesting of constructs in the source text, and a roughly linked-list representation, essentially a postorder traversal of this tree, which is used at runtime to decide what to do next. The graph can be drawn to emphasize one structure or the other. The former, compile_order, is the default, as it tends to lead to graphs with aspect ratios close to those of standard paper.
-SVs, -no_SVs
If OPs represent a programs compiled code, SVs represent its data. This includes literal numbers and strings (IVs, NVs, PVs, PVIVs, and PVNVs), regular arrays, hashes, and references (AVs, HVs, and RVs), but also the structures that correspond to individual variables (special HVs for symbol tables and GVs to represent values within them, and special AVs that hold my() variables (as well as compiler temporaries)), structures that keep track of code (CVs), and a variety of others. The default is to display all these too, to give a complete picture, but if you arent in a holistic mood, you can make them disappear.
-ellipses, -rhombs
The module tries to give the nodes representing SVs a different shape from those of OPs. OPs are usually rectangular, so two obvious shapes for SVs are ellipses and rhombuses (stretched diamonds). This option currently only makes a difference for VCG (ellipse is the default).
-stashes, -no_stashes
The hashes that perl uses to represent symbol tables are called stashes. Since every GV has a pointer back to its stash, its virtually inevitable for the links in a graph to lead to the main stash. Unfortunately stashes, especially the main one, can be quite big, and lead to forests of other structures -- theres one GV and another SV for each magic variable, plus all of @INC and %ENV, and so on. To prevent information overload, then, the display of stashes is disabled by default.
-fileGVs, -no_fileGVs
Another kind graph element that can be annoying are the pointers from every GV and COP (a kind of OP that occurs for every statement) to the GV that represents the file from which that code came (used for error messages). By default, these links arent shown, to keep them from cluttering the graph. Also, perls internal interfaces changed in a recent version, so in perl 5.005_63 or later you cant see the fileGVs at all.
-SEQs, -no_SEQs
As it is visited in the peephole optimization phase, each OP gets a sequence number, which is currently used by anything (except the peephole optimizer, to avoid visiting OPs twice). If you want to see these, ask for them. (COPs have their own sequence numbers too, but theyre more interesting to look at -- for instance, theyre used to bound the lifetimes of lexicals).
-types, -no_types
B::Graph always gives the type of each OP symbolically (entersub), but it can also print the numeric value of the type field, if you want. The default is no_types.
-float, -no_float
Almost every OP has an op_next and an op_sibling pointer, and B::Graph colors them distinctively (pink and light blue, respectively). Because of this, it isnt strictly necessary to anchor the arrow on a line in the OPs box saying op_next. The float option lets the graph layout engine start these arrows wherever it wants, which can sometimes lead to a more pleasing layout, at the expense of being less obvious. The default is not to float.
-targlinks, -no_targlinks
Lexical (my()) variables and temporary values used by individual OPs are stored in pads, per-code arrays linked to the CV. OPs store indexes into these arrays in the op_targ field, but B::Graph can often also draw links directly from the OP to the SV that stores the name of the variable. These links dont correspond to any real pointers, however, and they can make the graph more complicated, so they are disabled by default.
<<lessSYNOPSIS
perl -MO=Graph,-text prog.pl >graph.txt
perl -MO=Graph,-vcg prog.pl >graph.vcg
xvcg graph.vcg
perl -MO=Graph,-dot prog.pl | dot -Tps >graph.ps
This module is a backend to the perl compiler (B::*) which, instead of outputting bytecode or C based on perls compiled version of a program, writes descriptions in graph-description languages specifying graphs that show the programs structure. It currently generates descriptions for the VCG tool (http://www.cs.uni-sb.de/RW/users/sander/html/gsvcg1.html) and Dot (part of the graph visualization toolkit from AT&T: http://www.research.att.com/sw/tools/graphviz/). It also can produce plain text output (which is more useful for debugging the module itself than anything else, though you might be able to make cut the nodes out and make a mobile or something similar).
OPTIONS
Like any other compiler backend, this module needs to be invoked using the O module to run correctly:
perl -MO=Graph,-opt,-opt,-opt program.pl
OR
perl -MO=Graph,-opt,obj -e BEGIN {$obj = ["hi"]}; print $obj
OR EVEN
perl -e use O qw(Graph -opt obj obj); print "hi!n";
Obj is the name of a perl variable whose contents will be examined. It cant be a my() variable, and it shouldnt have a prefix symbol ($@^*), though you can specify a package -- the name will be used to look up a GV, whose various fields will lead to the scalar, array, and other values that correspond to the named variable. If no object is specified, the whole main program, including the CV that points to its pad, will be displayed.
Each of the the opts can come from one of the following (each set is mutually exclusive; case and underscores are insignificant):
-text, -vcg, -dot
Produce output of the appropriate type. The default is -text, which isnt useful for much of anything (it does draw some nice ASCII boxes, though).
-addrs, -no_addrs
Each of the nodes on the graph produced corresponds to a C structure that has an address and includes pointers to other structures. The module uses these addresses to decide how to draw edges, but it makes the graph more compact if they arent printed. The default is -no_addrs.
-compile_order, -run_order
The collection of OPs that perl compiles a script into has two different layers of structure. It has a tree structure which corresponds roughly to the synactic nesting of constructs in the source text, and a roughly linked-list representation, essentially a postorder traversal of this tree, which is used at runtime to decide what to do next. The graph can be drawn to emphasize one structure or the other. The former, compile_order, is the default, as it tends to lead to graphs with aspect ratios close to those of standard paper.
-SVs, -no_SVs
If OPs represent a programs compiled code, SVs represent its data. This includes literal numbers and strings (IVs, NVs, PVs, PVIVs, and PVNVs), regular arrays, hashes, and references (AVs, HVs, and RVs), but also the structures that correspond to individual variables (special HVs for symbol tables and GVs to represent values within them, and special AVs that hold my() variables (as well as compiler temporaries)), structures that keep track of code (CVs), and a variety of others. The default is to display all these too, to give a complete picture, but if you arent in a holistic mood, you can make them disappear.
-ellipses, -rhombs
The module tries to give the nodes representing SVs a different shape from those of OPs. OPs are usually rectangular, so two obvious shapes for SVs are ellipses and rhombuses (stretched diamonds). This option currently only makes a difference for VCG (ellipse is the default).
-stashes, -no_stashes
The hashes that perl uses to represent symbol tables are called stashes. Since every GV has a pointer back to its stash, its virtually inevitable for the links in a graph to lead to the main stash. Unfortunately stashes, especially the main one, can be quite big, and lead to forests of other structures -- theres one GV and another SV for each magic variable, plus all of @INC and %ENV, and so on. To prevent information overload, then, the display of stashes is disabled by default.
-fileGVs, -no_fileGVs
Another kind graph element that can be annoying are the pointers from every GV and COP (a kind of OP that occurs for every statement) to the GV that represents the file from which that code came (used for error messages). By default, these links arent shown, to keep them from cluttering the graph. Also, perls internal interfaces changed in a recent version, so in perl 5.005_63 or later you cant see the fileGVs at all.
-SEQs, -no_SEQs
As it is visited in the peephole optimization phase, each OP gets a sequence number, which is currently used by anything (except the peephole optimizer, to avoid visiting OPs twice). If you want to see these, ask for them. (COPs have their own sequence numbers too, but theyre more interesting to look at -- for instance, theyre used to bound the lifetimes of lexicals).
-types, -no_types
B::Graph always gives the type of each OP symbolically (entersub), but it can also print the numeric value of the type field, if you want. The default is no_types.
-float, -no_float
Almost every OP has an op_next and an op_sibling pointer, and B::Graph colors them distinctively (pink and light blue, respectively). Because of this, it isnt strictly necessary to anchor the arrow on a line in the OPs box saying op_next. The float option lets the graph layout engine start these arrows wherever it wants, which can sometimes lead to a more pleasing layout, at the expense of being less obvious. The default is not to float.
-targlinks, -no_targlinks
Lexical (my()) variables and temporary values used by individual OPs are stored in pads, per-code arrays linked to the CV. OPs store indexes into these arrays in the op_targ field, but B::Graph can often also draw links directly from the OP to the SV that stores the name of the variable. These links dont correspond to any real pointers, however, and they can make the graph more complicated, so they are disabled by default.
Download (0.012MB)
Added: 2007-06-26 License: Perl Artistic License Price:
851 downloads
librascal 1.0-rc1
librascal is a library for asynchronous networking. more>>
Librascal is a C/C++ library for asynchronous networking. It is a networking stack abstraction library which simplifies writing portable and scalable applications. It can be used with various threading models.
The library supports TCP and UDP protocols, basic DNS resolution and fully supports service discovery. It implements buffered data flow, has helper functions for processing text based protocols and several helper classes for C++.
Many options, such as timeouts, retry counters and the list of DNS servers can be adjusted at runtime.
Usage:
To use the library an application must include the rascal.h header file and link against librascal, a shared library (static linking is not supported and such support is not planned).
Installation:
The library has no external dependencies except for the standard system libraries. To install it, compile the source code then type make install.
<<lessThe library supports TCP and UDP protocols, basic DNS resolution and fully supports service discovery. It implements buffered data flow, has helper functions for processing text based protocols and several helper classes for C++.
Many options, such as timeouts, retry counters and the list of DNS servers can be adjusted at runtime.
Usage:
To use the library an application must include the rascal.h header file and link against librascal, a shared library (static linking is not supported and such support is not planned).
Installation:
The library has no external dependencies except for the standard system libraries. To install it, compile the source code then type make install.
Download (0.11MB)
Added: 2005-10-11 License: BSD License Price:
1474 downloads
Bio::Phylo::IO 0.17 RC6
Bio::Phylo::IO Perl module contains input and output of phylogenetic data. more>>
Bio::Phylo::IO Perl module contains input and output of phylogenetic data.
SYNOPSIS
use Bio::Phylo::IO;
# parsing a tree from a newick string
my $tree_string = (((A,B),C),D);;
my $tree = Bio::Phylo::IO->parse(
-string => $tree_string,
# old parser, always adds node labels
-format => newick,
)->first;
# note: newick parsers return
# Bio::Phylo::Forest! Call
# ->first to retrieve the first
# tree of the forest.
# prints Bio::Phylo::Forest::Tree
print ref $tree, "n";
# parsing a table
my $table_string = qq(A,1,2|B,1,2|C,2,2|D,2,1);
my $matrix = Bio::Phylo::IO->parse(
-string => $table_string,
-format => table,
# Data type, see Bio::Phylo::Parsers::Table
-type => STANDARD,
# field separator
-fieldsep => ,,
# line separator
-linesep => |
);
# prints Bio::Phylo::Matrices::Matrix
print ref $matrix, "n";
# parsing a list of taxa
my $taxa_string = A:B:C:D;
my $taxa = Bio::Phylo::IO->parse(
-string => $taxa_string,
-format => taxlist,
-fieldsep => :
);
# prints Bio::Phylo::Taxa
print ref $taxa, "n";
# matches taxon names in tree to $taxa object
$tree->cross_reference($taxa);
# likewise for matrix
$matrix->cross_reference($taxa);
print Bio::Phylo::IO->unparse(
# pass the tree object,
# crossreferenced to taxa, which
# are crossreferenced to the matrix
-phylo => $tree,
-format => pagel
);
# prints a pagel data file:
#4 2
#A,n1,0.000000,1,2
#B,n1,0.000000,1,2
#n1,n2,0.000000
#C,n2,0.000000,2,2
#n2,n3,0.000000
#D,n3,0.000000,2,1
<<lessSYNOPSIS
use Bio::Phylo::IO;
# parsing a tree from a newick string
my $tree_string = (((A,B),C),D);;
my $tree = Bio::Phylo::IO->parse(
-string => $tree_string,
# old parser, always adds node labels
-format => newick,
)->first;
# note: newick parsers return
# Bio::Phylo::Forest! Call
# ->first to retrieve the first
# tree of the forest.
# prints Bio::Phylo::Forest::Tree
print ref $tree, "n";
# parsing a table
my $table_string = qq(A,1,2|B,1,2|C,2,2|D,2,1);
my $matrix = Bio::Phylo::IO->parse(
-string => $table_string,
-format => table,
# Data type, see Bio::Phylo::Parsers::Table
-type => STANDARD,
# field separator
-fieldsep => ,,
# line separator
-linesep => |
);
# prints Bio::Phylo::Matrices::Matrix
print ref $matrix, "n";
# parsing a list of taxa
my $taxa_string = A:B:C:D;
my $taxa = Bio::Phylo::IO->parse(
-string => $taxa_string,
-format => taxlist,
-fieldsep => :
);
# prints Bio::Phylo::Taxa
print ref $taxa, "n";
# matches taxon names in tree to $taxa object
$tree->cross_reference($taxa);
# likewise for matrix
$matrix->cross_reference($taxa);
print Bio::Phylo::IO->unparse(
# pass the tree object,
# crossreferenced to taxa, which
# are crossreferenced to the matrix
-phylo => $tree,
-format => pagel
);
# prints a pagel data file:
#4 2
#A,n1,0.000000,1,2
#B,n1,0.000000,1,2
#n1,n2,0.000000
#C,n2,0.000000,2,2
#n2,n3,0.000000
#D,n3,0.000000,2,1
Download (0.14MB)
Added: 2007-08-08 License: Perl Artistic License Price:
807 downloads
SystemSearcher 1.0
SystemSearcher project is yet another Linux security scanner. more>>
SystemSearcher project is yet another Linux security scanner.
SystemSearcher is a Linux security scanner written in Perl. It scans single hosts or subnets for anonymous FTP servers, TFTP servers, SMTP servers which allow relaying, SSH servers, Telnet servers, NFS servers with exported directories, mail servers, Web servers (HTTP/HTTPS), well- known trojan ports, and exploitable CGIs.
You can also scan a list of specific servers and specific ports. It uses non-blocking socket communication with a 3-second socket timeout.
It can also scan for proxy servers which are open to the world (on port 80,8080,1080, or 3128), and SMB servers or Windows boxes sharing directories.
Main features:
- Scan a network segment
- Scan for anonymous ftp
- Scan for TFTP server
- Scan for SMTP server which allows relaying
- Scan for SSH server
- Scan for Telnet server
- Scan for Web server (HTTP and HTTPS)
- Scan for proxy server open to the world (Ports 80.8080.1080,3128)
- Scan for NFS server and exported directories
- Scan for Mailservers belonging to your target
- Scan for SMB server or windoze boxes and shared directories
- Scan for exploitable CGIs using whisker (programmed by Rain Forest Puppy)
- Scan for well known Trojan ports
- Scan for one or more open ports
<<lessSystemSearcher is a Linux security scanner written in Perl. It scans single hosts or subnets for anonymous FTP servers, TFTP servers, SMTP servers which allow relaying, SSH servers, Telnet servers, NFS servers with exported directories, mail servers, Web servers (HTTP/HTTPS), well- known trojan ports, and exploitable CGIs.
You can also scan a list of specific servers and specific ports. It uses non-blocking socket communication with a 3-second socket timeout.
It can also scan for proxy servers which are open to the world (on port 80,8080,1080, or 3128), and SMB servers or Windows boxes sharing directories.
Main features:
- Scan a network segment
- Scan for anonymous ftp
- Scan for TFTP server
- Scan for SMTP server which allows relaying
- Scan for SSH server
- Scan for Telnet server
- Scan for Web server (HTTP and HTTPS)
- Scan for proxy server open to the world (Ports 80.8080.1080,3128)
- Scan for NFS server and exported directories
- Scan for Mailservers belonging to your target
- Scan for SMB server or windoze boxes and shared directories
- Scan for exploitable CGIs using whisker (programmed by Rain Forest Puppy)
- Scan for well known Trojan ports
- Scan for one or more open ports
Download (0.18MB)
Added: 2007-03-15 License: GPL (GNU General Public License) Price:
953 downloads
JPHS 0.3
JPHIDE and JPSEEK are programs which allow you to hide a file in a jpeg visual image. more>>
JPSEEK and JPHIDE are 2 programs that allows you to hide a file in a jpeg visual image. There are lots of versions of similar programs available on the internet but JPHIDE and JPSEEK are rather special.
The design objective was not simply to hide a file but rather to do this in such a way that it is impossible to prove that the host file contains a hidden file. Given a typical visual image, a low insertion rate (under 5%) and the absence of the original file, it is not possible to conclude with any worthwhile certainty that the host file contains inserted data.
As the insertion percentage increases the statistical nature of the jpeg coefficients differs from "normal" to the extent that it raises suspicion. Above 15% the effects begin to become visible to the naked eye. Of course some images are much better than others when used a host file - plenty of fine detail is good. A cloudless blue sky over a snow covered ski paradise is bad. A waterfall in a forest is probably ideal.
Instructions:
jphide input-jpeg-file output-jpeg-file file-to-be-hidden
jpseek input-jpeg-file output-hidden-file
Building the programs:
Get the sources for the jpeg library jpeg-6a.
I got mine from a RedHat cd.
Compile them following the instructions that came with them.
Check them out - there is a "make test".
Use tar to put the new programs into the directory containing
the standard jpeg-6a sources:
tar -xzf jphs.tgz
Patch the makefile:
patch<<less
The design objective was not simply to hide a file but rather to do this in such a way that it is impossible to prove that the host file contains a hidden file. Given a typical visual image, a low insertion rate (under 5%) and the absence of the original file, it is not possible to conclude with any worthwhile certainty that the host file contains inserted data.
As the insertion percentage increases the statistical nature of the jpeg coefficients differs from "normal" to the extent that it raises suspicion. Above 15% the effects begin to become visible to the naked eye. Of course some images are much better than others when used a host file - plenty of fine detail is good. A cloudless blue sky over a snow covered ski paradise is bad. A waterfall in a forest is probably ideal.
Instructions:
jphide input-jpeg-file output-jpeg-file file-to-be-hidden
jpseek input-jpeg-file output-hidden-file
Building the programs:
Get the sources for the jpeg library jpeg-6a.
I got mine from a RedHat cd.
Compile them following the instructions that came with them.
Check them out - there is a "make test".
Use tar to put the new programs into the directory containing
the standard jpeg-6a sources:
tar -xzf jphs.tgz
Patch the makefile:
patch<<less
Download (0.015MB)
Added: 2006-03-23 License: Freeware Price:
763 downloads
Secleted [ 0 ] software to compare
- Page: 1 of 2
- 1
- 2
Copyright Notice:
Software piracy is theft, Using crack, password, serial numbers, registration codes, key generators is illegal and prevent future software development. The above forests search only lists software in full, demo and trial versions for free download. Download links are directly from our mirror sites or publisher sites, torrent files or links from rapidshare.com, yousendit.com or megaupload.com are not allowed