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Eicq 0.8
Eicq is an ICQ client written in Emacs Lisp. more>>
Eicq is an ICQ client written in Emacs Lisp.
It runs in SXEmacs & XEmacs.
Eicq will not run in GNU/Emacs and we have no immediate plans for porting. Were all (S)XEmacs geeks here.
Main features:
- Eicq is written entirely in elisp
- Eicq uses version 8 of the ICQ protocol.
- Send/receive messages
- Send/receive URL type messagse
- Receive authorisation request messages
- Query ICQ users meta info
- Search for ICQ users
- Dynamically add new users to your contact list
- Play sounds for different events.
- Auto online after a auto away/na.
- Auto response away/na/dnd/occ messages.
- Different auto response messages if Eicq has idled away/na
- Auto reconnect if you are kicked off ICQ.
- Gnus style smileys
- Gnus style text emphasis (underline, bold, italic, etc)
- "Clickable" hyperlinks for URLs, email addresses, and Unix manual page titles
- mICQ style per contact history logs
- ERC/Riece style modeline activity indicator
- Works in both a GUI environment and on a console/TTY
- A dockable frame that tracks the number of unread messages.
- Interactive customisation through XEmacs Custom widgets.
- Key binding, "scripting" in elisp.
- Allow other users/contacts to psycho-analyse themselves
- Display X-Face/Colour Face header images in buddy buffer.
- An "oops" function
- Customisable semi-automation
Eicq cannot yet transfer files, chat, or anything that needs a direct peer to peer connection. This isnt a limitation of Eicq, but rather a limitation of (S)XEmacs. It requires server sockets and (S)XEmacs does not (yet) support this.
<<lessIt runs in SXEmacs & XEmacs.
Eicq will not run in GNU/Emacs and we have no immediate plans for porting. Were all (S)XEmacs geeks here.
Main features:
- Eicq is written entirely in elisp
- Eicq uses version 8 of the ICQ protocol.
- Send/receive messages
- Send/receive URL type messagse
- Receive authorisation request messages
- Query ICQ users meta info
- Search for ICQ users
- Dynamically add new users to your contact list
- Play sounds for different events.
- Auto online after a auto away/na.
- Auto response away/na/dnd/occ messages.
- Different auto response messages if Eicq has idled away/na
- Auto reconnect if you are kicked off ICQ.
- Gnus style smileys
- Gnus style text emphasis (underline, bold, italic, etc)
- "Clickable" hyperlinks for URLs, email addresses, and Unix manual page titles
- mICQ style per contact history logs
- ERC/Riece style modeline activity indicator
- Works in both a GUI environment and on a console/TTY
- A dockable frame that tracks the number of unread messages.
- Interactive customisation through XEmacs Custom widgets.
- Key binding, "scripting" in elisp.
- Allow other users/contacts to psycho-analyse themselves
- Display X-Face/Colour Face header images in buddy buffer.
- An "oops" function
- Customisable semi-automation
Eicq cannot yet transfer files, chat, or anything that needs a direct peer to peer connection. This isnt a limitation of Eicq, but rather a limitation of (S)XEmacs. It requires server sockets and (S)XEmacs does not (yet) support this.
Download (0.13MB)
Added: 2005-12-30 License: BSD License Price:
1396 downloads
Majic 0.01pre2
Majic is an Erc interprter and compiler. more>>
Majic is the interpreter for a language called Erc. It is written in Java and follows the documented standard for the Erc language. First, a word about Erc: Erc is a link-oriented language. In fact, it is the first link-oriented language. It uses a novel syntax with roots in TCL, Scheme, Bash, and natural languages, among others.
Link orientation is a programming paradigm similar to a cross between link-orientation and object-orientation, with a little hypertext markup thrown in for good measure. In it, although it contains list-like structures which behave like objects, the focus is in fact the links between concepts (structures and elements), as opposed to list organization/processing or object creation.
This makes link-oriented languages such as Erc good for AI or other applications which require keeping track of links between concepts, such as expert systems, semantic searching, and neural nets.
Erc is pronounced URk, with a short U. Majic is pronounced MAH-jik. Both names are derived from the book Web of Angels by John M Ford, in which the Erc was the ethreal currency used in the book universe, and Majic was slang for multiple Erc.
Majic stands for Majic Ate Java Inline Classes, or My Awesome Java Interpreter Code. Erc stands for Enumerate Relative Constants, or Ercs Really Cool. Choose an interpretation, either I sound overconfident (read: like an arrogant jerk), obtrusely technical, or like a hacker with a bad sense of humor. All of that is true, just to clear stuff up.
<<lessLink orientation is a programming paradigm similar to a cross between link-orientation and object-orientation, with a little hypertext markup thrown in for good measure. In it, although it contains list-like structures which behave like objects, the focus is in fact the links between concepts (structures and elements), as opposed to list organization/processing or object creation.
This makes link-oriented languages such as Erc good for AI or other applications which require keeping track of links between concepts, such as expert systems, semantic searching, and neural nets.
Erc is pronounced URk, with a short U. Majic is pronounced MAH-jik. Both names are derived from the book Web of Angels by John M Ford, in which the Erc was the ethreal currency used in the book universe, and Majic was slang for multiple Erc.
Majic stands for Majic Ate Java Inline Classes, or My Awesome Java Interpreter Code. Erc stands for Enumerate Relative Constants, or Ercs Really Cool. Choose an interpretation, either I sound overconfident (read: like an arrogant jerk), obtrusely technical, or like a hacker with a bad sense of humor. All of that is true, just to clear stuff up.
Download (0.028MB)
Added: 2005-04-14 License: GPL (GNU General Public License) Price:
1655 downloads
HLIB 20030825
HLIB is a C++ library for loading 3D world files. more>>
HLIB is a C++ library for loading 3D world files. HLIB is a C++ library intended to facilitate the use of ".MAP" files in
applications. ".MAP" files are produced by the "Valve Hammer Editor" availlable at: http://collective.valve-erc.com/ .
This is the editor used to create Half-Life, Team Fortress Classic, Counter-Strike and Day of Defeat maps. A lot of models are availlable in this format on the internet and the abillity to read such format may greatly help game programmer. HLIB is intended to be portable accross many platforms including: GNU/Linux, All UNIX*S, MS-Windows > 95.
How it works:
HLIB doesnt impose you anything about how the map data will be presented in memory. Instead the library calls the methods of a "builder" object you supplied, to inform your program that some kind of 3D objects has been found in the map file. For instance when the library finds a polygon it calls: BeginPolygon(); then all subsequent method call will refer to this polygon. When there is no more data about the polygon, the library calls: EndPolygon();
A map is made of many entities. Each entity can have many key-value pairs (such as: "classname" "player", which says: this entity is of class player). In addition, an entity can have some brushes. A brush is a convex set of polygons. Each polygon has:
- one texture name
- at least 3 vertex
- one normal per vertex
- one UV coordinate per vertex
<<lessapplications. ".MAP" files are produced by the "Valve Hammer Editor" availlable at: http://collective.valve-erc.com/ .
This is the editor used to create Half-Life, Team Fortress Classic, Counter-Strike and Day of Defeat maps. A lot of models are availlable in this format on the internet and the abillity to read such format may greatly help game programmer. HLIB is intended to be portable accross many platforms including: GNU/Linux, All UNIX*S, MS-Windows > 95.
How it works:
HLIB doesnt impose you anything about how the map data will be presented in memory. Instead the library calls the methods of a "builder" object you supplied, to inform your program that some kind of 3D objects has been found in the map file. For instance when the library finds a polygon it calls: BeginPolygon(); then all subsequent method call will refer to this polygon. When there is no more data about the polygon, the library calls: EndPolygon();
A map is made of many entities. Each entity can have many key-value pairs (such as: "classname" "player", which says: this entity is of class player). In addition, an entity can have some brushes. A brush is a convex set of polygons. Each polygon has:
- one texture name
- at least 3 vertex
- one normal per vertex
- one UV coordinate per vertex
Download (2.5MB)
Added: 2006-05-19 License: LGPL (GNU Lesser General Public License) Price:
1259 downloads
Lib3df 20030825
Lib3df is a C++ library to load 3D world. more>>
Lib3df is a C++ library to load 3D world. It works under Windows,MacOS,Linux and most Unixes.
HLIB is a C++ library intended to facilitate the use of ".MAP" files in applications. ".MAP" files are produced by the "Valve Hammer Editor" availlable at: http://collective.valve-erc.com/ . This is the editor used to create Half-Life, Team Fortress Classic, Counter-Strike and Day of Defeat maps. A lot of models are availlable in this format on the internet and the abillity to read such format may greatly help game programmer. HLIB is intended to be portable accross many platforms including: GNU/Linux, All UNIX*S, MS-Windows > 95.
HOW IT WORKS:
HLIB doesnt impose you anything about how the map data will be presented in memory. Instead the library calls the methods of a "builder" object you supplied, to inform your program that some kind of 3D objects has been found in the map file. For instance when the library finds a polygon it calls:
BeginPolygon(); then all subsequent method call will refer to this polygon.
When there is no more data about the polygon, the library calls: EndPolygon();
A map is made of many entities. Each entity can have many key-value pairs (such as: "classname" "player", which says: this entity is of class player). In addition, an entity can have some brushes. A brush is a convex set of polygons. Each polygon has:
- one texture name
- at least 3 vertex
- one normal per vertex
- one UV coordinate per vertex
First you have to create a "builder". You do this by subclassing the
HLMapBuilder class:
class MyBuilder
: public HLMapBuilder
{
public:
MyBuilder(void) {}
virtual ~MyBuilder(void) {}
}
Then you have to create an HLMap object and a builder and link them together:
HLMap theMap;
MyBuilder theBuilder
theMap.SetBuilder(theBuilder);
std::ifstream theMapFile("mymap.map");
theMap.BuildFromStream(theMapFile);
The HLMap object will parse the file and call the following methods of the builder
object:
// Cancel everything (error)
virtual void BuildError(void);
// Begins a map building
virtual void BuildBeginMap(void);
// Begins an entity building
virtual void BuildBeginEntity(void);
// Builds an option
virtual void BuildOption(const char* option, const char* value);
// Begins a brush building (an entity may have many brushes)
virtual void BuildBeginBrush(void);
// Builds a facet (deprecated)
virtual void BuildFacet(sgVec3 A, sgVec3 B, sgVec3 C, const char* texture, sgVec3 U, int ushift, sgVec3 V, int vshift, float rotation, float xscale, float yscale);
// Begins a polygon building
virtual void BuildBeginPolygon(void);
// Builds the polygons texture
virtual void BuildTexture(const char* texture);
// Get the last built texture height and width
virtual void GetTextureDimension(int* w, int* h);
// Builds one polygons vertex
virtual void BuildNormal(sgVec3 v);
// Builds one polygons vertex
virtual void BuildVertex(sgVec3 v);
// Builds the vertex UV mapping
virtual void BuildUVMapping(sgVec3 uv);
// Ends a polygon building
virtual void BuildEndPolygon(void);
// Ends a brush building (an entity may have many brushes)
virtual void BuildEndBrush(void);
// Ends an entity building
virtual void BuildEndEntity(void);
// Ends a map building
virtual void BuildEndMap(void);
Here is the list of method call produced for a map containing only a single
pyramidal object:
BuildBeginMap(); // this is a new map
BuildBeginEntity(); // this is a new entity
BuildOption("classname", "pyramid"); // this entitys classname is: "pyramid"
BuildOption("name", "The Big Pyramid"); // this entitys name is: "The Big Pyramid"
BuildBeginBrush(); // this entity contains a brush
BuildBeginPolygon(); // lets go for the brushs first polygon
BuildTexture("GoodOldPyramid"); // it uses the good old pyramid texture
GetTextureDimension(&w, &h); // the builder has to give the with and height
// of the texture
/// it is needed because the HLMap object doesnt
// know anything about image file format
BuildVertex(v); // the first vertex
BuildNormal(n); // its normal
BuildUVMapping(uv); // its UV corrdinate
BuildVertex(v); // the second vertex
BuildNormal(n); // its normal
BuildUVMapping(uv); // its UV corrdinate
...
BuildEndPolygon(); // this polygon is finished
BuildPolygon(); // The second polygon
...
BuildEndPolygon(); // the second polygon is finished
...
BuildEndBrush(); // this brush is finished
BuildBeginBrush(); // a second brush
...
BuildEndBrush(); // the second brush is finished
...
BuildEndEntity(); // The first entity is finished
BuildBeginEntity(); // a second entity
...
BuildEndEntity(); // the second entity is finished
...
BuildEndMap(); // the map is finished
HLIB contains a HLMapBuilder class which is a basic builder. It doesnt do anything but donc break anything. It is the base class for all your builder. A real life builder is given in example with the PlibMapBuilder class. It is up to you to customize these methods to produce something
usefull. HLIB is just a parser with some 3D geometry CSG calculations.
Due to the file format, HLIB has to do a lot of 3D calculation when reading the map file. To help with these calculations HLIB uses PLIB. PLIB is a 3D library availlable at: http://sourceforge.net/projects/plib
PLIB is made of many components:
- SG: which deals with geometry and is used extensively throughout HLIB
- SSG: which deals with rendering
- UL: which is a utility library, (only used in HLIB for some defines)
- ....
HLIB uses SG internally and externally: the sgVec3 type is defined by SG and is used to pass vertex data from the director (HLMap) to the builder (HLMapBuilder derived classes).
HLIB uses SSG in one class only: PlibMapBuilder. You can safely remove this class if you dont want SSG at all.
<<lessHLIB is a C++ library intended to facilitate the use of ".MAP" files in applications. ".MAP" files are produced by the "Valve Hammer Editor" availlable at: http://collective.valve-erc.com/ . This is the editor used to create Half-Life, Team Fortress Classic, Counter-Strike and Day of Defeat maps. A lot of models are availlable in this format on the internet and the abillity to read such format may greatly help game programmer. HLIB is intended to be portable accross many platforms including: GNU/Linux, All UNIX*S, MS-Windows > 95.
HOW IT WORKS:
HLIB doesnt impose you anything about how the map data will be presented in memory. Instead the library calls the methods of a "builder" object you supplied, to inform your program that some kind of 3D objects has been found in the map file. For instance when the library finds a polygon it calls:
BeginPolygon(); then all subsequent method call will refer to this polygon.
When there is no more data about the polygon, the library calls: EndPolygon();
A map is made of many entities. Each entity can have many key-value pairs (such as: "classname" "player", which says: this entity is of class player). In addition, an entity can have some brushes. A brush is a convex set of polygons. Each polygon has:
- one texture name
- at least 3 vertex
- one normal per vertex
- one UV coordinate per vertex
First you have to create a "builder". You do this by subclassing the
HLMapBuilder class:
class MyBuilder
: public HLMapBuilder
{
public:
MyBuilder(void) {}
virtual ~MyBuilder(void) {}
}
Then you have to create an HLMap object and a builder and link them together:
HLMap theMap;
MyBuilder theBuilder
theMap.SetBuilder(theBuilder);
std::ifstream theMapFile("mymap.map");
theMap.BuildFromStream(theMapFile);
The HLMap object will parse the file and call the following methods of the builder
object:
// Cancel everything (error)
virtual void BuildError(void);
// Begins a map building
virtual void BuildBeginMap(void);
// Begins an entity building
virtual void BuildBeginEntity(void);
// Builds an option
virtual void BuildOption(const char* option, const char* value);
// Begins a brush building (an entity may have many brushes)
virtual void BuildBeginBrush(void);
// Builds a facet (deprecated)
virtual void BuildFacet(sgVec3 A, sgVec3 B, sgVec3 C, const char* texture, sgVec3 U, int ushift, sgVec3 V, int vshift, float rotation, float xscale, float yscale);
// Begins a polygon building
virtual void BuildBeginPolygon(void);
// Builds the polygons texture
virtual void BuildTexture(const char* texture);
// Get the last built texture height and width
virtual void GetTextureDimension(int* w, int* h);
// Builds one polygons vertex
virtual void BuildNormal(sgVec3 v);
// Builds one polygons vertex
virtual void BuildVertex(sgVec3 v);
// Builds the vertex UV mapping
virtual void BuildUVMapping(sgVec3 uv);
// Ends a polygon building
virtual void BuildEndPolygon(void);
// Ends a brush building (an entity may have many brushes)
virtual void BuildEndBrush(void);
// Ends an entity building
virtual void BuildEndEntity(void);
// Ends a map building
virtual void BuildEndMap(void);
Here is the list of method call produced for a map containing only a single
pyramidal object:
BuildBeginMap(); // this is a new map
BuildBeginEntity(); // this is a new entity
BuildOption("classname", "pyramid"); // this entitys classname is: "pyramid"
BuildOption("name", "The Big Pyramid"); // this entitys name is: "The Big Pyramid"
BuildBeginBrush(); // this entity contains a brush
BuildBeginPolygon(); // lets go for the brushs first polygon
BuildTexture("GoodOldPyramid"); // it uses the good old pyramid texture
GetTextureDimension(&w, &h); // the builder has to give the with and height
// of the texture
/// it is needed because the HLMap object doesnt
// know anything about image file format
BuildVertex(v); // the first vertex
BuildNormal(n); // its normal
BuildUVMapping(uv); // its UV corrdinate
BuildVertex(v); // the second vertex
BuildNormal(n); // its normal
BuildUVMapping(uv); // its UV corrdinate
...
BuildEndPolygon(); // this polygon is finished
BuildPolygon(); // The second polygon
...
BuildEndPolygon(); // the second polygon is finished
...
BuildEndBrush(); // this brush is finished
BuildBeginBrush(); // a second brush
...
BuildEndBrush(); // the second brush is finished
...
BuildEndEntity(); // The first entity is finished
BuildBeginEntity(); // a second entity
...
BuildEndEntity(); // the second entity is finished
...
BuildEndMap(); // the map is finished
HLIB contains a HLMapBuilder class which is a basic builder. It doesnt do anything but donc break anything. It is the base class for all your builder. A real life builder is given in example with the PlibMapBuilder class. It is up to you to customize these methods to produce something
usefull. HLIB is just a parser with some 3D geometry CSG calculations.
Due to the file format, HLIB has to do a lot of 3D calculation when reading the map file. To help with these calculations HLIB uses PLIB. PLIB is a 3D library availlable at: http://sourceforge.net/projects/plib
PLIB is made of many components:
- SG: which deals with geometry and is used extensively throughout HLIB
- SSG: which deals with rendering
- UL: which is a utility library, (only used in HLIB for some defines)
- ....
HLIB uses SG internally and externally: the sgVec3 type is defined by SG and is used to pass vertex data from the director (HLMap) to the builder (HLMapBuilder derived classes).
HLIB uses SSG in one class only: PlibMapBuilder. You can safely remove this class if you dont want SSG at all.
Download (2.5MB)
Added: 2006-08-29 License: GPL (GNU General Public License) Price:
1152 downloads
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