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FoxGame 1.4.14
FoxGame is an extension that can be used to enhance user experience with O-game. more>>
FoxGame is an extension that can be used to enhance user experience with O-game.
Enhance user experience with O-game (now works in every o-game version)
Adds a lot of features to the webgame O-game.
It also integrates Database features inside the game.
O-Game, is a real-time spacial browser game.
bs-BA/hr-HR/cs-SR can be downloaded as a separate version from http://foxgame.mozdev.org/ because there is no especific firefox version for those languages.
Main features:
- Automatic universe selector in login page.
- Reduced galaxy view: Planet column is not rendered and its functinality is moved to Name col., debris header reduced also.
- Extra delete options and spy report options: You can control messages from the top or the bottom.
- Fleet arrival and return time: In fleet destiny selection page you will see the time when you fleet will arrive and come back to your planet.
- Fleet retreat time: In fleet page you will see the time when your fleet will arrive if you order to come back.
- Multilanguage support: es-ES(spanish), en-US(english), de-DE(deutsch), pl-PL(polish), fr-FR(french), nl-NL/nl-BR (dutch), it-IT (italian), bs-BA/sr-CS/hr-HR (bosnian, serbian, croatian), pt-PT/pt-BR(portugese), tr-TR(Turkish), zh-CN/zh-TW (Simplified chinese and traditional chinese), ru-RU (russian), da-DK (danish), si-SL (slovenian) and sv-SE/sv-FI (swedish). If your language is not supported and you want to translate it, mail me.
- Almost all finishing hours: Research and buildings finishing hours, hangars qeue finishing time, you can see date/time in overview if you wish and even in phalanx.
- Highlight ally and private messages: Ally and private messages now have a diferent background to see them easily.
- Highlight big debris fields: Debris fields bigger than you fix min will have different background in galaxy view.
- Autochoose mision type: You can define mission priorities so FoxGame will select the mission according to that.
- Online DBs integration: Send reports to Milos (only ogame.com.es), EspRep and GalaxieTool directly within OGame (solar systems, stats and spy reports supported).
- In mines and power plants info screens (the ones you see when you click in the name) you will see the diferences between your actual level and the rest.
- Autoselect fleet destination: Select coord text anywhere go to fleet send screen and Voila! the destination is already selected. There is no need to take down numbers anymore.
- Private message signatures.
<<lessEnhance user experience with O-game (now works in every o-game version)
Adds a lot of features to the webgame O-game.
It also integrates Database features inside the game.
O-Game, is a real-time spacial browser game.
bs-BA/hr-HR/cs-SR can be downloaded as a separate version from http://foxgame.mozdev.org/ because there is no especific firefox version for those languages.
Main features:
- Automatic universe selector in login page.
- Reduced galaxy view: Planet column is not rendered and its functinality is moved to Name col., debris header reduced also.
- Extra delete options and spy report options: You can control messages from the top or the bottom.
- Fleet arrival and return time: In fleet destiny selection page you will see the time when you fleet will arrive and come back to your planet.
- Fleet retreat time: In fleet page you will see the time when your fleet will arrive if you order to come back.
- Multilanguage support: es-ES(spanish), en-US(english), de-DE(deutsch), pl-PL(polish), fr-FR(french), nl-NL/nl-BR (dutch), it-IT (italian), bs-BA/sr-CS/hr-HR (bosnian, serbian, croatian), pt-PT/pt-BR(portugese), tr-TR(Turkish), zh-CN/zh-TW (Simplified chinese and traditional chinese), ru-RU (russian), da-DK (danish), si-SL (slovenian) and sv-SE/sv-FI (swedish). If your language is not supported and you want to translate it, mail me.
- Almost all finishing hours: Research and buildings finishing hours, hangars qeue finishing time, you can see date/time in overview if you wish and even in phalanx.
- Highlight ally and private messages: Ally and private messages now have a diferent background to see them easily.
- Highlight big debris fields: Debris fields bigger than you fix min will have different background in galaxy view.
- Autochoose mision type: You can define mission priorities so FoxGame will select the mission according to that.
- Online DBs integration: Send reports to Milos (only ogame.com.es), EspRep and GalaxieTool directly within OGame (solar systems, stats and spy reports supported).
- In mines and power plants info screens (the ones you see when you click in the name) you will see the diferences between your actual level and the rest.
- Autoselect fleet destination: Select coord text anywhere go to fleet send screen and Voila! the destination is already selected. There is no need to take down numbers anymore.
- Private message signatures.
Download (0.057MB)
Added: 2007-07-11 License: MPL (Mozilla Public License) Price:
611 downloads
Foundation 0.2.0
Foundation project is a real-time multi-player space conquest game. more>>
Foundation project is a real-time multi-player space conquest game.
OpenGL hardware support is recommended. Goals include researching new technology, colonizing distant planets, and fighting intense 3D fleet battles for survival.
Main features:
- colonization
- production of new units, facilities and ships
- research new technology to give you an edge
- space battles
Enhancements:
- more high-level network code (can now transfer fleet info)
- can now build ships
- wont crash if youre not connected to a server but try send a msg
- texture caching system
- fixed check for if a planet is building a certain structure
- slight changes to planetview and fleetview layout
- added more components to fleetview
- moved id to platform class, fleets and planets now both have IDs
- fleet movement mostly complete, still have to deal with deleting fleets
- fixed production bug, need resources now
<<lessOpenGL hardware support is recommended. Goals include researching new technology, colonizing distant planets, and fighting intense 3D fleet battles for survival.
Main features:
- colonization
- production of new units, facilities and ships
- research new technology to give you an edge
- space battles
Enhancements:
- more high-level network code (can now transfer fleet info)
- can now build ships
- wont crash if youre not connected to a server but try send a msg
- texture caching system
- fixed check for if a planet is building a certain structure
- slight changes to planetview and fleetview layout
- added more components to fleetview
- moved id to platform class, fleets and planets now both have IDs
- fleet movement mostly complete, still have to deal with deleting fleets
- fixed production bug, need resources now
Download (MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1066 downloads
Games::Battleship::Player 0.05
Games::Battleship::Player is a Battleship player class. more>>
Games::Battleship::Player is a Battleship player class.
SYNOPSIS
use Games::Battleship::Player;
$aeryk = Games::Battleship::Player->new(name => Aeryk);
$gene = Games::Battleship::Player->new(name => Gene);
print Player 1: , $aeryk->name, "n",
Player 2: , $gene->name, "n";
$aeryk->strike($gene, 0, 0);
# Repeat and get a duplicate strike warning.
$strike = $aeryk->strike($gene, 0, 0);
print $aeryk->grid($gene), "nThat was a " .
( $strike == 1 ? hit!
: $strike == 0 ? miss.
: duplicate? ), "n";
$craft_obj = $aeryk->craft($id);
A Games::Battleship::Player object represents a Battleship player complete with fleet and game surface.
<<lessSYNOPSIS
use Games::Battleship::Player;
$aeryk = Games::Battleship::Player->new(name => Aeryk);
$gene = Games::Battleship::Player->new(name => Gene);
print Player 1: , $aeryk->name, "n",
Player 2: , $gene->name, "n";
$aeryk->strike($gene, 0, 0);
# Repeat and get a duplicate strike warning.
$strike = $aeryk->strike($gene, 0, 0);
print $aeryk->grid($gene), "nThat was a " .
( $strike == 1 ? hit!
: $strike == 0 ? miss.
: duplicate? ), "n";
$craft_obj = $aeryk->craft($id);
A Games::Battleship::Player object represents a Battleship player complete with fleet and game surface.
Download (0.011MB)
Added: 2006-12-21 License: Perl Artistic License Price:
1039 downloads
Games::Battleship 0.05
Games::Battleship - You sunk my battleship! more>>
Games::Battleship - "You sunk my battleship!"
SYNOPSIS
use Games::Battleship;
$g = Games::Battleship->new(qw( Gene Aeryk ));
$g->add_player(Stephanie);
$winner = $g->play();
print $winner->name(), " wins!n";
@player_objects = @{ $g->players };
$player_obj = $g->player(Professor Snape);
A Games::Battleship object represents a battleship game between players. Each has a fleet of vessles and operates with a pair of playing grids One is for their own fleet and one for where the enemy has been seen.
Everything is an object with default but mutable attributes. This way games can have two or more players each with a single fleet of custom vessles. These vessles are pretty simple and standard right now...
A game can be played with the handy play() method or for finer control, use individual methods of the Games::Battleship::* modules. See the distribution test script for working code examples.
<<lessSYNOPSIS
use Games::Battleship;
$g = Games::Battleship->new(qw( Gene Aeryk ));
$g->add_player(Stephanie);
$winner = $g->play();
print $winner->name(), " wins!n";
@player_objects = @{ $g->players };
$player_obj = $g->player(Professor Snape);
A Games::Battleship object represents a battleship game between players. Each has a fleet of vessles and operates with a pair of playing grids One is for their own fleet and one for where the enemy has been seen.
Everything is an object with default but mutable attributes. This way games can have two or more players each with a single fleet of custom vessles. These vessles are pretty simple and standard right now...
A game can be played with the handy play() method or for finer control, use individual methods of the Games::Battleship::* modules. See the distribution test script for working code examples.
Download (0.010MB)
Added: 2006-12-27 License: Perl Artistic License Price:
1035 downloads
Scum of the Universe 1.0
Scum of the Universe is a space trading game that combines two genres: arcade and strategy. more>>
Scum of the Universe is a space trading game that combines two genres: arcade and strategy. On one side, its a classic vertical-scrolling space shooter game. On the other side, it is an adventure and strategy. You should choose whether youll be an independent space trader, firearms smuggler, fierce freedom-fighter or something in between.
Following the main storyline, you go through the galaxy from one planet to another. Space travel requires fuel, so you need to keep earning money to buy it. You can also buy various upgrades for your spaceship and weapons that affect the arcade part of the game. The storyline itself is not linear. There are also some points where youll need to make decisions that will determine your destiny.
For thousands of years, people of planet Xen have colonized the planets in their galaxy. As time went by, many colonies grew unhappy about their status, as everything was controlled by Xen. Some of them organized military units and declared independence. You can see the status of each planet by "Rebel Sentiment" indicator. Planets with RS higher than 50% are ruled by the Rebel government, and Rebel laws apply.
Trading firearms is legal on planets ruled by Rebels, as they need as much firepower as they can get. On the other hand, Empire forbid all the trading with firearms and other ground weaponry as they wish to maintain their military advantage. One of the ways to make a lot of money is to buy cheap guns at Empire planets and sell them for a lot of money on Rebel planets where demand is extremely high. But be careful as youll need to fight Empire fleet once they find out youre a smuggler.
Beside the raging war between Xen Empire and the rebels there is increased activity of alien species, who destroy human ships. The stronger alien activity, the more waves of alien ships youll need to defeat in each planets outer orbit. Some of the aliens you destroy may drop artifacts (big blue ones) which you can sell at any space station for 20credits a piece.
<<lessFollowing the main storyline, you go through the galaxy from one planet to another. Space travel requires fuel, so you need to keep earning money to buy it. You can also buy various upgrades for your spaceship and weapons that affect the arcade part of the game. The storyline itself is not linear. There are also some points where youll need to make decisions that will determine your destiny.
For thousands of years, people of planet Xen have colonized the planets in their galaxy. As time went by, many colonies grew unhappy about their status, as everything was controlled by Xen. Some of them organized military units and declared independence. You can see the status of each planet by "Rebel Sentiment" indicator. Planets with RS higher than 50% are ruled by the Rebel government, and Rebel laws apply.
Trading firearms is legal on planets ruled by Rebels, as they need as much firepower as they can get. On the other hand, Empire forbid all the trading with firearms and other ground weaponry as they wish to maintain their military advantage. One of the ways to make a lot of money is to buy cheap guns at Empire planets and sell them for a lot of money on Rebel planets where demand is extremely high. But be careful as youll need to fight Empire fleet once they find out youre a smuggler.
Beside the raging war between Xen Empire and the rebels there is increased activity of alien species, who destroy human ships. The stronger alien activity, the more waves of alien ships youll need to defeat in each planets outer orbit. Some of the aliens you destroy may drop artifacts (big blue ones) which you can sell at any space station for 20credits a piece.
Download (3.6MB)
Added: 2007-06-01 License: Freeware Price:
877 downloads
IGE - Outer Space 0.5.65
IGE - Outer Space is an on-line strategy game with SciFi theme. more>>
IGE - Outer Space is an on-line strategy game with SciFi theme.
IGE - Outer Space is an on-line strategy game which takes place in the dangerous universe. You must become the commander of many stars, planets, and great fleets and you will struggle for survival with other commanders.
Outer Space communicates with the server in the same way as your browser, but you will need a special client to play it. Using this client you can create an account on the server and you can start to explore the world of the Outer Space.
<<lessIGE - Outer Space is an on-line strategy game which takes place in the dangerous universe. You must become the commander of many stars, planets, and great fleets and you will struggle for survival with other commanders.
Outer Space communicates with the server in the same way as your browser, but you will need a special client to play it. Using this client you can create an account on the server and you can start to explore the world of the Outer Space.
Download (MB)
Added: 2007-08-13 License: GPL (GNU General Public License) Price:
805 downloads
Really Rather Good Battles In Space 1.03
Really Rather Good Battles In Space is a real time strategy game with fleets of spaceships. more>>
Really Rather Good Battles In Space is a real time strategy game with fleets of spaceships.
Single player real time strategy game following the fall of the great Argonian empire.
Main features:
- a short but relatively polished single player campaign
- pretty (albeit 2d) graphics
- spaceships
- explosions
<<lessSingle player real time strategy game following the fall of the great Argonian empire.
Main features:
- a short but relatively polished single player campaign
- pretty (albeit 2d) graphics
- spaceships
- explosions
Download (54MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1019 downloads
JOpt.SDK Vehicle Routing Component 2.0.0 (Tutorial)
JOpt.SDK library is a routing software for Java that uses specialized genetic algorithms. more>>
JOpt.SDK library is a routing software for Java that uses specialized genetic algorithms to calculate an optimized allocation of orders and stops to mobile resources.
The algorithm not only provides tours at minimum costs but also considers an arbitrary set of constraints for each tour. You may define your own constraints and optimization goals in order to customize JOpt.SDK to your specific planning needs or you decide to use one of our best practices addons in order to achieve a fast application of our optimization algorithms to selected industries.
JOpt.SDK can solve nearly any problem that can be classified by one of the following types:
TSP - Traveling Salesman Problem. JOpt.SDK finds the shortest or fastest path for your mobile resources
VRPTW - Vehicle routing problem with time windows - like TSP but for a set of vehicles. JOpt.SDK finds an optimal allocation of orders and stops within a vehicle fleet. It may also consider different constraints for vehicles, drivers and stops.
JOpt.SDK functionality can be accessed via Java API and thus fits seamlessly into any JAVA application. Software developers may integrate the JOpt.SDK component into their application in order to offer their customers a consistent solution including optimization of mobile workforce schedules.
Enhancements:
- The tutorial has been revised to reflect some major API changes introduced since JOpt 2.0.0.
<<lessThe algorithm not only provides tours at minimum costs but also considers an arbitrary set of constraints for each tour. You may define your own constraints and optimization goals in order to customize JOpt.SDK to your specific planning needs or you decide to use one of our best practices addons in order to achieve a fast application of our optimization algorithms to selected industries.
JOpt.SDK can solve nearly any problem that can be classified by one of the following types:
TSP - Traveling Salesman Problem. JOpt.SDK finds the shortest or fastest path for your mobile resources
VRPTW - Vehicle routing problem with time windows - like TSP but for a set of vehicles. JOpt.SDK finds an optimal allocation of orders and stops within a vehicle fleet. It may also consider different constraints for vehicles, drivers and stops.
JOpt.SDK functionality can be accessed via Java API and thus fits seamlessly into any JAVA application. Software developers may integrate the JOpt.SDK component into their application in order to offer their customers a consistent solution including optimization of mobile workforce schedules.
Enhancements:
- The tutorial has been revised to reflect some major API changes introduced since JOpt 2.0.0.
Download (MB)
Added: 2007-05-08 License: Free For Educational Use Price:
903 downloads
GalaxyHack 1.74
GalaxyHack is a multi-player strategy game based on AI scripts. more>>
GalaxyHack project allows you to design a fleet of spaceships which can then be tested in AI script based battles against fleets designed by other players.
Though battles take place in real time, the strategy comes before hand, both in writing short AI scripts in a simple scripting language, and also in the set up and selection of your fleet.
You dont actually have any control over your units at all mid-battle, but rather use the time to see where the set up of your fleets is working, where your fleets weaknesses lie and changes are needed, and perhaps also to learn from the strategy of your opponent.
The game revolves around very large capital ships, from which smaller ships are launched, but which are not designed for attacking themselves, and which cannot be moved mid-battle. To win a battle you must destroy of all of your opponents capital ships before they destroy yours.
There can be hundreds of units in any one battle, but there is no harvesting, resource management or base building.
Fleet customisation:
There are three basic unit types: capital ships, frigates and small ships. All three are customisable with a small range of different weapons and technologies. Fleet selection and unit customisation are done using a windows-and-menus based editor. Each fleet has a points value, which is increased by adding or upgrading units.
You are able to save a fleet, along with a corresponding set of AI script selections.
AI scripting:
A "group" of units - consisting of up to three actual units - has an AI script attached to it. Scripts are written using a simple proprietary language. There are two generic types of weapons in the game: "small" and "big". "small" weapons are always fired automatically when there is an enemy within range, whilst "big" weapons are fired on the basis of AI script commands. The game translates the AI commands for a group into commands for each individual unit within that group.
AI scripts are written externally to the game using any program capable of editing text files.
The chief principle of GalaxyHack AI scripts is "If this then that else the other". For a more concrete example, here are two lines of code from an AI file:
if aenemy type == smallship health < 100
move nenemy type == smallship health < 100
Scripts also support:
* function calls
* a variety of different sorts of variables which can have their value changed by scripts.
Multiplayer:
The game is designed to allow different commanders to test their fleets in battle against one another. Up to four fleets can participate in any one battle. This said, the game is not properly "multiplayer" in that you never actually play in real time against other players. Instead, you can download fleets designed by other players from an online database. You are encouraged to submit your own fleets to this database for other players to download and battle against.
Graphics and sound:
The game engine is a 2D affair, with ships and what have you shuffling about. It is fairly easy to create your own custom art for your units, should you so wish.
There are various basic graphical effects for firing weapons of various sorts, units being destroyed, etc.
The game features music composed by The Embryo.
The game does not feature any sound effects.
<<lessThough battles take place in real time, the strategy comes before hand, both in writing short AI scripts in a simple scripting language, and also in the set up and selection of your fleet.
You dont actually have any control over your units at all mid-battle, but rather use the time to see where the set up of your fleets is working, where your fleets weaknesses lie and changes are needed, and perhaps also to learn from the strategy of your opponent.
The game revolves around very large capital ships, from which smaller ships are launched, but which are not designed for attacking themselves, and which cannot be moved mid-battle. To win a battle you must destroy of all of your opponents capital ships before they destroy yours.
There can be hundreds of units in any one battle, but there is no harvesting, resource management or base building.
Fleet customisation:
There are three basic unit types: capital ships, frigates and small ships. All three are customisable with a small range of different weapons and technologies. Fleet selection and unit customisation are done using a windows-and-menus based editor. Each fleet has a points value, which is increased by adding or upgrading units.
You are able to save a fleet, along with a corresponding set of AI script selections.
AI scripting:
A "group" of units - consisting of up to three actual units - has an AI script attached to it. Scripts are written using a simple proprietary language. There are two generic types of weapons in the game: "small" and "big". "small" weapons are always fired automatically when there is an enemy within range, whilst "big" weapons are fired on the basis of AI script commands. The game translates the AI commands for a group into commands for each individual unit within that group.
AI scripts are written externally to the game using any program capable of editing text files.
The chief principle of GalaxyHack AI scripts is "If this then that else the other". For a more concrete example, here are two lines of code from an AI file:
if aenemy type == smallship health < 100
move nenemy type == smallship health < 100
Scripts also support:
* function calls
* a variety of different sorts of variables which can have their value changed by scripts.
Multiplayer:
The game is designed to allow different commanders to test their fleets in battle against one another. Up to four fleets can participate in any one battle. This said, the game is not properly "multiplayer" in that you never actually play in real time against other players. Instead, you can download fleets designed by other players from an online database. You are encouraged to submit your own fleets to this database for other players to download and battle against.
Graphics and sound:
The game engine is a 2D affair, with ships and what have you shuffling about. It is fairly easy to create your own custom art for your units, should you so wish.
There are various basic graphical effects for firing weapons of various sorts, units being destroyed, etc.
The game features music composed by The Embryo.
The game does not feature any sound effects.
Download (0.073MB)
Added: 2006-09-27 License: GPL (GNU General Public License) Price:
1127 downloads
gozerplugs 0.9.0.17
A plugin package for gozerbot more>>
gozerplugs 0.9.0.17 is professionally designed as a plugin package for gozerbot. gozerbot is the Python IRC bot and Jabber bot in one.
Major Features:
- Provide both IRC and Jabber support
- User management by userhost .. bot will not respond if it doesnt know you
- Fleet .. use more than one bot in a program
- Use the bot through dcc chat
- Fetch rss feeds
- Remember items
- Relaying between bots
- Program your own plugins
- Query other bots with json REST
- Serve as a udp irc or jabber notification bot
- Sqlalchemy support
Requirements:
- a shell
- python 2.5 or higher (sqlite.so builtin or use pysqlite3)
- gnupg
- simplejson
- sqlalchemy
- xmpppy
Added: 2009-06-19 License: BSD License Price: FREE
13 downloads
Thousand Parsec C++ Server 0.4.1
Thousand Parsec C++ Server is the main server for Thousand Parsec. more>>
Thousand Parsec C++ Server is the main server for Thousand Parsec.
Thousand Parsec is a framework for turn based space empire building games.
Some examples of games which Thousand Parsec draws ideas from are, Stars!, VGA Planets, Master of Orion and Galactic Civilizations. These games are often called 4 Xs from the main phases found in the games, eXplore, eXpand, eXploit and eXterminate. If you havent heard of them, other games which are a bit similar include, Civilisation, Heros of Might and Magic and Starcraft.
Thousand Parsec includes everything you need to play any of the currently running games, set up your own game using already designed games, and building your own space empire building game.
Enhancements:
- Metaserver setting for turning on sending updates
- Signal Handler for exiting cleanly
- PlayerTlsConnection using PlayerTcpConnection, gaining non-blocking support
- Added Mersenne Twister (mt19937), for PRNG
- Home Planet resource in minisec
- Resources for MTSec added
- Updated console to libtprl 0.1.2, added prompt and fixed bugs, and redisplaying line
- Removed reconfigure method for LogSinks, use SettingCallbacks instead
- Made sizes of star systems fit closer in minisec
- Fixed removing ships from fleets in minisec
- Fixed spelling on property name in Minisec
- Invalid the Game turn timer incase run from the console in EOT processing
- Removed guest/guest refuse hack
- Added support for guile 1.8 (thanks JLP for testing)
- Fixed mini-ipv6 MetaserverConnection (thanks mithro)
- Made sure getOrder returns at least one frame
- Metaserver update doesnt try for 12 minutes after 5 connection errors (bug from nash)
- Minisec universe generation doesnt re-use star system names (bug from nash)
- Fixed GetOrderType_List frame type (bug from nash)
- No longer crashes on unknown order type (bug from nash)
- Proper length remaining checking in order and orderparameter unpacking (bug from nash)
- Fixed terminal color reseting (bug from nash)
- Warnings when metaserver updates are disabled
- Port from dlopen to libltdl (thanks mithro)
- Include libltdl in tree because Debian and Ubuntu (thanks mithro)
- Velocity is now where it should be next turn (thanks mithro)
- ETA calcuation for Move orders in Minisec fixed (bug from nash)
- Added Ping limiting code
- Logging added (thanks mithro) and some reformating
<<lessThousand Parsec is a framework for turn based space empire building games.
Some examples of games which Thousand Parsec draws ideas from are, Stars!, VGA Planets, Master of Orion and Galactic Civilizations. These games are often called 4 Xs from the main phases found in the games, eXplore, eXpand, eXploit and eXterminate. If you havent heard of them, other games which are a bit similar include, Civilisation, Heros of Might and Magic and Starcraft.
Thousand Parsec includes everything you need to play any of the currently running games, set up your own game using already designed games, and building your own space empire building game.
Enhancements:
- Metaserver setting for turning on sending updates
- Signal Handler for exiting cleanly
- PlayerTlsConnection using PlayerTcpConnection, gaining non-blocking support
- Added Mersenne Twister (mt19937), for PRNG
- Home Planet resource in minisec
- Resources for MTSec added
- Updated console to libtprl 0.1.2, added prompt and fixed bugs, and redisplaying line
- Removed reconfigure method for LogSinks, use SettingCallbacks instead
- Made sizes of star systems fit closer in minisec
- Fixed removing ships from fleets in minisec
- Fixed spelling on property name in Minisec
- Invalid the Game turn timer incase run from the console in EOT processing
- Removed guest/guest refuse hack
- Added support for guile 1.8 (thanks JLP for testing)
- Fixed mini-ipv6 MetaserverConnection (thanks mithro)
- Made sure getOrder returns at least one frame
- Metaserver update doesnt try for 12 minutes after 5 connection errors (bug from nash)
- Minisec universe generation doesnt re-use star system names (bug from nash)
- Fixed GetOrderType_List frame type (bug from nash)
- No longer crashes on unknown order type (bug from nash)
- Proper length remaining checking in order and orderparameter unpacking (bug from nash)
- Fixed terminal color reseting (bug from nash)
- Warnings when metaserver updates are disabled
- Port from dlopen to libltdl (thanks mithro)
- Include libltdl in tree because Debian and Ubuntu (thanks mithro)
- Velocity is now where it should be next turn (thanks mithro)
- ETA calcuation for Move orders in Minisec fixed (bug from nash)
- Added Ping limiting code
- Logging added (thanks mithro) and some reformating
Download (0.43MB)
Added: 2007-02-28 License: GPL (GNU General Public License) Price:
968 downloads
Quantum Star: Generations 0.7.2c
Quantum Star: Generations is an easy to install and manage space strategy browser-based game. more>>
Quantum Star: Generations project is an easy to install and manage space strategy browser-based game.
Quantum Star: Generations is a browser-based space strategy and trading game played across a mapped galaxy against other players. Utilizing mining, trading, research, and production through easy-to-use tools, QS enables both broad micro-management of resources or more "aggregated" methods. Players compete, combat enemy fleets, and manage planets to become the "last man standing". No user downloads are required, and the game is free to host or play.
Quantum Star: Generations Evolved is a browser-based space strategy game. It is playable from any modern browser such as Mozilla Firefox or Internet Explorer. It is written in the PHP programming language and utilises either MySQL or PostgreSQL as a backend database. It is also free for download and may be hosted independently by any user. The game is released under the terms of the Affero General Public License.
Quantum Star: Generations Evolved is a free open source application. Being open source you may modify and redistribute the source code under the terms of the Affero General Public License, or at your option the GNU General Public License version 3 (not version 2).
Main features:
- Free
- Its fun!
- Easy installation
- Support for all versions of MySQL and PostgreSQL
- Support for both PHP4 and PHP5
- Platform independent
- Multiple language support with UTF-8 the standard character encoding
- Focus on security and resource efficiency
- Automated administration tasks
- Did we mention it is fun?
<<lessQuantum Star: Generations is a browser-based space strategy and trading game played across a mapped galaxy against other players. Utilizing mining, trading, research, and production through easy-to-use tools, QS enables both broad micro-management of resources or more "aggregated" methods. Players compete, combat enemy fleets, and manage planets to become the "last man standing". No user downloads are required, and the game is free to host or play.
Quantum Star: Generations Evolved is a browser-based space strategy game. It is playable from any modern browser such as Mozilla Firefox or Internet Explorer. It is written in the PHP programming language and utilises either MySQL or PostgreSQL as a backend database. It is also free for download and may be hosted independently by any user. The game is released under the terms of the Affero General Public License.
Quantum Star: Generations Evolved is a free open source application. Being open source you may modify and redistribute the source code under the terms of the Affero General Public License, or at your option the GNU General Public License version 3 (not version 2).
Main features:
- Free
- Its fun!
- Easy installation
- Support for all versions of MySQL and PostgreSQL
- Support for both PHP4 and PHP5
- Platform independent
- Multiple language support with UTF-8 the standard character encoding
- Focus on security and resource efficiency
- Automated administration tasks
- Did we mention it is fun?
Download (MB)
Added: 2007-03-11 License: AGPL (Affero General Public License) Price:
961 downloads
Gunroar 0.15
Gunroar is a 360-degree gunboat shooter. more>>
Gunroar is a 360-degree gunboat shooter. An abstract shooter; Shoot in any direction, as you race through the levels.
Keep near the top of the screen to increase your score. Destroy the enemy fleet. Comes with a soundtrack and effects.
Enhancements:
- Added -enableaxis5 option. (for xbox 360 wired controller)
- Added mouse mode.
- Changed a drawing method of a game field.
- Fixed a problem with a score reel size in a double play mode.
- Increased the number of smoke particles.
<<lessKeep near the top of the screen to increase your score. Destroy the enemy fleet. Comes with a soundtrack and effects.
Enhancements:
- Added -enableaxis5 option. (for xbox 360 wired controller)
- Added mouse mode.
- Changed a drawing method of a game field.
- Fixed a problem with a score reel size in a double play mode.
- Increased the number of smoke particles.
Download (5.0MB)
Added: 2006-05-23 License: GPL (GNU General Public License) Price:
1253 downloads
Ophiuchus 0.3.2.1
Ophiuchus is a multiplayer strategy game in a similar vein as the Master of Orion series. more>>
Ophiuchus is a multiplayer strategy game in a similar vein as the Master of Orion series.
Ophiuchus will go through many phases where it is a completely playable game and it comes with further features added on with each major release.
The reason for this is that it is quite impossible for me to create a fully-featured game in one go. Doing it in steps allows me to re-check the game for gameplay quite often. (This also means I get to play it a lot, which serves to keep me interested.)
I aim to eventually create a game of rather large proportions, but this may well take some time. As such, I am concentrating on the gameplay of the game first, on the assumption that while graphics improve and change, gameplay stays eternal.
The game map is a rectangular board of tiles. A tile may contain a star. Each star is orbited by a single inhabitable planet. Each player starts out inhabiting a single planet, and owning 10 units of money.
Each planet a player owns adds 1 unit of money to their treasury per turn. You may build spaceships at your colonies, which cost 4 units of money, and take 1 turn to construct. Spaceships move across the map at a rate of 1 square per turn.
If a fleet encounters an uninhabited planet, it will automatically colonise the planet. If you encounter a planet owned by another player, you can attack and invade it. Combat works on the simple principle of winner-takes-all.
Whichever side has the larger fleet destroys the other side. If you retreat from combat, that is, if you order your fleet to leave a system while another player orders their fleet to attack yours, you lose a third of your ships.
You win the game by invading all colonies held by all other players.
Enhancements:
- When multiple players arrive at the same uncolonized system at the same time, none of them can colonize the planet now.
- Previously, the player with the lowest ID got the planet, leading to an advantage to players with lower IDs.
- This was a problem especially in single player mode, when it gave a great advantage to the player over the computer.
- Attack commands now always give feedback.
<<lessOphiuchus will go through many phases where it is a completely playable game and it comes with further features added on with each major release.
The reason for this is that it is quite impossible for me to create a fully-featured game in one go. Doing it in steps allows me to re-check the game for gameplay quite often. (This also means I get to play it a lot, which serves to keep me interested.)
I aim to eventually create a game of rather large proportions, but this may well take some time. As such, I am concentrating on the gameplay of the game first, on the assumption that while graphics improve and change, gameplay stays eternal.
The game map is a rectangular board of tiles. A tile may contain a star. Each star is orbited by a single inhabitable planet. Each player starts out inhabiting a single planet, and owning 10 units of money.
Each planet a player owns adds 1 unit of money to their treasury per turn. You may build spaceships at your colonies, which cost 4 units of money, and take 1 turn to construct. Spaceships move across the map at a rate of 1 square per turn.
If a fleet encounters an uninhabited planet, it will automatically colonise the planet. If you encounter a planet owned by another player, you can attack and invade it. Combat works on the simple principle of winner-takes-all.
Whichever side has the larger fleet destroys the other side. If you retreat from combat, that is, if you order your fleet to leave a system while another player orders their fleet to attack yours, you lose a third of your ships.
You win the game by invading all colonies held by all other players.
Enhancements:
- When multiple players arrive at the same uncolonized system at the same time, none of them can colonize the planet now.
- Previously, the player with the lowest ID got the planet, leading to an advantage to players with lower IDs.
- This was a problem especially in single player mode, when it gave a great advantage to the player over the computer.
- Attack commands now always give feedback.
Download (0.007MB)
Added: 2005-11-24 License: Freeware Price:
1429 downloads
Sync4j 2.3
Sync4j is a mobile application server and more. more>>
Sync4j is a mobile application server, and more. Sync4j includes a suite of tools to develop, deploy and manage any mobile project. It is a certified implementation of the Open Mobile Alliance Data Synchronization and Device Management protocols (OMA DS and DM, formerly known as SyncML).
Sync4j reached more than 19,000 downloads in a single month and it is supported by one of the largest mobile developers community in the world.
Main features:
- Sync4j Server: a mobile application server with connectors to SQL relational databases, Microsoft Exchange, Lotus Domino and SugarCRM.
- Sync4j Clients: applications for Outlook, Windows Mobile PocketPC, BlackBerry, Palm and iPod that you can use to synchronize your PIM data (address book and calendar) with the server
- Sync4j Email Gateway: a POP, IMAP and SMTP gateway, to support your mobile email needs.
- Sync4j Software Development Kit: tools to develop sometimes-connected mobile applications on devices (in Java - J2SE and J2ME - and C++) and to add data sources to the server
- Sync4j Device Management: an OMA DM server to remotely manage mobile devices
A wireless application needs data. The information must be available even when the device is off-line. Synchronization between multiple mobile devices and corporate servers is a fundamental component in every wireless project: data is supposed to be consistent when accessed by multiple users who are not always connected to the network.
Once a wireless application is developed, it needs to be transferred to a remote device, over-the-air. Then, it must be kept up-to-date. Application provisioning is pivotal for the success of any mobile project.
Developers of applications around the world have been looking for a platform that would make it easier to create mobile applications. IT Managers are struggling with PIM synchronization and mobile email deployments, locked by commercial vendors on a spiraling high cost structure and unable to manage a fast growing fleet of mobile devices. Sync4j is the solution they are looking for.
Open source means freedom from vendor lock-in and high quality software (thousand of eyes on the code, an enourmous community effort for testing). Sync4j is well supported by the community and the company behind it, Funambol.
Sync4j is an open source complete and unique mobile application server, addressing all the aspects of the equation:
- data synchronization, including PIM and email
- application provisioning
- device management
Sync4j is multi-device and multi-platform, running both in Windows and Linux. It runs on Tomcat and on top of J2EE application servers. It has been designed for carrier-grade deployments.
Since day one, scalability and reliability have been a clear focus of the Sync4j architecture, Sync4j is built on the Open Mobile Alliance data synchronization and device management standards (OMA DS and DM, formerly known as SyncML), thus leveraging the availability of SyncML clients pre-installed on cellular phones (such as all Symbian, Nokia, Motorola, Sony Ericsson, Siemens and others). For devices where a SyncML client is missing, Sync4j provides its own clients: Outlook, Windows Mobile PocketPC, BlackBerry, Palm and iPod.
Sync4j target market is everyone looking to build, deploy and manage a mobile project:
- Developers who need to extend an existing product to the mobile world or are looking for an easy way to create new mobile applications, grabbing data from existing data sources (such as SQL databases, Exchange, Domino or SugarCRM) or adding new data sources.
- IT Managers that want to deploy a PIM and mobile email solution or just need a way to manage a fleet of mobile devices.
- Device Manufacturers, that are looking for an OMA DM or DS client.
Download includes:
Apache Tomcat 5.0, Sync4j Admin 1.2.4, Sync4j Java GUI Client 1.0.9, PIM Web Demo 1.1.7. Runs out-of-the-box.
Enhancements:
- Major bugfixes
<<lessSync4j reached more than 19,000 downloads in a single month and it is supported by one of the largest mobile developers community in the world.
Main features:
- Sync4j Server: a mobile application server with connectors to SQL relational databases, Microsoft Exchange, Lotus Domino and SugarCRM.
- Sync4j Clients: applications for Outlook, Windows Mobile PocketPC, BlackBerry, Palm and iPod that you can use to synchronize your PIM data (address book and calendar) with the server
- Sync4j Email Gateway: a POP, IMAP and SMTP gateway, to support your mobile email needs.
- Sync4j Software Development Kit: tools to develop sometimes-connected mobile applications on devices (in Java - J2SE and J2ME - and C++) and to add data sources to the server
- Sync4j Device Management: an OMA DM server to remotely manage mobile devices
A wireless application needs data. The information must be available even when the device is off-line. Synchronization between multiple mobile devices and corporate servers is a fundamental component in every wireless project: data is supposed to be consistent when accessed by multiple users who are not always connected to the network.
Once a wireless application is developed, it needs to be transferred to a remote device, over-the-air. Then, it must be kept up-to-date. Application provisioning is pivotal for the success of any mobile project.
Developers of applications around the world have been looking for a platform that would make it easier to create mobile applications. IT Managers are struggling with PIM synchronization and mobile email deployments, locked by commercial vendors on a spiraling high cost structure and unable to manage a fast growing fleet of mobile devices. Sync4j is the solution they are looking for.
Open source means freedom from vendor lock-in and high quality software (thousand of eyes on the code, an enourmous community effort for testing). Sync4j is well supported by the community and the company behind it, Funambol.
Sync4j is an open source complete and unique mobile application server, addressing all the aspects of the equation:
- data synchronization, including PIM and email
- application provisioning
- device management
Sync4j is multi-device and multi-platform, running both in Windows and Linux. It runs on Tomcat and on top of J2EE application servers. It has been designed for carrier-grade deployments.
Since day one, scalability and reliability have been a clear focus of the Sync4j architecture, Sync4j is built on the Open Mobile Alliance data synchronization and device management standards (OMA DS and DM, formerly known as SyncML), thus leveraging the availability of SyncML clients pre-installed on cellular phones (such as all Symbian, Nokia, Motorola, Sony Ericsson, Siemens and others). For devices where a SyncML client is missing, Sync4j provides its own clients: Outlook, Windows Mobile PocketPC, BlackBerry, Palm and iPod.
Sync4j target market is everyone looking to build, deploy and manage a mobile project:
- Developers who need to extend an existing product to the mobile world or are looking for an easy way to create new mobile applications, grabbing data from existing data sources (such as SQL databases, Exchange, Domino or SugarCRM) or adding new data sources.
- IT Managers that want to deploy a PIM and mobile email solution or just need a way to manage a fleet of mobile devices.
- Device Manufacturers, that are looking for an OMA DM or DS client.
Download includes:
Apache Tomcat 5.0, Sync4j Admin 1.2.4, Sync4j Java GUI Client 1.0.9, PIM Web Demo 1.1.7. Runs out-of-the-box.
Enhancements:
- Major bugfixes
Download (73.2MB)
Added: 2006-02-27 License: GPL (GNU General Public License) Price:
780 downloads
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