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libglfps 0.1

libglfps 0.1


libglfps project is a library that adds an FPS display to any OpenGL application. more>>
libglfps project is a library that adds an FPS display to any OpenGL application.

It adds a framerate display to OpenGL apps that dont have one built in, through the magic of LD_PRELOAD.

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Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1062 downloads
MP3SPI for Linux 1.9.4

MP3SPI for Linux 1.9.4


MP3SPI is a Java Service Provider Interface that adds MP3 more>> MP3SPI is a Java Service Provider Interface that adds MP3 (MPEG 1/2/2.5 Layer 1/2/3) audio format support for Java Platform. It supports streaming, ID3v2 frames, Equalizer, .... It is based on JLayer and Tritonus Java libraries.
MP3 support (MPEG 1/2/2.5 Layer 1/2/3). VBR support, ID3v2 frames support.Skip support.Equalizer support.This release targets J2SE 1.3 and 1.4 but it provides audio properties that will be available in J2SE 1.5 :
MpegAudioFormat (bitrate, vbr).
MpegAudioFileFormat (duration, title, author, album, date, copyright, comments).It also provides custom properties :
MpegAudioFileFormat (mp3.version.mpeg, mp3.version.layer, mp3.framerate.fps, mp3.id3tagv2, ...).
DecodedMpegAudioInputStream (mp3.frame.bitrate, mp3.equalizer, ...) jUnit tests included.CPU usage : ~12% under PIII 1Ghz/Win2K+J2SE 1.4.1
FootPrint : ~10MB under WinNT4/Win2K + J2SE 1.4.1
RIFF/MP3 header support added.
FLAC and MAC headers denied.
Skip bug fixed for 320kbps files.
ID3v2.x support improved :
size computation bug fixed.
"mp3.id3tag.publisher" (TPUB/TPB) added.
"mp3.id3tag.orchestra" (TPE2/TP2) added.
"mp3.id3tag.length" (TLEN/TLE) added.
Mark limit increased.
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Added: 2009-04-04 License: Freeware Price: Free
202 downloads
WESTBANG

WESTBANG


WESTBANG is a western FPS style game for Linux. more>>
WESTBANG is a western FPS style game for Linux.

Comics

Files: DATA/COMIX/*.CMX

Comics are simple animations with given images made by a script file.
Comics are used for intro and outro animation and for interlevel shots.
There are these reserved comics:

intro.cmx played after the start of the program
gameover.cmx played, when a player loose his last life
goodbye.cmx played after the quit

You can modify these files as you wish, but you have to keep these names,
because they are called directly from the program. Other comics, their
names or number, is random.

Any of the *.cmx file can contain these commands:

delay < ticks >

Specifies the time the computer will wait before he does the next
command.

image < index > < name >

Image loads the specified bitmap and gives it an index number. In the
< name > can be just the name of the bitmap (the *.bmp file) or the path
and the name. The path starts in ../WESTBANG/DATA/COMIX, so all your
bitmaps and dirs have to be in the COMIX directory.

Note: The color 255,0,255 is transparent.

destroy < index >

Removes the image from the memory. Dont forget to destroy images,
or you can glut the memory.

virtual < v_index > < index > < pos_X > < pos_Y > < width > < height >

Virtual is the quad shaped object taken out of the image you can work
with by the commands of the comics. You can define more than one virtual
in one image.
< v_index > is the index given to the new virtual.
< index > is the index of the source bitmap.
< pox_X > < pos_Y > are the coords of the upper left corner of the virtual
in the image.
< width > < height > set the size of the virtual.

anime < v_inde x> < frames > < delay >

Makes the specified virtual the animated one. < Frames > is the number of
the frames and < delay > sets the pause between the two frames (speed of
animation).
Animated virtuals are made of bitmaps with all the frames placed in the
row. So the height of the bitmap is the same as the frames height and
width equals to times width of the frame.

anime_type < v_index > < type >

Sets the type of the animation of the specified virtual.
1: from first to last (1->2->3->...)
2: zig zag (1->2->3->2->1->...)
3: random

Example: These three commands make a short animated virtual.
virtual 3 1 0 0 10 10 //defines the first frame (size 10x10)
//taken from the image 1 (size 40x10)
anime 3 4 18 //makes 4-frames animation
anime_type 3 1 //sets the type of the animation to normal

setxy < v_index > < x > < y >

Puts the specified virtual on the given coords.

vis_on < v_index >

Shows the specified virtual. New created virtuals are hiden. You have to
use vis_on, if you want to see them on the screen.

vis_off < v_index >

Hides the specified virtual.

move < v_index > < tx > < ty > < sx > < sy > < tempo >

Sets the virtual as "the moving" one. Moving virtual goes automaticaly
from actual coords to target coords < tx >,< ty >. The speed of the motion
can be controled by the length of the single step (< sx >: step along the
x-axis, < sy >: step along the y-axis in pixels), or by the < tempo > - the
delay between the two steps.

resize < v_index> < sw> < sh> < speed_x> < speed_y>

Sets the virtual as "the resizing" one. < Sw> and < sh> are starting
height and witdth. Resizing can go by the very small steps, thats why
you have to set sw=100000 and sh=100000 if you want the starting size
of the virtual to be 100% x 100%.

sound < index> < name>

This is the same as the image command for the bitmaps.

play_sound < index> < volume> < panning>

Plays the sound once.

repeat_sound < index> < volume> < panning>

Repeats the sound, until you stop it by the command:

stop_sound < index>

destroy_sound < index>

Removes the sound from the memory.

pause

Waits for input. The script wont continue, until the user presses any key.

include < file_name>

Plays the < file_name> comics file. You can make the hierarchy in the files by this command. Its usefull for the good control of the long comics to create one "main" cmx file, that calls the single scenes as you can see in the "intro.cmx".

If you want to learn more, how to create the script look in our *.cmx files. Note: Max number of images is 50. Max number of virtuals is 50. Max number of samples is 20.
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Added: 2005-11-30 License: Freeware Price:
1423 downloads
The Castle 0.7.0

The Castle 0.7.0


The Castle is a first-person shooter (FPS) style game in a dark fantasy setting. more>>
The Castle is a first-person shooter (FPS) style game in a dark fantasy setting. Your main weapon is a sword, so the fight is mostly short-range. 3 main levels included, packed with creatures, items and sounds.

Also a bonus level, from a well-known 3D game, will be available to you from "New Game" menu once you finish the main game (you can also switch to this level from the debug menu, if youre impatient).

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Added: 2007-06-15 License: GPL (GNU General Public License) Price:
862 downloads
SDL::App::FPS 0.21

SDL::App::FPS 0.21


SDL::App::FPS is a framework for event-driven SDL games/applications. more>>
SDL::App::FPS is a framework for event-driven SDL games/applications.

SYNOPSIS

Subclass SDL::App::FPS and override some methods:
package SDL::App::MyFPS;
use strict;
use SDL::App::FPS;
use SDL;

use base qw/SDL::App::FPS/;

# override the method draw_frame with something to draw
sub draw_frame
{
my ($self,$current_time,$lastframe_time,$current_fps) = @_;

...
}

# override post_init_handler and add some event handlers
sub post_init_handler
{
my ($self} = shift;

my $self->add_event_handler(SDL_KEYDOWN, SDLK_q, sub
{
my $self = shift; $self->quit();
} );
# or easier for often-used events (note quoted SDLK_f!)
$self->watch_event( fullscreen => SDLK_f, pause => p,
quit => SDLK_q,
);
# You can also specify the key/mousebutton bindings for these events
# in the config file like "bind_event_fullscreen = f"
}

Then write a small script using SDL::App::MyFPS like this:

#!/usr/bin/perl -w

use strict;
use SDL::App::MyFPS;

# fill in here default options if you like
my $options = { };

# create a new application including window
# automatically uses a config file or the command line:
my $app = SDL::App::MyFPS->new( $options );

# run the application, will exit when done
$app->main_loop();

Thats all!

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Added: 2006-09-29 License: Perl Artistic License Price:
1126 downloads
Dreams Eternal 0.1

Dreams Eternal 0.1


Dreams Eternal project is a story-driven FPS game that is set in the dream world. more>>
Dreams Eternal project is a story-driven FPS game that is set in the dream world.

Dreams Eternal is an FPS game that focuses on a strong story line and puzzle solving. It is set in the dream world.

The very short summary of the story is that a scientific experiment went wrong and everybody is stuck in the dream world.

You have to end this experiment by hopping from dream to dream. In every dream you have to find clues to try to find out how the experiment can be aborted.

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Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1081 downloads
Iron Grip: The Oppression Server 1.32 Beta

Iron Grip: The Oppression Server 1.32 Beta


Iron Grip: The Oppression is a mod for the acclaimed Half-Life 2 FPS game. more>> <<less
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Added: 2007-06-26 License: Freeware Price:
851 downloads
Games::Irrlicht 0.04

Games::Irrlicht 0.04


Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl. more>>
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl.

SYNOPSIS

package MyGame;
use strict;

use base Games::Irrlicht;

use Games::Irrlicht::Constants; get EDT_SOFTWARE etc

# override methods:

The Why

When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.

This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.

In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.

While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.

Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.

Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.

Frame-rate Independend Clock

Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.

To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.

To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.

Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.

Time Warp

Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.

Since all our animation steps are coupled to the current time, we can play tricks with the current time.

The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.

Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.

For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.

Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.

If you are very bored, press the b key and see that even negative time warps are possible...

Ramping Time Warp

Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.

For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.

You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.

The example application uses the ramping effect instead instant time warp.

Event handlers

This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.

All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.

The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.

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Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
KDE DivX subtitles editor 0.2

KDE DivX subtitles editor 0.2


ksubeditor is a DivX subtitle editor for KDE 3.x. more>>
ksubeditor is a DivX subtitle editor for KDE 3.x. It is able to edit and convert subtitles between different subtitle formats. It can easily change the time of the subtitle and fit it to the movie.
Main features:
- quite userfriendly interface
- support for
- vplayer format
- MicroDVD format
- SubRipper format
- SSA format
- time shifting from selected subtitle
- time shifting for all subtitles
- time shifting for one line
- converting Polish chars from windows to ISO
- deleting lines
- inserting lines
- editing subtitle
- testing edited subtitles in mplayer
- splitting subtitles into two files
- joining two files into one
- spell checking
- converting between subtitle formats
- changing subtitle fps
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Added: 2006-07-17 License: (FDL) GNU Free Documentation License Price:
752 downloads
zstar Networked 3D project 0.7

zstar Networked 3D project 0.7


zstar Networked 3D project is a free 3D networked application platform. more>>
zstar Networked 3D project is a free 3D networked application platform.
zstar (z*) Networked 3D project is an extensible, distributed system for 3D application and game development, consisting of an abstract game client (similar in concept to the one that xpilot uses) and a game server to which players connect to play games against other players or alone.
This framework should be suitable for FPS, VR, MUDs, or any application that requires 3D and networking.
Enhancements:
- Added java interfaces for camera/object messages
- Added walk system
- Added ac3d/sgi rgb loading
- Bug fixes
- Bug fixes on the chat
- Added texture cache and object cache.
- Mipmaps are now in for voodoo users.
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Added: 2006-11-14 License: LGPL (GNU Lesser General Public License) Price:
1075 downloads
Camorama 0.18

Camorama 0.18


Camorama is a webcam application featuring various image filters. more>>
Camorama is a webcam application featuring various image filters.
Camorama allows you to view video from your webcam and apply various image filters to it. Camorama project can also upload images via ftp.
Camorama is a program i wrote to learn gtk and v4l. As you can see, i am still learning. It is pretty simple at the moment, and i hope to make it much more complete. I also plan to make it more generic, as i initially wrote it with only my own creative webcam 3 in mind.
Hopefully it will work with other cameras. i will test on anything i can get my hands on, but that might take a while. Right now you can change the video settings using the gui and apply some crappy filters i wrote to mess around with.
It runs at a reasonable speed, but i would like to get the fps up as high as possible. Still figuring that out. As for requirements, you will need at least gnome 2 and v4l. I havent used anything else crazy, and that should do it.
Enhancements:
- Lots of bug fixes.
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Added: 2006-09-28 License: GPL (GNU General Public License) Price:
1141 downloads
FakeNES 0.5.7

FakeNES 0.5.7


FakeNES is a portable Open Source NES emulator. more>>
FakeNES project is a portable, Open Source NES emulator which is written mostly in pure C, while using the Allegro library for multi-platform capabilities.
Currently supported systems are Windows 9x/2000/Me/XP, 32-bit DOS, Linux, FreeBSD, QNX, BeOS, and Mac OS X. However, it should run on any system that Allegro supports. This includes, but is not limited to: any version of Windows released after 1995, any 32-bit DOS compatible, and many POSIX compliant systems and UNIX clones such as Linux, FreeBSD, QNX, BeOS, and Mac OS X.
Configuration
FakeNES uses a standard configuration system similar to that used by many DOS, Windows, and UNIX applications.
Each item in the configuration file that is not surrounded by square brackets ([ and ]) defines an element or key.
The equal sign (=) is used to assign a value to that element.
Items which are surrounded by brackets are called headers. Headers define a section or group of related elements.
Comments are delimeted by the pound (#) sign and are ignored by the configuration file parser.
At this time, command-line options are not supported. However, you may supply the name of an NES ROM file that you would like to load on the command-line instead of loading it from the GUI.
Input engine
Currently, FakeNES supports two different keyboard layouts on a single keyboard, and up to two (2) joystick-like devices such as joypads. Each device may be assigned to any player, you can even assign a single device to multiple players.
All configuration of the controls is done in the configuration file, under the [input] header. You can assign a specific device to each player by modifying the player_#_device elements (replace # with the associated player number).
The following values are permitted:
0: No input (disables all input for this player).
1: Keyboard layout #1
2: Keyboard layout #2
There are two (2) configurable keyboard layouts which are present on the same keyboard, and may define overlapping keys without conflicts. Modifying the key1_scancodes and key2_scancodes elements allow you to customize the key mappings for each layout.
Note that due to portability reasons, FakeNES does not accept standard IBM scancodes. Instead, you need to supply a sequence of 8 integer scancodes as defined by the Allegro multimedia library.
The order in which the scancodes are applied is very important, and corresponds to the associated NES standard controller buttons: A, B, Select, Start, Up, Down, Left, and Right. If a complete sequence of 8 scancodes cannot be found, then the defaults will be used.
For layout #1, they are X, Z, Tab, and Enter, respectively, combined with the arrow keys for directional control.
3: Joystick device #1
4: Joystick device #2
Core timing
FakeNES contains an automatic speed throttling system. By modifying the frame_skip_min and frame_skip_max elements under the [timing] header in the configuration file, you can toggle speed cap and set the parameters for frame skipping.
Frame skipping is a technique that allows the emulation to run much faster, at the cost of fewer frames-per-second (FPS) being rendered, which results in more latent or choppy gameplay.
Speed capping effectively limits the maximum amount of FPS to be rendered to match that of the NES itself, which keeps the emulation from running too fast on fast processors or when frame skipping is being used.
frame_skip_min defines the least amount of frames to be skipped, setting it to zero (0) effectively disables minimum frame skipping and enables the speed capping mechanism.
frame_skip_max defines the highest allowable amount of frames to be skipped. FakeNES will never skip more frames than is defined by this element, even if full speed is not obtained.
Setting frame_skip_min and frame_skip_max to equal values effectively sets a fixed amount of frames to be skipped.
If the speed cap is enabled, you can use the fast forward key to surpass the speed cap and skip frame_skip_max frames as long as the key is being held down. By default, the fast forward key is defined as the tilde key above the Tab key on most keyboards.
The machine_type element allows you to select which standard is to be used by the speed throttling system and sound/graphics engines. Set it to zero (0) for NTSC or one (1) for PAL. There are not many PAL NES games, and many of them should run fine in NTSC mode. Only modify this element if you have problems.
Enhancements:
- AUDIO: Fixed all while() loops in the APU to never be truely infinite (thus preventing hard lock-ups), removed a previous hack that was added to get around such a thing.
- AUDIO: Implemented a new ExSound API.
- AUDIO: Added full save state support to VRC6 Sound and MMC5 Sound.
- AUDIO: Rreduced default audio buffer length from 6 to 4 frames to reduce latency.
- AUDIO: Added in mixing of MMC5s digital audio channel (untested).
- CODE: Moved a bunch of code out of gui.c and into the GUI header files.
- CODE: Various code edits.
- DOCS: Updated docs.
- GUI: Added a GUI menu to configure the audio buffer length.
- GUI: Added a GUI menu to configure video buffer size.
- GUI: Enabled double buffered GUI while in OpenGL mode.
- GUI: Added custom drawing code for the sl_radiobox object.
- GUI: Cleaned up the Help->About dialog and added loomsoft under Special thanks to.
- GUI: Added more splitters to the Audio and Video menus to better group submenus.
- GUI: Added a Close button to the Help->Shortcuts dialog.
- GUI: Hide some menus when their respective features arent available for whatever reason.
- GUI: Made sl_frame object behave properly in a double buffered environment.
- GUI: Removed extended video resolutions, since if anyone wants to actually use any of the obscure things, they can set them manually via the configuration file.
- INPUT: Overhauled input system and input configuration system.
- MISC: Fixed a cosmetic bug where the enabled flag of CPU patches were written to the *.fpt file with the value of 2 instead of 1 when enabled.
- VIDEO: Added (buggy) OpenGL support.
- VIDEO: Added support for a screen buffer smaller or larger than the actual screen (it will be scaled to fit).
- VIDEO: Set all bitmaps to NULL after destroying them in video_exit(), fixes various problems.
- VIDEO: Improved the operation of video_blit().
- VIDEO: Improved efficiency of HQ4X slightly by removing extra assertions.
- VIDEO: Added size checking to the Normal and Stretched blitters.
- VIDEO: Changed blitter error message.
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Added: 2006-04-17 License: The Clarified Artistic License Price:
1291 downloads
DOOM 3 1.3.1.1304 Patch

DOOM 3 1.3.1.1304 Patch


DOOM 3 is a sci-fi horror masterpiece, DOOM 3 is like nothing you have experienced. more>>
DOOM 3 is a sci-fi horror masterpiece, DOOM 3 is like nothing you have experienced.
id Software has released a new patch for its FPS DOOM 3. This update brings your retail game to v1.3.1 and adds various fixes and improvements, Vista compatibility, and bringing back cross-platform multiplayer compatibility with the Mac.
Minimum System Requierments:
3D Hardware Accelerator Card Required - 100% DirectX 9.0b compatible 64MB Hardware Accelerated video card and the lateset drivers*.
English verision of Microsoft Windows 2000/XP
Pentium IV 1.5 GHz or Athlon XP 1500+ processoror higher
384MB RAM
8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers
2.2GB of uncompressed free hard disk space (plus 400MB for Windows swap file)
100% DirectX 9.0b compatible 16-bit sound card and the latest drivers
100% Windows compatible mouse, keyboard, and latest drivers
DirectX 9.0b (included)
Multiplayer Requierments:
Internet (TCP/IP) and LAN (TCP/IP) play supported.
Internet play requires broadband connection and latest drivers
LAN play requires network interface card and latest drivers
Enhancements:
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32 behaviours
- Fix Alsa sound backend (Linux)
- Fixes to tty code (Linux)
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Added: 2007-02-04 License: Freeware Price:
1642 downloads
MPEG::Info 1.00

MPEG::Info 1.00


MPEG::Info is a basic MPEG bitstream attribute parser. more>>
MPEG::Info is a basic MPEG bitstream attribute parser.

SYNOPSIS

use strict;
use MPEG::Info;

my $video = MPEG::Info->new( -file => $filename );
$video->probe();

print $file->type; ## MPEG

## Audio information
print $file->acodec; ## MPEG Layer 1/2
print $file->acodecraw; ## 80
print $file->achans; ## 1
print $file->arate; ## 128000 (bits/sec)
print $file->astreams ## 1

## Video information
printf "%0.2f", $file->fps ## 29.97
print $file->height ## 240
print $file->width ## 352
print $file->vstreams ## 1
print $file->vcodec ## MPEG1
print $file->vframes ## 529
print $file->vrate ## 1000000 (bits/sec)

The Moving Picture Experts Group (MPEG) is a working group in charge of the development of standards for coded representation of digital audio and video.
MPEG audio and video clips are ubiquitous but using Perl to programmatically collect information about these bitstreams has to date been a kludge at best.

This module parses the raw bitstreams and extracts information from the packet headers. It supports Audio, Video, and System (multiplexed audio and video) packets so it can be used on nearly every MPEG you encounter.

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Added: 2006-11-16 License: Perl Artistic License Price:
1081 downloads
Quake 4 1.1 Point Release

Quake 4 1.1 Point Release


Quake 4 is a highly appreciated FPS game. more>>
Earth is under siege by the Strogg, a barbaric alien race moving through the universe consuming, recycling and annihilating any civilization in their path. In a desperate attempt to survive, an armada of Earths finest warriors is sent to take the battle to the Strogg home planet.
You are Matthew Kane, an elite member of Rhino Squad and Earths valiant invasion force. Fight alone, with your squad, or in hover tanks and mechanized walkers as you engage in a heroic mission to the heart of the Strogg war machine.
Battle through the beginning of the game as a combat marine, then after your capture, as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Built on id Softwares revolutionary DOOM 3 technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, feel, and style of QUAKE III Arena.
Quake 4 DEMO is released by Id Software.
Main features:
- Highly anticipated sequel to id softwares award-winning QUAKE II.
- Diversity of combat. Fight through solo missions as well as buddy and squad-based operations; or pilot heavy walkers and hover tanks through outdoor battles and epic firefights.
- Being captured and converted to Strogg becomes Earths only hope for defeating the Strogg.
- Player is not alone - he and his squad are part of a massive invasion force.
- Utilizes the industry leading DOOM 3 technology to create an unparalleled visual and aural experience.
- Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes.
Enhancements:
- n addition to a number of new changes and updates, this 1.1 Point Release also includes the changes from update 1.0.4.0, beta 1.0.5.0 and beta 1.0.5.2. If you have not previously updated QUAKE 4, this update will bring your installation completely up to date. If you have previously installed an earlier update, this update can be installed over the earlier update(s) without problems - there is no need to re-install previous updates released through the id Software website. Doing so may adversely affect the proper functionality of your installation.
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Added: 2006-03-29 License: Freeware Price:
1304 downloads
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