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Trip on the Funny Boat 1.4
Trip on the Funny Boat is a side scrolling shooter game starring a steamboat on the sea. more>>
Trip on the Funny Boat is a side scrolling shooter game starring a steamboat on the sea.
Trip on the Funny Boat is side scrolling arcade shooter game on a steamboat equipped with a cannon and the ability to jump. The player will need to take advantage of waves to defeat the enemies and dodge hazards.
This game was made for the second PyWeek competition during the week from 25.3.2006 to 2.4.2006.
<<lessTrip on the Funny Boat is side scrolling arcade shooter game on a steamboat equipped with a cannon and the ability to jump. The player will need to take advantage of waves to defeat the enemies and dodge hazards.
This game was made for the second PyWeek competition during the week from 25.3.2006 to 2.4.2006.
Download (3.8MB)
Added: 2007-03-14 License: MIT/X Consortium License Price:
959 downloads
Games::Battleship::Craft 0.05
Games::Battleship::Craft is a Battleship craft class. more>>
Games::Battleship::Craft is a Battleship craft class.
SYNOPSIS
use Games::Battleship::Craft;
my $craft = Games::Battleship::Craft->new(
id => T,
name => tug boat,
points => 1,
)
$points_remaining = $craft->hit;
A Games::Battleship::Craft object represents the profile of a Battleship
PUBLIC METHODS
new %ARGUMENTS
id => $STRING
A scalar identifier to use to indicate position on the grid. If one is not provided, the uppercased first name character will be used by default.
Currently, it is required that this be a single uppercase letter (the first letter of the craft name, probably), since a hit will be indicated by "lowercasing" this mark on a player grid.
name => $STRING
A required attribute provided to give the craft a name.
points => $NUMBER
An attribute used to define the line segment span on the playing grid.
position => [$X, $Y]
The position of the craft bow ("nose") on the grid.
Currently, the craft is assumed to have a horizontal or vertical alignment. Soon there will be diagonal positioning...
hit
$points_remaining = $craft->hit;
Increment the crafts hit attribute value and return whats left of the craft (total point value minus the number of hits).
<<lessSYNOPSIS
use Games::Battleship::Craft;
my $craft = Games::Battleship::Craft->new(
id => T,
name => tug boat,
points => 1,
)
$points_remaining = $craft->hit;
A Games::Battleship::Craft object represents the profile of a Battleship
PUBLIC METHODS
new %ARGUMENTS
id => $STRING
A scalar identifier to use to indicate position on the grid. If one is not provided, the uppercased first name character will be used by default.
Currently, it is required that this be a single uppercase letter (the first letter of the craft name, probably), since a hit will be indicated by "lowercasing" this mark on a player grid.
name => $STRING
A required attribute provided to give the craft a name.
points => $NUMBER
An attribute used to define the line segment span on the playing grid.
position => [$X, $Y]
The position of the craft bow ("nose") on the grid.
Currently, the craft is assumed to have a horizontal or vertical alignment. Soon there will be diagonal positioning...
hit
$points_remaining = $craft->hit;
Increment the crafts hit attribute value and return whats left of the craft (total point value minus the number of hits).
Download (0.010MB)
Added: 2007-01-06 License: Perl Artistic License Price:
1026 downloads
Warship Battle 0.3
Warship Battle project is a battleship game with many extensions. more>>
Warship Battle project is a battleship game with many extensions.
Warship Battle is based on the old game of battleship, but with customization features.
You can change the field size and the number of boats. Boats can be put one by one on the field or generated.
Choose to strike in turn or until you miss. Three levels of difficulty are available.
Preferences are remembered between sessions.
Enhancements:
- Boat generation is considerably faster!
- A third level (`intelligent) added.
- Design seriously cleaned (hopefully), code partially commented.
- Preferences window made modal as well as many other small improvements and bug fixes.
<<lessWarship Battle is based on the old game of battleship, but with customization features.
You can change the field size and the number of boats. Boats can be put one by one on the field or generated.
Choose to strike in turn or until you miss. Three levels of difficulty are available.
Preferences are remembered between sessions.
Enhancements:
- Boat generation is considerably faster!
- A third level (`intelligent) added.
- Design seriously cleaned (hopefully), code partially commented.
- Preferences window made modal as well as many other small improvements and bug fixes.
Download (0.037MB)
Added: 2006-11-21 License: GPL (GNU General Public License) Price:
629 downloads
Bloboats 1.0.1
Bloboats is a boat racing game in the spirit of Elasto Mania or X-Moto, introducing a handful of elements from Super Mario Bros. more>>
Bloboats project is a boat racing game in the spirit of Elasto Mania or X-Moto, introducing a handful of elements from Super Mario Bros-like games.
The objective of Bloboats is to reach MS Enterprise as fast as possible to save if from
the hands of the terrible Tentacle Monsters of an Unknown Master and the same time beat your friend and laugh at his or her puny time.
The journey starts from a place called Tutorial, somewhere in the United States, and somehow the player ends up in the famous HV-Arena of Helsinki. During the trip a number of MS Enterprises are saved, luckily, from the hands of the terrible Tentacle Monsters of an Unknown Master, who actually is your dad. Or then aint.
<<lessThe objective of Bloboats is to reach MS Enterprise as fast as possible to save if from
the hands of the terrible Tentacle Monsters of an Unknown Master and the same time beat your friend and laugh at his or her puny time.
The journey starts from a place called Tutorial, somewhere in the United States, and somehow the player ends up in the famous HV-Arena of Helsinki. During the trip a number of MS Enterprises are saved, luckily, from the hands of the terrible Tentacle Monsters of an Unknown Master, who actually is your dad. Or then aint.
Download (MB)
Added: 2006-08-08 License: GPL (GNU General Public License) Price:
1177 downloads
Waterstorm Open Beta (Build 1462)
Waterstorm is a fast paced 2D multiplayer shooter. more>>
Waterstorm is a fast paced 2D multiplayer shooter.
The waiting has found its ending: Rarebytes newest incarnation, Waterstorm, a fast paced 2D multiplayer shooter, goes beta. Players from around the world can measure up against each other in a sophisticated ranking system and team up as clans.
A massive variety of sub marines and weaponry rock the boat in Waterstorm. Subaqueous battles with jaw-dropping graphics guaranteed and free of charge!
You can dive into the world of Waterstorm using Linux, Mac OS or Windows.
<<lessThe waiting has found its ending: Rarebytes newest incarnation, Waterstorm, a fast paced 2D multiplayer shooter, goes beta. Players from around the world can measure up against each other in a sophisticated ranking system and team up as clans.
A massive variety of sub marines and weaponry rock the boat in Waterstorm. Subaqueous battles with jaw-dropping graphics guaranteed and free of charge!
You can dive into the world of Waterstorm using Linux, Mac OS or Windows.
Download (120MB)
Added: 2007-05-26 License: Freeware Price:
881 downloads
Nasal 1.0
Nasal is a simple, small, yet full-featured embeddable scripting language. more>>
Nasal is a language that I wrote for use in a personal project. Ostensibly it was because I was frustrated with the dearth of small-but-complete embeddable scripting languages, but of course I really wrote it because it was fun.
It is still young and incomplete in a few places, but is under active development and has been integrated as the extension language for the FlightGear simulator.
Documentation is still sparse. There is a design document available, which talks at length about the "whys" behind the design of Nasal and includes documentation for the built-in library functions.
More useful to the experienced programmer is the tutorial-style sample code, which explains and demonstrates all the syntax features of the language.
Like perl, python and javascript, nasal uses vectors (expandable arrays) and hash tables as its native data format. This is a well-understood idiom, and it works very well. I felt no need to rock the boat here.
Like perl, and unlike everything else, nasal combines numbers and strings into a single "scalar" datatype. No conversion needs to happen in user code, which simplifies common string handling tasks.
Like perl, but unlike python, hash keys must by scalars in nasal. Python supports a "tuple" constant type that can be used as well, but there is no equivalent in nasal (you cant use vectors as keys because they might change after the insertion).
Like perl and python, nasal uses a # character to indicate and end-of-line comment. There is no multiline begin/end comment syntax as in Javascript.
Like perl, nasal functions do not have named parameters. They get their arguments in a vector named "arg", and can extract them however they like. Unlike perl, Nasal takes advantage of this feature to do away with function "declaration" entirly; see below.
Like python, there is no hidden local object scope in a function call. The object on which a method was called is available to a function as a local variable named "me" (python calls this "self" by convention, but because nasal has no declared function arguments, there is no opportunity to change it).
Like perl, "objects" in nasal are simply hash tables. Looking an item up by name in a hash table and extracting a symbol for an object are just different syntax for the same operation (but read on for an important exception):
a["b"] = 1 means the same thing as: a.b = 1
The above paragraph is a minor lie. The "dot" syntax is also the clue to the interpreter to "save" the left hand side as the "me" reference if the expression is used as a function/method call. That is, these expressions are not equivalent (one is a plain function call, the other a method invocation on the object "a"):
a["b"](arg1, arg2) isnt the same as: a.b(arg1, arg2)
Like javascript, nasal lacks a specific "class" syntax for OOP programming. Instead, classes are simply objects. Each object supports a "parents" member array; symbol lookup on the object at runtime bounces to the parents (and the parents parents) if the symbol is not found in the hash. The parents field is just like any other object field, you can set it however you like and even change it at runtime if you are feeling especially perverse.
Like lisp, javascript and perl, nasal supports lexical closures. This means that the local symbol namespace available to your function when it is assigned remain constant over time. If you dont know what this means, you dont need to care. It is this feature that allows functions to use variables declared in the outer scope when it is defined (e.g. seeing "module" variables).
Like all other scripting languages, functions are just symbols in a namespace, but unlike all other scripting languages, there is no function "declaration" syntax. A function is always an anonymous object (a "lambda," in the parlance), which you assign to a variable in order to use. Like so:
myfunction = func { arg[0] + 1 }
myfunction(1); # returns 2
One annoyance of this feature is that Nasal functions dont have unique internal "names". So a debugging or exception stack trace can only give you a source line number, and not a function name as reference.
Nasal has a straightforward, readable syntax which is closest to javascript among other scripting languages. Like later versions of javascript, it includes has a hash lookup syntax as well as an object field accessor syntax (that is, you can do both a.b and a["b"]).
Unlike python, nasal has a grammar which is not whitespace-sensitive. This doesnt make python hard to write, and it arguably makes it easier to read. But it is different from the way the rest of the world works, and makes python distinctly unsuitable for "inline" environments (consider PHP, Javascript, ASP or in-configuration-file scripts) where it needs to live as a plain old string inside of another programs code or data file.
Nasal garbage collects runtime storage, so the programmer need not worry about manual allocation, or even circular references. The current implementation is a simple mark/sweep collector, which should be acceptable for most applications. Future enhancements will include a "return early" capability for latency-critical applications. The collector can be instructred to return after a certain maximum delay, and be restarted later. Fancy items like generational collectors fail the "small and simple" criteria and are not likely to be included.
Like python, nasal supports exception handling as a first-class language feature, with built-in runtime-inspectable stack trace. Rather like perl, however, there is no special "try" syntax for exception handling, nor inheritance-based catching semantics. Instead, you call a "try" function on another function, and inspect the return value on your own. Code simply calls die with an argument list, which is returned from the closest enclosing try() invocation. Elaborate exception handling isnt really appropriate for embedded scripting languages. [NOTE: this isnt finished yet]
Nasal tries to be stricter than perl. Operations like converting a non-numeric string value to a number, reading or writing past the end of an array or operating on a nil reference, which are generally legal in perl, throw exceptions in nasal. Perl sometimes bends over backwards to do something "reasonable" with your instructions (e.g. whats the boolean truth value of a hash reference?); nasal doesnt try ("error: non-scalar used in boolean context at line 92")
Nasal is very small, very simple, written in ANSI C, and generally an excellent choice for embedded applications. It uses a simple and transparent syntax interpretable by a simple "bracket matching and operator precedence" parser. It does not depend on any third party libraries other than the standard C library. It does not depend on third party tools like (f)lex and yacc/bison. It builds simply and easily, supports a reasonably simple extension API and cohabitates well with other code.
Nasal makes no use of the processor stack when running recursive code. This is important for embedded languages as it provides the ability to "exit early" from a Nasal context. An outside application may have realtime constraints, and Nasal can be instructed to run for only a certain number of "cycles" before returning. Later calls will automatically pick up the interpreter state where it left off.
Nasal provides "minimal threadsafety". Multithreaded operations on Nasal objects are safe in the sense that they cannot crash or corrupt the interpreter. They are not guaranteed to be atomic. In particular, poorly synchronized insertions into containers can "drop" objects into oblivion (which is OK from an interpreter stability standpoint, since the GC will clean them up normally). Race conditions have to be the programmers problem anyway, this is just another symptom. Garbage collection will block all threads before running. [NOTE: this part is still unimplemented.]
Enhancements:
- This release contains the updates that have been available in SimGear for some time now.
- Important new functionality includes bugfixes, many performance enhancements, a declared function argument syntax, a ternary (?:) operator, indexable and mutable string objects, interpreter thread safety features, and much work to the "standard" library (including stdio, bitfields, Unix system calls, and PCRE regular expressions).
<<lessIt is still young and incomplete in a few places, but is under active development and has been integrated as the extension language for the FlightGear simulator.
Documentation is still sparse. There is a design document available, which talks at length about the "whys" behind the design of Nasal and includes documentation for the built-in library functions.
More useful to the experienced programmer is the tutorial-style sample code, which explains and demonstrates all the syntax features of the language.
Like perl, python and javascript, nasal uses vectors (expandable arrays) and hash tables as its native data format. This is a well-understood idiom, and it works very well. I felt no need to rock the boat here.
Like perl, and unlike everything else, nasal combines numbers and strings into a single "scalar" datatype. No conversion needs to happen in user code, which simplifies common string handling tasks.
Like perl, but unlike python, hash keys must by scalars in nasal. Python supports a "tuple" constant type that can be used as well, but there is no equivalent in nasal (you cant use vectors as keys because they might change after the insertion).
Like perl and python, nasal uses a # character to indicate and end-of-line comment. There is no multiline begin/end comment syntax as in Javascript.
Like perl, nasal functions do not have named parameters. They get their arguments in a vector named "arg", and can extract them however they like. Unlike perl, Nasal takes advantage of this feature to do away with function "declaration" entirly; see below.
Like python, there is no hidden local object scope in a function call. The object on which a method was called is available to a function as a local variable named "me" (python calls this "self" by convention, but because nasal has no declared function arguments, there is no opportunity to change it).
Like perl, "objects" in nasal are simply hash tables. Looking an item up by name in a hash table and extracting a symbol for an object are just different syntax for the same operation (but read on for an important exception):
a["b"] = 1 means the same thing as: a.b = 1
The above paragraph is a minor lie. The "dot" syntax is also the clue to the interpreter to "save" the left hand side as the "me" reference if the expression is used as a function/method call. That is, these expressions are not equivalent (one is a plain function call, the other a method invocation on the object "a"):
a["b"](arg1, arg2) isnt the same as: a.b(arg1, arg2)
Like javascript, nasal lacks a specific "class" syntax for OOP programming. Instead, classes are simply objects. Each object supports a "parents" member array; symbol lookup on the object at runtime bounces to the parents (and the parents parents) if the symbol is not found in the hash. The parents field is just like any other object field, you can set it however you like and even change it at runtime if you are feeling especially perverse.
Like lisp, javascript and perl, nasal supports lexical closures. This means that the local symbol namespace available to your function when it is assigned remain constant over time. If you dont know what this means, you dont need to care. It is this feature that allows functions to use variables declared in the outer scope when it is defined (e.g. seeing "module" variables).
Like all other scripting languages, functions are just symbols in a namespace, but unlike all other scripting languages, there is no function "declaration" syntax. A function is always an anonymous object (a "lambda," in the parlance), which you assign to a variable in order to use. Like so:
myfunction = func { arg[0] + 1 }
myfunction(1); # returns 2
One annoyance of this feature is that Nasal functions dont have unique internal "names". So a debugging or exception stack trace can only give you a source line number, and not a function name as reference.
Nasal has a straightforward, readable syntax which is closest to javascript among other scripting languages. Like later versions of javascript, it includes has a hash lookup syntax as well as an object field accessor syntax (that is, you can do both a.b and a["b"]).
Unlike python, nasal has a grammar which is not whitespace-sensitive. This doesnt make python hard to write, and it arguably makes it easier to read. But it is different from the way the rest of the world works, and makes python distinctly unsuitable for "inline" environments (consider PHP, Javascript, ASP or in-configuration-file scripts) where it needs to live as a plain old string inside of another programs code or data file.
Nasal garbage collects runtime storage, so the programmer need not worry about manual allocation, or even circular references. The current implementation is a simple mark/sweep collector, which should be acceptable for most applications. Future enhancements will include a "return early" capability for latency-critical applications. The collector can be instructred to return after a certain maximum delay, and be restarted later. Fancy items like generational collectors fail the "small and simple" criteria and are not likely to be included.
Like python, nasal supports exception handling as a first-class language feature, with built-in runtime-inspectable stack trace. Rather like perl, however, there is no special "try" syntax for exception handling, nor inheritance-based catching semantics. Instead, you call a "try" function on another function, and inspect the return value on your own. Code simply calls die with an argument list, which is returned from the closest enclosing try() invocation. Elaborate exception handling isnt really appropriate for embedded scripting languages. [NOTE: this isnt finished yet]
Nasal tries to be stricter than perl. Operations like converting a non-numeric string value to a number, reading or writing past the end of an array or operating on a nil reference, which are generally legal in perl, throw exceptions in nasal. Perl sometimes bends over backwards to do something "reasonable" with your instructions (e.g. whats the boolean truth value of a hash reference?); nasal doesnt try ("error: non-scalar used in boolean context at line 92")
Nasal is very small, very simple, written in ANSI C, and generally an excellent choice for embedded applications. It uses a simple and transparent syntax interpretable by a simple "bracket matching and operator precedence" parser. It does not depend on any third party libraries other than the standard C library. It does not depend on third party tools like (f)lex and yacc/bison. It builds simply and easily, supports a reasonably simple extension API and cohabitates well with other code.
Nasal makes no use of the processor stack when running recursive code. This is important for embedded languages as it provides the ability to "exit early" from a Nasal context. An outside application may have realtime constraints, and Nasal can be instructed to run for only a certain number of "cycles" before returning. Later calls will automatically pick up the interpreter state where it left off.
Nasal provides "minimal threadsafety". Multithreaded operations on Nasal objects are safe in the sense that they cannot crash or corrupt the interpreter. They are not guaranteed to be atomic. In particular, poorly synchronized insertions into containers can "drop" objects into oblivion (which is OK from an interpreter stability standpoint, since the GC will clean them up normally). Race conditions have to be the programmers problem anyway, this is just another symptom. Garbage collection will block all threads before running. [NOTE: this part is still unimplemented.]
Enhancements:
- This release contains the updates that have been available in SimGear for some time now.
- Important new functionality includes bugfixes, many performance enhancements, a declared function argument syntax, a ternary (?:) operator, indexable and mutable string objects, interpreter thread safety features, and much work to the "standard" library (including stdio, bitfields, Unix system calls, and PCRE regular expressions).
Download (0.10MB)
Added: 2006-07-04 License: LGPL (GNU Lesser General Public License) Price:
1209 downloads
Far Cry - Linux Dedicated Server 1.33
Far Cry - Linux Dedicated Server includes the files needed to run a Far Cry dedicated server under Linux. more>>
Far Cry - Linux Dedicated Server includes the files needed to run a Far Cry dedicated server under Linux.
A copy of the game is required.
About FarCry:
Welcome to destination Far Cry
You are Jack Carver running your own boat charter business in beautiful Micronesia. With a past best left behind you, youll be focusing on your present assignment: escorting an ambitious journalist named Valerie Cortez to the Island of Cabatu. It seems like a piece of cake, but youll soon learn: paradise can be hell.
Experience a new style of FPS gameplay featuring massive outdoors environments and unprecedented long range gameplay.
Feel the Far Cry Engine
The meticulously designed next generation CryEngine pushes the threshold of action gaming with proprietary PolyBump™ mapping, advanced environments physics, destructible terrain, dynamic lighting, motion captured animation and total surround sound.
Cunning and complex A.I. Tactics
Autonomous A.I. make realistic decisions based on observations of the current state of the world. These highly-trained mercenaries are designed to utilize environmental features, attack in groups, divide & conquer, respond to player actions, and call in reinforcements from air, land or sea.
Astonishingly tension-filled non-linear experience
Unique game design encourages a combination of pure reflex shooting as well as intelligent stealth. Draw out your enemies or perform a full-on assault. Its up to you to use the vast environment to your own advantage.
Heart-Pounding atmosphere
Unique proprietary physics and lighting, adaptive audio, weather effects, and day/night cycles provide a tropical setting so real youll never want to leave.
What you see is what you play
Thanks to the Sand box editor, you can easily create and edit your own terrain, foliage, textures, lighting effects, vehicles, missions etc… Place enemies, build maps, and construct the world in which you want to play.
<<lessA copy of the game is required.
About FarCry:
Welcome to destination Far Cry
You are Jack Carver running your own boat charter business in beautiful Micronesia. With a past best left behind you, youll be focusing on your present assignment: escorting an ambitious journalist named Valerie Cortez to the Island of Cabatu. It seems like a piece of cake, but youll soon learn: paradise can be hell.
Experience a new style of FPS gameplay featuring massive outdoors environments and unprecedented long range gameplay.
Feel the Far Cry Engine
The meticulously designed next generation CryEngine pushes the threshold of action gaming with proprietary PolyBump™ mapping, advanced environments physics, destructible terrain, dynamic lighting, motion captured animation and total surround sound.
Cunning and complex A.I. Tactics
Autonomous A.I. make realistic decisions based on observations of the current state of the world. These highly-trained mercenaries are designed to utilize environmental features, attack in groups, divide & conquer, respond to player actions, and call in reinforcements from air, land or sea.
Astonishingly tension-filled non-linear experience
Unique game design encourages a combination of pure reflex shooting as well as intelligent stealth. Draw out your enemies or perform a full-on assault. Its up to you to use the vast environment to your own advantage.
Heart-Pounding atmosphere
Unique proprietary physics and lighting, adaptive audio, weather effects, and day/night cycles provide a tropical setting so real youll never want to leave.
What you see is what you play
Thanks to the Sand box editor, you can easily create and edit your own terrain, foliage, textures, lighting effects, vehicles, missions etc… Place enemies, build maps, and construct the world in which you want to play.
Download (9.3MB)
Added: 2006-04-20 License: Freeware Price:
729 downloads
Tracksail 1.0
Tracksail project is a simple sailing game. more>>
Tracksail project is a simple sailing game.
The player guides a small boat through a track while competing for the best time with other players.
It uses a client-server model.
<<lessThe player guides a small boat through a track while competing for the best time with other players.
It uses a client-server model.
Download (MB)
Added: 2006-11-23 License: GPL (GNU General Public License) Price:
1067 downloads
XRally 1.1
XRally project is a X11 clone of the Rally X arcade game. more>>
XRally project is a X11 clone of the Rally X arcade game.
In Rally X, you control a blue car which has to run through a maze-like level collecting flags and avoiding colliding with enemy (red) cars. In order to protect itself, the blue car can discharge clouds of smoke which stun the enemy cars for a while.
The enemy cars can also crash into each other, what gives you some extra time. One of the main features of XRally is that it is fully customizable.
You can create custom tilesets and levels and load them at run time, changing the entire look of the game. (You could, for instance, create a water tileset, using boats instead of cars.)
Enhancements:
- Added the Easy Level, that should be suitable for begginners
- Fixed bug in the radar display (was displaying some weird green lines)
- Fixed some segfaults, added others
- Updated xpm2xrally a bit more forgiving about the xpm file syntax
- And now it outputs the maps on the new map format
- Changed the maps a bit (some of them were way _too_ hard)
- Removed some unecessary stuff
- Added a xm2mod utility, to convert xm music to mod (XRally format)
- Added a Intro tune
- Added a new level option, "resol", the sets how many tiles are painted on the screen at a time (see a example on the Leo Level)
- Added html documentation, written by Josh Franklin
- sound now works on PowerPC
- Debian files added to the main repository to make debian package maintenance easier.
- Loads of sounds enhancements
- Fixed bug when the player wasnt receiving his extra lives (some changes of
- score.value didnt check for it)
- Changed the layout of the info bar, now contains the level name, the number of the current map, the total number of maps and the hiscore for this level
- Some code cleanup
- Added ANSI color codes to debug messages
- Changed the intro menu
- Added a big nice background image
- Added blending effect to the menu.
- Added shading/unshading effect to the meu.
- Changed the position of all the item/texts
- Indentation fixes (using tabs instead of spaces)
- Added blended windows to splash screen messages, hiscores messages and in-game windows
- Changed the default border color from a window from red to gray (is that border necessary?)
- Changed the layout of the splash screen (to take advantage of all the new screen space)
- Added a more informative level description (w/ the speed of the cars on the first map)
- Slowed down the default speed (from 12 to 9)
- Displays menu help on the main menu screen
- Displays game help on the splash screen
- Changed the graphics API
- Changed some of the FPS counting routines (now it should be better to benchmark the game)
- Displays Expected frame len and Real frame len on end of map (good to see if your computer is fast enough to play the game)
<<lessIn Rally X, you control a blue car which has to run through a maze-like level collecting flags and avoiding colliding with enemy (red) cars. In order to protect itself, the blue car can discharge clouds of smoke which stun the enemy cars for a while.
The enemy cars can also crash into each other, what gives you some extra time. One of the main features of XRally is that it is fully customizable.
You can create custom tilesets and levels and load them at run time, changing the entire look of the game. (You could, for instance, create a water tileset, using boats instead of cars.)
Enhancements:
- Added the Easy Level, that should be suitable for begginners
- Fixed bug in the radar display (was displaying some weird green lines)
- Fixed some segfaults, added others
- Updated xpm2xrally a bit more forgiving about the xpm file syntax
- And now it outputs the maps on the new map format
- Changed the maps a bit (some of them were way _too_ hard)
- Removed some unecessary stuff
- Added a xm2mod utility, to convert xm music to mod (XRally format)
- Added a Intro tune
- Added a new level option, "resol", the sets how many tiles are painted on the screen at a time (see a example on the Leo Level)
- Added html documentation, written by Josh Franklin
- sound now works on PowerPC
- Debian files added to the main repository to make debian package maintenance easier.
- Loads of sounds enhancements
- Fixed bug when the player wasnt receiving his extra lives (some changes of
- score.value didnt check for it)
- Changed the layout of the info bar, now contains the level name, the number of the current map, the total number of maps and the hiscore for this level
- Some code cleanup
- Added ANSI color codes to debug messages
- Changed the intro menu
- Added a big nice background image
- Added blending effect to the menu.
- Added shading/unshading effect to the meu.
- Changed the position of all the item/texts
- Indentation fixes (using tabs instead of spaces)
- Added blended windows to splash screen messages, hiscores messages and in-game windows
- Changed the default border color from a window from red to gray (is that border necessary?)
- Changed the layout of the splash screen (to take advantage of all the new screen space)
- Added a more informative level description (w/ the speed of the cars on the first map)
- Slowed down the default speed (from 12 to 9)
- Displays menu help on the main menu screen
- Displays game help on the splash screen
- Changed the graphics API
- Changed some of the FPS counting routines (now it should be better to benchmark the game)
- Displays Expected frame len and Real frame len on end of map (good to see if your computer is fast enough to play the game)
Download (MB)
Added: 2006-11-16 License: GPL (GNU General Public License) Price:
635 downloads
rndCiv 0.7.2
rndCiv (Random Civ) are randomized rulesets for Freeciv. more>>
rndCiv (Random Civ) are randomized rulesets for Freeciv.
If you play freeciv a lot, youll probably start to find that the games start to become the same, they blur into each other and after a while even though you love the game it starts to become boring and too easy.
Well i did, each game becomes a rush to The Republic, Gunpowder and Steam Engine. And one reason for that is that the techtree becomes totally sussed out. But techtrees are arbitrary anyway, and in another slightly different world they would be different. Sure you can download mod packs, but the problem reappears, after a while you learn their techtree, and youre back to square one.
rndCiv, is a solution to this problem. What rndCiv does is blend different genres together to produce unique (but still playable) techtrees. Its not random like Monarchy and Radio lead to Genetic Engineering, that would be silly. Its random like, Sailing could come from Boating, Map Making, Seafaring, Astronomy, or Craftsmanship. So pick two and get on with it.
Because the Techs, Units, Buildings and Governments are bundled into different generas, then you can get rndCiv to build a techtree (with related Units, Buildings & Governments) for whatever set of generas youd like to play with. Its a Meta-Modpack.
This code is beta, it works, it occasionally crashes the server (so save often), it also crashes the client (when you look up the help system for some units - weird), and its rules need to be fine-tuned.
Quick Start:
For a quick intro, try this command
./rndCiv.pl random4
then read the rulesets in the ./ouput dir
what i do, is symlink the output dir to freeciv/data/rnd and set rulesetdir to rnd
The ruleset.summary file gives a qick overview of the ruleset.
The techtree.dot file can be fed into the dot graph generator....
dot -Tps -o techtree.ps techtree.dot
gv techtree.ps
Then start civ..
./civ --tiles=rnd
and when in the civ server control mode, set the rule dir
/rulesetdir rnd
add other game options to suit, and start
<<lessIf you play freeciv a lot, youll probably start to find that the games start to become the same, they blur into each other and after a while even though you love the game it starts to become boring and too easy.
Well i did, each game becomes a rush to The Republic, Gunpowder and Steam Engine. And one reason for that is that the techtree becomes totally sussed out. But techtrees are arbitrary anyway, and in another slightly different world they would be different. Sure you can download mod packs, but the problem reappears, after a while you learn their techtree, and youre back to square one.
rndCiv, is a solution to this problem. What rndCiv does is blend different genres together to produce unique (but still playable) techtrees. Its not random like Monarchy and Radio lead to Genetic Engineering, that would be silly. Its random like, Sailing could come from Boating, Map Making, Seafaring, Astronomy, or Craftsmanship. So pick two and get on with it.
Because the Techs, Units, Buildings and Governments are bundled into different generas, then you can get rndCiv to build a techtree (with related Units, Buildings & Governments) for whatever set of generas youd like to play with. Its a Meta-Modpack.
This code is beta, it works, it occasionally crashes the server (so save often), it also crashes the client (when you look up the help system for some units - weird), and its rules need to be fine-tuned.
Quick Start:
For a quick intro, try this command
./rndCiv.pl random4
then read the rulesets in the ./ouput dir
what i do, is symlink the output dir to freeciv/data/rnd and set rulesetdir to rnd
The ruleset.summary file gives a qick overview of the ruleset.
The techtree.dot file can be fed into the dot graph generator....
dot -Tps -o techtree.ps techtree.dot
gv techtree.ps
Then start civ..
./civ --tiles=rnd
and when in the civ server control mode, set the rule dir
/rulesetdir rnd
add other game options to suit, and start
Download (0.16MB)
Added: 2006-01-12 License: GPL (GNU General Public License) Price:
1380 downloads
SlackRoll v14
SlackRoll project is a package or update manager for Slackware systems. more>>
SlackRoll project is a package or update manager for Slackware systems. It does not provide dependency checking and uses pkgtools to install or upgrade packages. Its designed to work with official mirrors. If you have a Slackware system mainly composed of official packages and a handful of unofficial packages, SlackRoll can help you manage it and keep in touch with the remote tree. It tries to know when new packages appear, when packages are removed and when packages are upgraded.
Before you start
So you have decided to try SlackRoll. Let me introduce a few concepts so you dont get lost.
SlackRoll works with the current directory. It doesnt work with a fixed system directory like, lets say, /var/SlackRoll. You can use /var/SlackRoll if you want. You have to choose a directory and cd to it before running the program. Want to use something inside /var? Inside /root? Inside /media? Whatever floats your boat.
In the following text Im going to be talking about packages. For package, we are going to understand a named piece of software, without having any specific version unless I explicitly mention it. A package can be bash or kdewebdev or gcc-gfortran, for example.
Each package is in one of several possible states. The program tries to keep a persistent "database" that associates each package with its state. When it runs, it analyzes the list of packages present in your system, the list of remote packages and tries to keep the persistent database updated by introducing new entries, deleting old ones and changing the state of some of those entries.
<<lessBefore you start
So you have decided to try SlackRoll. Let me introduce a few concepts so you dont get lost.
SlackRoll works with the current directory. It doesnt work with a fixed system directory like, lets say, /var/SlackRoll. You can use /var/SlackRoll if you want. You have to choose a directory and cd to it before running the program. Want to use something inside /var? Inside /root? Inside /media? Whatever floats your boat.
In the following text Im going to be talking about packages. For package, we are going to understand a named piece of software, without having any specific version unless I explicitly mention it. A package can be bash or kdewebdev or gcc-gfortran, for example.
Each package is in one of several possible states. The program tries to keep a persistent "database" that associates each package with its state. When it runs, it analyzes the list of packages present in your system, the list of remote packages and tries to keep the persistent database updated by introducing new entries, deleting old ones and changing the state of some of those entries.
Download (0.025MB)
Added: 2007-08-03 License: Public Domain Price:
817 downloads
Wolfpack 12.9.13
Wolfpack is a server-side Ultima Online MMORPG software. more>>
Wolfpack project is a server-side Ultima Online MMORPG software.
Wolfpack is software for an Ultima Online MMORPG server. Gameplay is scripted using Python and XML. You need EAs Ultima Online to play on Wolfpack servers.
The Wolfpack project is an effort to develop and maintain an open-source Ultima Online server that is secure, stable and extensible, providing users with the ability to create their own unique shards.
Enhancements:
- ixed meditation skillcheck in mana regeneration code.
- Changed GM talk color.
- Implemented the onCheckVictim event.
- Implemented the onDoDamage event.
- Stablemasters now remove the stabled pets from the follower list.
- Corpses now decay in multis too.
- Implemented a walktest command for testing walking.
- Fixed several other walking bugs.
- Implemented onRemoteUse for checking if an object that is in the belonging
- of another char may be used. First called for the using char, then for the
- owner of the object.
- Implemented onSnooping that is called for the owner and for the player trying to
- open a container.
- Fixed shop restock.
- Fixed bug #0000364. (Vendors not selling items they bought)
- Rewrote the vendor buy handler code.
- Improved the configure script:
- Translations are disabled by default now.
- Cleaner output.
- Fixed a bug with MySQL library reporting.
- The SectorMaps singleton has been renamed to MapObjects.
- The deprecated RegionIterators have been removed.
- The SectorIterators have also been replaced with a much faster iterator.
- The new iterators dont allocate/copy memory anymore.
- The "range" lookup now looks for items within a real circle.
- Multis now have their own structure, and are now separate from items.
- Region calls now list online and offline chars in sperate lists.
- Implemented player collision stamina loss in Felucca.
- Fixed lightlevel calculation.
- Fixed the pythonscript* integer conversion warnings by using size_t instead.
- Fixed adding items to the MapObjects.
- Fixed a bug in the new ContainerCopyIterator.
- Fixed movement not correctly being sent to other characters.
- Fixed Multi Update range.
- Added .reload muls and added a broadcast message to the reload commands.
- Fixed handling of a fixed z value for spawnregions.
- Fixed an exploit (dropping without dragging first)
- Changed the semantics of onLogin/onLogout (character entering/leaving the world).
- Added onConnect/onDisconnect (socket attaching/detaching to/from a player).
- Its no longer possible to login with a char if another char in
- the same account is still online.
- Fixed a bug that would cause onLogout not to be called.
- A skill of 100% or more in Spirit Speaking now allows you to talk
- freely as a ghost and hear everything dead players have to say.
- All geometrical bodies for spawnregions now support the except="true"
- tag that makes the rectangle, circle or point not be included in finding
- a random position within the region.
- Fix with spawnregion data. UShort != UInt
- Added socket.denymove to send packets to deny movement
- Fixed a crashbug with invalid function names passed to .addtimer()
- Added the ability to make yourself visible to other players.
- Guildbutton now triggers onGuildButton(player) python event.
- Fixed bug #0000376. (Stablemasters dont take money from the bank)
- Added "Refresh Characters Maximum Values" setting. Setting this to "false"
- will disable the automatic recalculation of Maxhitpoints/Maxmana/Maxstamina.
- Added a warning in the console if translation file could not be found.
- Fixed monsters not attacking players pets.
- Fixed bug #0000363. (Pets dont attack a target if its already fighting)
- More tag documentation in the code.
- Definition Tag Cleanups.
- Using skills no longer unhides by default, unhide moved to python.
- Fixed a nasty bug in the map sector code which caused objects not
- to be in the map objects when moved between maps.
- Fixed a walking bug that caused monsters to walk trough certain objects.
- type="3" in bodyinfo.xml is now correctly interpreted by the core.
- Exploit bugfix for locked containers.
- The status only shows the gold directly in your backpack now. (performance issues)
- Added bladespirit and energyvortex ai.
- Fixed a vision range bug with walking.
- Fixed many compiler warnings for GCC 3.4 versions, and general warnings.
- Updated SQLite to 2.8.15 and defaulted SQLite to encode data with UTF-8.
- Added a new feature to random:
- This will select a random value from a random list.
- Added new features to container items (made list work as well):
-
- Disabled verdata.mul support as this is no longer included in the latest
- releases of Ultima Online. Note: Commented out the source code only.
- Implemented an onSelectAbility event for the weapon special moves.
- Corrected the NINJITSU and BUSHIDO skill ids.
- Small cleanup to wolfpack.xml: Database options follow the same option
- names are are given in account options.
- Implemented a "karmalock" property to player objects. If its True, the player will not
- gain any positive karma anymore.
- Added Commoner AI.
- Fixed mul path detection on windows in release builds.
- * Definition Changes:
- Added the mage AI to most creatures.
- Adjusted carving sheep.
- Fixed leatherworkers and tanners not buying leather and hides.
- Male NPCs now have a 75% chance of getting a beard when created.
- Made shrink potions craftable.
- Changed the color of shrink potions.
- Added Tokuno includes for regions and spawnregions.
- Removed the "Pink Spawn" from decoration.
- Fixed skeletal steeds stats and skills.
- Added stackable burned food that is used when cooking fails.
- Added ranged weapons + ammo to orc scout, ratmen archer, meer captain and juka lord.
- Added colored samurai armor.
- Reorganized base armor categories.
- New folder for defines: definitions/defines/
- Applied the index.xml branches to colored armor.
- Added lightsources to fire elementals, wisps and horde minions.
- Added bones to bone_magi and body parts to horde minions, zombies and others.
- Added colored weapons. Note: Only the metallic weapons.
- Sorted out the samurai weapons by type and fixed properties.
- Ranged weapons set to 10 instead of 12.
- Price fixes for arrows/bolts.
- Fixed potion kegs.
- Gave guards colored hair.
- NPC skill defines are now: value
- Gold now has weight.
- Corrected the bushido and ninjitsu skill ids.
- All mounts now have the event npc.mount
- * Python Script Changes:
- Fixed bug #0000369. (Equip possible although item.movable = 3)
- Fixed bug #0000361. (Pets dont follow trough gate)
- Added xoffset, yoffset and zoffset to socket.attachmultitarget. (housing.deed)
- Fixed a runebook bug. (Refuses to work when full)
- Rewrote parts of the runebook.
- Added support for creature based poison immunity.
- Added support for hit based poisoning.
- Fixed several bugs in lumberjacking.
- Chars will now get revealed when using training dummy or archery butte.
- Fixed blood created at carving not decaying for a long time.
- Fixed fishing pole not wearing out.
- Fixed gainfactor for skills always beeing 1.0
- Fixed a skill check bug with lumberjacking.
- Implemented shrink potions.
- Fixed the tooltip of alchemy tools not being resend.
- Fixed the input system trying to call not existent scripts.
- Fixed the color of shrunken pets.
- Implemented shrink command.
- Implemented telem command.
- Added onConnect to system.players
- Fixes for moongate.py
- Guild button now opens guildstone menu by default.
- Fixed resistances for dragon scale armors.
- Fixed the open door macro.
- Fixed bug #0000310. (Invis spell duration too brief, Players will now be able to use stealth
- if they are hidden by the invisibility spell, even if they dont have 80.0 Hiding )
- Fixed bug #0000321. (Info Gump not setting boolean values to True if input is 1)
- Poisoning now accepts stacked potions.
- Reorganized the potion scripts.
- Added possibility to cut bone parts into usable bones using scissors.
- Fixed potion kegs.
- Added tilecolorz command. Same as tilecolor, but limited to one z coordinate.
- Added nukez command. Same as nuke, but limited to one z coordinate.
- Added tilemove command.
- Increased energyvortex and bladespirit casting time.
- Implemented the bleeding wound system.
- Implemented the weapon special moves.
- Implemented the SelfRepair item property.
- Implemented the Enhance Potions item property.
- Implemented the Splash Damage item properties.
- Implemented the On Hit spell effect item properties.
- Implemented support for dispel difficulty/dispel focus (see playguide).
- Enabled tithing of gold, resurrection and karma locking at ankhs.
- * Misc. Changes:
- FAQ Updates.
- Now compiling with the KDE Cygwin QT version on Windows. (http://kde-cygwin.sf.net)
- Updated the gm tool a little. It now has support for the samurai empire maps.
- In addition to fixing some bugs, it also has an experimental region rectangle generator
- on the settings tab.
- * Known Issues, Bugs, and Missing Features:
- Some skills are still incomplete.
- Spawn regions are incomplete.
- We welcome donated OSI-like spawn scripts!
- Town/World regions are incomplete.
- We welcome donated OSI-like region scripts!
- Possible that a few monsters are missing and/or incomplete.
- Multis (Houses/Boats) are not currently supported.
<<lessWolfpack is software for an Ultima Online MMORPG server. Gameplay is scripted using Python and XML. You need EAs Ultima Online to play on Wolfpack servers.
The Wolfpack project is an effort to develop and maintain an open-source Ultima Online server that is secure, stable and extensible, providing users with the ability to create their own unique shards.
Enhancements:
- ixed meditation skillcheck in mana regeneration code.
- Changed GM talk color.
- Implemented the onCheckVictim event.
- Implemented the onDoDamage event.
- Stablemasters now remove the stabled pets from the follower list.
- Corpses now decay in multis too.
- Implemented a walktest command for testing walking.
- Fixed several other walking bugs.
- Implemented onRemoteUse for checking if an object that is in the belonging
- of another char may be used. First called for the using char, then for the
- owner of the object.
- Implemented onSnooping that is called for the owner and for the player trying to
- open a container.
- Fixed shop restock.
- Fixed bug #0000364. (Vendors not selling items they bought)
- Rewrote the vendor buy handler code.
- Improved the configure script:
- Translations are disabled by default now.
- Cleaner output.
- Fixed a bug with MySQL library reporting.
- The SectorMaps singleton has been renamed to MapObjects.
- The deprecated RegionIterators have been removed.
- The SectorIterators have also been replaced with a much faster iterator.
- The new iterators dont allocate/copy memory anymore.
- The "range" lookup now looks for items within a real circle.
- Multis now have their own structure, and are now separate from items.
- Region calls now list online and offline chars in sperate lists.
- Implemented player collision stamina loss in Felucca.
- Fixed lightlevel calculation.
- Fixed the pythonscript* integer conversion warnings by using size_t instead.
- Fixed adding items to the MapObjects.
- Fixed a bug in the new ContainerCopyIterator.
- Fixed movement not correctly being sent to other characters.
- Fixed Multi Update range.
- Added .reload muls and added a broadcast message to the reload commands.
- Fixed handling of a fixed z value for spawnregions.
- Fixed an exploit (dropping without dragging first)
- Changed the semantics of onLogin/onLogout (character entering/leaving the world).
- Added onConnect/onDisconnect (socket attaching/detaching to/from a player).
- Its no longer possible to login with a char if another char in
- the same account is still online.
- Fixed a bug that would cause onLogout not to be called.
- A skill of 100% or more in Spirit Speaking now allows you to talk
- freely as a ghost and hear everything dead players have to say.
- All geometrical bodies for spawnregions now support the except="true"
- tag that makes the rectangle, circle or point not be included in finding
- a random position within the region.
- Fix with spawnregion data. UShort != UInt
- Added socket.denymove to send packets to deny movement
- Fixed a crashbug with invalid function names passed to .addtimer()
- Added the ability to make yourself visible to other players.
- Guildbutton now triggers onGuildButton(player) python event.
- Fixed bug #0000376. (Stablemasters dont take money from the bank)
- Added "Refresh Characters Maximum Values" setting. Setting this to "false"
- will disable the automatic recalculation of Maxhitpoints/Maxmana/Maxstamina.
- Added a warning in the console if translation file could not be found.
- Fixed monsters not attacking players pets.
- Fixed bug #0000363. (Pets dont attack a target if its already fighting)
- More tag documentation in the code.
- Definition Tag Cleanups.
- Using skills no longer unhides by default, unhide moved to python.
- Fixed a nasty bug in the map sector code which caused objects not
- to be in the map objects when moved between maps.
- Fixed a walking bug that caused monsters to walk trough certain objects.
- type="3" in bodyinfo.xml is now correctly interpreted by the core.
- Exploit bugfix for locked containers.
- The status only shows the gold directly in your backpack now. (performance issues)
- Added bladespirit and energyvortex ai.
- Fixed a vision range bug with walking.
- Fixed many compiler warnings for GCC 3.4 versions, and general warnings.
- Updated SQLite to 2.8.15 and defaulted SQLite to encode data with UTF-8.
- Added a new feature to random:
- This will select a random value from a random list.
- Added new features to container items (made list work as well):
-
- Disabled verdata.mul support as this is no longer included in the latest
- releases of Ultima Online. Note: Commented out the source code only.
- Implemented an onSelectAbility event for the weapon special moves.
- Corrected the NINJITSU and BUSHIDO skill ids.
- Small cleanup to wolfpack.xml: Database options follow the same option
- names are are given in account options.
- Implemented a "karmalock" property to player objects. If its True, the player will not
- gain any positive karma anymore.
- Added Commoner AI.
- Fixed mul path detection on windows in release builds.
- * Definition Changes:
- Added the mage AI to most creatures.
- Adjusted carving sheep.
- Fixed leatherworkers and tanners not buying leather and hides.
- Male NPCs now have a 75% chance of getting a beard when created.
- Made shrink potions craftable.
- Changed the color of shrink potions.
- Added Tokuno includes for regions and spawnregions.
- Removed the "Pink Spawn" from decoration.
- Fixed skeletal steeds stats and skills.
- Added stackable burned food that is used when cooking fails.
- Added ranged weapons + ammo to orc scout, ratmen archer, meer captain and juka lord.
- Added colored samurai armor.
- Reorganized base armor categories.
- New folder for defines: definitions/defines/
- Applied the index.xml branches to colored armor.
- Added lightsources to fire elementals, wisps and horde minions.
- Added bones to bone_magi and body parts to horde minions, zombies and others.
- Added colored weapons. Note: Only the metallic weapons.
- Sorted out the samurai weapons by type and fixed properties.
- Ranged weapons set to 10 instead of 12.
- Price fixes for arrows/bolts.
- Fixed potion kegs.
- Gave guards colored hair.
- NPC skill defines are now: value
- Gold now has weight.
- Corrected the bushido and ninjitsu skill ids.
- All mounts now have the event npc.mount
- * Python Script Changes:
- Fixed bug #0000369. (Equip possible although item.movable = 3)
- Fixed bug #0000361. (Pets dont follow trough gate)
- Added xoffset, yoffset and zoffset to socket.attachmultitarget. (housing.deed)
- Fixed a runebook bug. (Refuses to work when full)
- Rewrote parts of the runebook.
- Added support for creature based poison immunity.
- Added support for hit based poisoning.
- Fixed several bugs in lumberjacking.
- Chars will now get revealed when using training dummy or archery butte.
- Fixed blood created at carving not decaying for a long time.
- Fixed fishing pole not wearing out.
- Fixed gainfactor for skills always beeing 1.0
- Fixed a skill check bug with lumberjacking.
- Implemented shrink potions.
- Fixed the tooltip of alchemy tools not being resend.
- Fixed the input system trying to call not existent scripts.
- Fixed the color of shrunken pets.
- Implemented shrink command.
- Implemented telem command.
- Added onConnect to system.players
- Fixes for moongate.py
- Guild button now opens guildstone menu by default.
- Fixed resistances for dragon scale armors.
- Fixed the open door macro.
- Fixed bug #0000310. (Invis spell duration too brief, Players will now be able to use stealth
- if they are hidden by the invisibility spell, even if they dont have 80.0 Hiding )
- Fixed bug #0000321. (Info Gump not setting boolean values to True if input is 1)
- Poisoning now accepts stacked potions.
- Reorganized the potion scripts.
- Added possibility to cut bone parts into usable bones using scissors.
- Fixed potion kegs.
- Added tilecolorz command. Same as tilecolor, but limited to one z coordinate.
- Added nukez command. Same as nuke, but limited to one z coordinate.
- Added tilemove command.
- Increased energyvortex and bladespirit casting time.
- Implemented the bleeding wound system.
- Implemented the weapon special moves.
- Implemented the SelfRepair item property.
- Implemented the Enhance Potions item property.
- Implemented the Splash Damage item properties.
- Implemented the On Hit spell effect item properties.
- Implemented support for dispel difficulty/dispel focus (see playguide).
- Enabled tithing of gold, resurrection and karma locking at ankhs.
- * Misc. Changes:
- FAQ Updates.
- Now compiling with the KDE Cygwin QT version on Windows. (http://kde-cygwin.sf.net)
- Updated the gm tool a little. It now has support for the samurai empire maps.
- In addition to fixing some bugs, it also has an experimental region rectangle generator
- on the settings tab.
- * Known Issues, Bugs, and Missing Features:
- Some skills are still incomplete.
- Spawn regions are incomplete.
- We welcome donated OSI-like spawn scripts!
- Town/World regions are incomplete.
- We welcome donated OSI-like region scripts!
- Possible that a few monsters are missing and/or incomplete.
- Multis (Houses/Boats) are not currently supported.
Download (MB)
Added: 2007-01-04 License: GPL (GNU General Public License) Price:
1030 downloads
Rigs of Rods 0.31a
Rigs of Rods is a truck simulator based on soft body physics. more>>
Rigs of Rods is a truck simulator based on soft body physics.
Rigs of Rods is a simulation game based on a custom advanced soft body physics engine.
In a vast open world, you can drive trucks, control cranes and fly airplanes. The chassis and wheels deform according to the stress they bear, and crashes are interesting to see too!
The linux version is still a release candidate under compatibility testing.
The main issue is that it is compiled with a GCC 4.1.1 compiler, and there are many incompatible C++ ABI out there. So it will probably work on a gcc 4.1.1 system, and break on a gcc 3.4 or 3.6 system. I dont know if there is an easy fix to that. Be aware that upgrading your gcc may break badly your system if not done correctly, so do it at your own risk.
Also, if you see the config box, but the game crashes, check the sanity of your GLX system first (test with another GLX program) because it breaks easily. It works with NVidia drivers, but I have not tested the ATI ones.
Read the README.LINUX file for more important informations.
Enhancements:
- Boats, with a small wahoo, a Class 1 speedboat contributed by cdquicksilver, and a very large high sea tug, the Smit Rotterdam, that has a rollable platform.
- A new terrain, called "island", that is still under construction but that will soon replace the two classic RoR terrains, because they are not realistic islands.
- Infinite sea with waves. Take the Smit and sail far from the island: you will encounter high swells offshore. You can even configure the wave fields (see the datawavefield.cfg file).
- A separate configurator program. Now you must start the RoRconfig program first, to choose your configuration options, save them, then start RoR.
- Serious bugfixing: camera shaking has been dramatically reduced, and the "crash on plane crash" problem is mostly eliminated.
- Addition of the Challenger car contributed by hemicuda.
<<lessRigs of Rods is a simulation game based on a custom advanced soft body physics engine.
In a vast open world, you can drive trucks, control cranes and fly airplanes. The chassis and wheels deform according to the stress they bear, and crashes are interesting to see too!
The linux version is still a release candidate under compatibility testing.
The main issue is that it is compiled with a GCC 4.1.1 compiler, and there are many incompatible C++ ABI out there. So it will probably work on a gcc 4.1.1 system, and break on a gcc 3.4 or 3.6 system. I dont know if there is an easy fix to that. Be aware that upgrading your gcc may break badly your system if not done correctly, so do it at your own risk.
Also, if you see the config box, but the game crashes, check the sanity of your GLX system first (test with another GLX program) because it breaks easily. It works with NVidia drivers, but I have not tested the ATI ones.
Read the README.LINUX file for more important informations.
Enhancements:
- Boats, with a small wahoo, a Class 1 speedboat contributed by cdquicksilver, and a very large high sea tug, the Smit Rotterdam, that has a rollable platform.
- A new terrain, called "island", that is still under construction but that will soon replace the two classic RoR terrains, because they are not realistic islands.
- Infinite sea with waves. Take the Smit and sail far from the island: you will encounter high swells offshore. You can even configure the wave fields (see the datawavefield.cfg file).
- A separate configurator program. Now you must start the RoRconfig program first, to choose your configuration options, save them, then start RoR.
- Serious bugfixing: camera shaking has been dramatically reduced, and the "crash on plane crash" problem is mostly eliminated.
- Addition of the Challenger car contributed by hemicuda.
Download (29.3MB)
Added: 2007-04-18 License: GPL (GNU General Public License) Price:
901 downloads
UOX3 0.98-3.7
UOX3 is an Ultima Online Server emulator. more>>
UOX3 project is an Ultima Online Server emulator.
UOX3 stands for Ultima Offline eXperiment 3, and can basically be described as an Ultima Online server-emulator. It allows anyone and everyone to run their own private Ultima Online shard (either offline or online) which they may then use the official UO Client (or a custom one) to connect to the shard.
While one of UOX3s goals is to emulate the functionality of the official Ultima Online servers and allow anyone to run a server of their own, another is to allow its users to tweak all aspects of said functionalities, and even to create new functionality altogether - either through UOX3s complex scripting engine (based on the SpiderMonkey-implementation of JavaScript) or by editing the source-code for UOX3 directly.
UOX3 is free for everyone. Its also in most cases free to play on any UO servers set up using UOX3 - that is the moral code MOST users of UOX3 follow. Not to mention that charging people money for playing on your shard is illegal and will almost certainly bring Electronic Arts legal-team down on you.
Enhancements:
- Support for all ML weapons added to source
- Duping error involving stacks larger than 32,767 has been fixed
- Issue causing timers not to be properly reset by the JS engine fixed
- Price and description information added to item tooltips on player vendors
- "view", "status" and "dismiss" commands added for player vendors
- Various other player vendor related bugs fixed
- House placement in valid locations fixed
- Boats will now also work at water levels other than Z -5
- Characters can now fight their own pets/summons without turning criminal
- Damage output by summoned creatures fixed
- The effects of magic fields fixed
- New MOUNTID tag added to creatures DFN to allow making creatures mountable
- NPCs can now walk through player ghosts
- Player ghosts only visible in combat mode, will enter combat mode when speaking
- JS method TextMessage has two new optional parameters; allHear and txtHue.
- NPCs can no longer cast Blade Spirit/Energy Vortex, due to flagging issues
- The ever-swinging training dummies have been fixed (new ones only!)
- Bugs with the following spells were fixed: clumsy, heal, feeblemind and magic arrow
- Two new JS scripts added to UOX3: oilcloth.js and cow_tipping.js
- Functional keyrings (and scripted version of keys) added
- GOOD tags added to buyable items to make it easier to use the advanced trade system
- Several guardzones fixed
- Its now possible to fish up assorted items aside from fish
<<lessUOX3 stands for Ultima Offline eXperiment 3, and can basically be described as an Ultima Online server-emulator. It allows anyone and everyone to run their own private Ultima Online shard (either offline or online) which they may then use the official UO Client (or a custom one) to connect to the shard.
While one of UOX3s goals is to emulate the functionality of the official Ultima Online servers and allow anyone to run a server of their own, another is to allow its users to tweak all aspects of said functionalities, and even to create new functionality altogether - either through UOX3s complex scripting engine (based on the SpiderMonkey-implementation of JavaScript) or by editing the source-code for UOX3 directly.
UOX3 is free for everyone. Its also in most cases free to play on any UO servers set up using UOX3 - that is the moral code MOST users of UOX3 follow. Not to mention that charging people money for playing on your shard is illegal and will almost certainly bring Electronic Arts legal-team down on you.
Enhancements:
- Support for all ML weapons added to source
- Duping error involving stacks larger than 32,767 has been fixed
- Issue causing timers not to be properly reset by the JS engine fixed
- Price and description information added to item tooltips on player vendors
- "view", "status" and "dismiss" commands added for player vendors
- Various other player vendor related bugs fixed
- House placement in valid locations fixed
- Boats will now also work at water levels other than Z -5
- Characters can now fight their own pets/summons without turning criminal
- Damage output by summoned creatures fixed
- The effects of magic fields fixed
- New MOUNTID tag added to creatures DFN to allow making creatures mountable
- NPCs can now walk through player ghosts
- Player ghosts only visible in combat mode, will enter combat mode when speaking
- JS method TextMessage has two new optional parameters; allHear and txtHue.
- NPCs can no longer cast Blade Spirit/Energy Vortex, due to flagging issues
- The ever-swinging training dummies have been fixed (new ones only!)
- Bugs with the following spells were fixed: clumsy, heal, feeblemind and magic arrow
- Two new JS scripts added to UOX3: oilcloth.js and cow_tipping.js
- Functional keyrings (and scripted version of keys) added
- GOOD tags added to buyable items to make it easier to use the advanced trade system
- Several guardzones fixed
- Its now possible to fish up assorted items aside from fish
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Added: 2006-12-18 License: GPL (GNU General Public License) Price:
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