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FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
Empire Client 4.2.22
Empire is a real time, multiplayer, featuring military, diplomatic, Internet-based game and economic goals. more>>
Empire is a real time, multiplayer, featuring military, diplomatic, Internet-based game and economic goals. For more information on the game of Empire, please check the FAQ.
A brief description of Empire is also available, as is a list of credits for the maintainers and people who have sent in code/bug fixes/ideas/etc. An overview of the Wolfpack Empire team is also available.
While Empire is possessed of a great deal of complexities, with a bit of effort, it has proven to be the one definitive Internet experience for a great deal of people. Empire is the pinnacle of strategy games in todays world.
There is none better. All the information needed to become involved is available here, the official site for the game of Empire.
Enhancements:
- This release offers minor usability improvements for host and port selection. The Windows port now supports pipes. Players are encouraged to upgrade.
- You dont need this if you already have the matching release of package empserver.
<<lessA brief description of Empire is also available, as is a list of credits for the maintainers and people who have sent in code/bug fixes/ideas/etc. An overview of the Wolfpack Empire team is also available.
While Empire is possessed of a great deal of complexities, with a bit of effort, it has proven to be the one definitive Internet experience for a great deal of people. Empire is the pinnacle of strategy games in todays world.
There is none better. All the information needed to become involved is available here, the official site for the game of Empire.
Enhancements:
- This release offers minor usability improvements for host and port selection. The Windows port now supports pipes. Players are encouraged to upgrade.
- You dont need this if you already have the matching release of package empserver.
Download (0.071MB)
Added: 2006-01-20 License: GPL (GNU General Public License) Price:
1374 downloads
WorldVistA 20060113
Veterans Health Information Systems and Technology Architecture is a healthcare information system (HIS). more>>
Veterans Health Information Systems and Technology Architecture is a healthcare information system (HIS). VistA is widely believed to be the largest integrated HIS in the world. WorldVistA project was originally developed and maintained by the U.S.
Department of Veterans Affairs (VA), based on the systems software architecture and implementation methodology developed by the U.S. Public Health Service jointly with the National Bureau of Standards.
It is designed to provide a high-quality medical care environment for the countrys military veterans. VistA has a proven track record of supporting a large variety of clinical settings and medical delivery systems.
Enhancements:
- This is the FOIAVistA SemiVivA 20060113 package with GT.M bundled.
<<lessDepartment of Veterans Affairs (VA), based on the systems software architecture and implementation methodology developed by the U.S. Public Health Service jointly with the National Bureau of Standards.
It is designed to provide a high-quality medical care environment for the countrys military veterans. VistA has a proven track record of supporting a large variety of clinical settings and medical delivery systems.
Enhancements:
- This is the FOIAVistA SemiVivA 20060113 package with GT.M bundled.
Download (258.8MB)
Added: 2006-02-13 License: GPL (GNU General Public License) Price:
1348 downloads
MiniGUI 1.6.2
MiniGUI is a cross-operating-system graphics user interface support system for embedded devices, and is an embedded graphics. more>>
MiniGUI is "a cross-operating-system graphics user interface support system for embedded devices", and is "an embedded graphics middleware". It aims to provide a compact, fast, stable, lightweight, and cross-OS GUI support system, which is especially fit for real-time embedded systems based-on Linux/uClinux, eCos, uC/OS-II, and other traditional RTOSes, such as VxWorks, ThreadX, and Nucleus.
In December 1998, the initiator of Feynman Software, Wei Yongming, began to develop MiniGUI under the GNU General Public License (GPL). In September 2002, the core developers of MiniGUI founded Beijing Feynman Software Technology Co., Ltd., and started the commercial marketing with the free software. With the support of the leading enterprises, MiniGUI has become the de-facto standard in the field of embedded graphics platforms.
MiniGUI has been widely adopted and applied by the leading manufacturers in the following fields: telecommunication (hand-held terminals, digital-media devices and STBs), industry instrument, medical equipment, and military industry.
Enhancements:
- ext/control/gif89a.c (430), lost some entries of palette memcpy (ImageDesc->ColorMap, GifScreen->ColorMap, MAXCOLORMAPSIZE*3);
- to memcpy (ImageDesc->ColorMap, GifScreen->ColorMap, MAXCOLORMAPSIZE*sizeof (RGB));
<<lessIn December 1998, the initiator of Feynman Software, Wei Yongming, began to develop MiniGUI under the GNU General Public License (GPL). In September 2002, the core developers of MiniGUI founded Beijing Feynman Software Technology Co., Ltd., and started the commercial marketing with the free software. With the support of the leading enterprises, MiniGUI has become the de-facto standard in the field of embedded graphics platforms.
MiniGUI has been widely adopted and applied by the leading manufacturers in the following fields: telecommunication (hand-held terminals, digital-media devices and STBs), industry instrument, medical equipment, and military industry.
Enhancements:
- ext/control/gif89a.c (430), lost some entries of palette memcpy (ImageDesc->ColorMap, GifScreen->ColorMap, MAXCOLORMAPSIZE*3);
- to memcpy (ImageDesc->ColorMap, GifScreen->ColorMap, MAXCOLORMAPSIZE*sizeof (RGB));
Download (0.93MB)
Added: 2006-07-16 License: GPL (GNU General Public License) Price:
1204 downloads
Simple Metronome 0.4
Simple Metronome (simetro) is a console program that provides basic metronome functions and supports accent patterns. more>>
Simple Metronome (simetro) is a console program that provides basic metronome functions and supports accent patterns.
If all you want is a 100 bpm metronome, do this:
../simetro 100 9 | ecasound -f:s16,2,44100,i -i:stdin
A sightly fancier example would use simetro like this:
./simetro 240 6232
1st arg: 240 ticks per minute. 2nd arg: a string of one or more digits, possibly annotated with other non-digit characters. 0 is silent. 5 is medium. 9 is loud. The pattern 9099 means loud-rest-loud-loud. The example pattern, 240 6232, represents normally accented sixteenth notes at 60 beats per minute. The length of the second argument determines the length of the pattern.
Typical accent strings (second arg):
5, 73, 733, 8242, 8222, 832-632
For your convenience, you can add non-numeric characters (annotation) to the accent string. These characters are ignored by simetro. So 832-632 and 832632 are equivalent. The groove and military examples in the examples/ directory illustrate this. noaccent-100bpm is the simplest example. tabla is a fanciest example.
The first argument is "ticks per minute" so if you are representing your rhythm with one tick per beat, than the ticks per minute will be equal to the beats per minute. But if, for example, your ticks are 16th notes, then the ticks per minute will be four times the beats per minute.
There are two methods for hearing the output waveform.
1) Pipe the output to a realtime raw audio player.
2) Send the output to a file. Convert to WAV. Play WAV file.
Using Ecasound, you can do it like this:
./simetro 240 6232 | ecasound -f:s16,2,44100,i -i:stdin
This is probably the most practical configuration. Ecasound is good code and I recommend it. Or you can use some other program that can play an audio stream from stdin. Srp also works:
./simetro 240 6232 | srp > /dev/null
It starts immediately, does not create any files, and stops with CTRL-C. srp is part of my Simple Multitrack package which can be found at http://freshmeat.net/projects/simple-multitrack/ and runs on Linux/OSS and on Mac OS X. Other programs undoubtedly provide the same capability.
On Solaris 9, I use this bash command for realtime (but low quality) output:
alias rawplay="sox -t sw -r 44100 -c 2 - -t raw -r 8012 -u -b -c 1 /dev/audio"
./simetro 300 5222 | rawplay
If you want to make a file and play it (method 2), you can do this:
./simetro 240 6232 | dd bs=1024 count=10k > rawfile
sox -t sw -r 44100 -c 2 rawfile outfile.wav
sox is an audio format converter. You can get it here:
http://sox.sourceforge.net/
Please email your comments, suggestions, and bug reports to me. My email address is on my webpage: http://w140.com/kurt Please include the word simetro in your subject to skip the spam filter.
Enhancements:
- Rhythms can now be specified in a more convenient free-form syntax.
- It is easier to read and easier to write rhythms in the new syntax.
- More examples are included.
- Ecasound is used in the examples for sending the audio stream to the sound card.
<<lessIf all you want is a 100 bpm metronome, do this:
../simetro 100 9 | ecasound -f:s16,2,44100,i -i:stdin
A sightly fancier example would use simetro like this:
./simetro 240 6232
1st arg: 240 ticks per minute. 2nd arg: a string of one or more digits, possibly annotated with other non-digit characters. 0 is silent. 5 is medium. 9 is loud. The pattern 9099 means loud-rest-loud-loud. The example pattern, 240 6232, represents normally accented sixteenth notes at 60 beats per minute. The length of the second argument determines the length of the pattern.
Typical accent strings (second arg):
5, 73, 733, 8242, 8222, 832-632
For your convenience, you can add non-numeric characters (annotation) to the accent string. These characters are ignored by simetro. So 832-632 and 832632 are equivalent. The groove and military examples in the examples/ directory illustrate this. noaccent-100bpm is the simplest example. tabla is a fanciest example.
The first argument is "ticks per minute" so if you are representing your rhythm with one tick per beat, than the ticks per minute will be equal to the beats per minute. But if, for example, your ticks are 16th notes, then the ticks per minute will be four times the beats per minute.
There are two methods for hearing the output waveform.
1) Pipe the output to a realtime raw audio player.
2) Send the output to a file. Convert to WAV. Play WAV file.
Using Ecasound, you can do it like this:
./simetro 240 6232 | ecasound -f:s16,2,44100,i -i:stdin
This is probably the most practical configuration. Ecasound is good code and I recommend it. Or you can use some other program that can play an audio stream from stdin. Srp also works:
./simetro 240 6232 | srp > /dev/null
It starts immediately, does not create any files, and stops with CTRL-C. srp is part of my Simple Multitrack package which can be found at http://freshmeat.net/projects/simple-multitrack/ and runs on Linux/OSS and on Mac OS X. Other programs undoubtedly provide the same capability.
On Solaris 9, I use this bash command for realtime (but low quality) output:
alias rawplay="sox -t sw -r 44100 -c 2 - -t raw -r 8012 -u -b -c 1 /dev/audio"
./simetro 300 5222 | rawplay
If you want to make a file and play it (method 2), you can do this:
./simetro 240 6232 | dd bs=1024 count=10k > rawfile
sox -t sw -r 44100 -c 2 rawfile outfile.wav
sox is an audio format converter. You can get it here:
http://sox.sourceforge.net/
Please email your comments, suggestions, and bug reports to me. My email address is on my webpage: http://w140.com/kurt Please include the word simetro in your subject to skip the spam filter.
Enhancements:
- Rhythms can now be specified in a more convenient free-form syntax.
- It is easier to read and easier to write rhythms in the new syntax.
- More examples are included.
- Ecasound is used in the examples for sending the audio stream to the sound card.
Download (0.003MB)
Added: 2006-12-20 License: GPL (GNU General Public License) Price:
614 downloads
Dominion 2.8.2
Dominion is a multi-playerworld simulation and role-playing game. more>>
Dominion is a multi-playerworld simulation and role-playing game. Each user controls a nation, making economic, political and military decisions for it.
This is a world simulation game developed initially by students at SUNY at Stony Brook, and then by students at Stony Brook and other universities. The intention is to write a game which offers the role playing potential and complexity of relations found in conquer (written by Ed Barlow, then picked up by Adam Bryant). The plan is to
extend the game by offering general descriptions of many features (such as races, magic spells, armies, spirits and technology powers). For example, the races of the world are not limited to 4 hard-coded races, but are described in a file which can be modified at any point in the game by the Game Master. The same goes for army and spirit types.
Dominion is *not* another version of conquer; things work quite differently, and we have *never* looked at the conquer source. Still, we acknowledge this most creative game which gave us our inspiration. In September 1990, the author of conquer version 5 has heard of many of the features of dominion, and has included them in conquer version 5. He has acknowledged that these ideas come from Dominion.
The Game Master is given a nation, but this nation is sort of "fragile", since it has no sectors, and such stuff. We should make it more solid, but meanwhile it is to be used mostly for its [E] command, which allows the Game Master (who logs into the game as "Gamemaster") to change the properties of a sector or of a nation.
Dominion development started in the spring of 1990, when Mark Galassi was running a game of conquer for graduate and undergraduate students at at Stony Brook. After the data file kept crashing, and a whole lot of inconsistencies were discovered, and we found that the source was too complex to be fixed, we decided to write our own replacement. Ed Barlow did a great job with conquer, and it is a great game, but it
was his first C program, and people who added to it kept the endless case statements, and the special cases, and worked on new features rather than re-writing. The original name of Dominion was Stony Brook World (sbw), but it has been named Dominion since version 1.02.
In many ways Dominion was a teaching project intended to teach many Stony Brook undergraduate CS majors to work on a large software development project. Once the project reached a certain size, people from other universities joined in the development.
One goal of dominion is that the ruler of a nation should always have many choices available on how to invest resources, each one presenting strong but distinct advantages. Conquer contains both a good and a bad example of this: you can invest metal in cities, ships or armies. Either way you get advantages, and you have to choose. On the other hand, jewels are really not used for much else than getting magic powers. You can also use them to support monsters, but that is a different order of magnitude, and few players get the monsters. In dominion, there should be several decisions you can make to invest all your resources.
Kevin Hart has been working on the CN code which allows the computer to play various nations. Starting with version 1.05, the computer-played CNs have begun posing a real challenge in the game.
<<lessThis is a world simulation game developed initially by students at SUNY at Stony Brook, and then by students at Stony Brook and other universities. The intention is to write a game which offers the role playing potential and complexity of relations found in conquer (written by Ed Barlow, then picked up by Adam Bryant). The plan is to
extend the game by offering general descriptions of many features (such as races, magic spells, armies, spirits and technology powers). For example, the races of the world are not limited to 4 hard-coded races, but are described in a file which can be modified at any point in the game by the Game Master. The same goes for army and spirit types.
Dominion is *not* another version of conquer; things work quite differently, and we have *never* looked at the conquer source. Still, we acknowledge this most creative game which gave us our inspiration. In September 1990, the author of conquer version 5 has heard of many of the features of dominion, and has included them in conquer version 5. He has acknowledged that these ideas come from Dominion.
The Game Master is given a nation, but this nation is sort of "fragile", since it has no sectors, and such stuff. We should make it more solid, but meanwhile it is to be used mostly for its [E] command, which allows the Game Master (who logs into the game as "Gamemaster") to change the properties of a sector or of a nation.
Dominion development started in the spring of 1990, when Mark Galassi was running a game of conquer for graduate and undergraduate students at at Stony Brook. After the data file kept crashing, and a whole lot of inconsistencies were discovered, and we found that the source was too complex to be fixed, we decided to write our own replacement. Ed Barlow did a great job with conquer, and it is a great game, but it
was his first C program, and people who added to it kept the endless case statements, and the special cases, and worked on new features rather than re-writing. The original name of Dominion was Stony Brook World (sbw), but it has been named Dominion since version 1.02.
In many ways Dominion was a teaching project intended to teach many Stony Brook undergraduate CS majors to work on a large software development project. Once the project reached a certain size, people from other universities joined in the development.
One goal of dominion is that the ruler of a nation should always have many choices available on how to invest resources, each one presenting strong but distinct advantages. Conquer contains both a good and a bad example of this: you can invest metal in cities, ships or armies. Either way you get advantages, and you have to choose. On the other hand, jewels are really not used for much else than getting magic powers. You can also use them to support monsters, but that is a different order of magnitude, and few players get the monsters. In dominion, there should be several decisions you can make to invest all your resources.
Kevin Hart has been working on the CN code which allows the computer to play various nations. Starting with version 1.05, the computer-played CNs have begun posing a real challenge in the game.
Download (0.47MB)
Added: 2006-06-08 License: GPL (GNU General Public License) Price:
1239 downloads
Gallipoli: The Game 0.7.0
Gallipoli: The Game is a stunning recreation of Australias greatest military adventure. more>>
Gallipoli: The Game is a stunning recreation of Australias greatest military adventure. As a commander in the Great War (WWI), you take on the role of leading the prime of Australias armed forces as they launch an all-out assault on the Central Powers (the Germans, Austrians and the Ottomans).
Gameplay is similar to the hit PC game, Lemmings, except, instead of trying to save your soldiers, your mission, as an authentic WWI commander, is to wipe out as many diggers as possible ... the more gruesomely, the better!
Main features:
- Landing at Hell Spit (ANZAC cove)
- Russells Top
- The Sphinx
- Walkers Ridge
- The landing at Sulva Bay
- The third wave at the Nek
Enhancements:
- game much faster
- more options
- Battle of Pozyers level removed (no-one was playing it)
<<lessGameplay is similar to the hit PC game, Lemmings, except, instead of trying to save your soldiers, your mission, as an authentic WWI commander, is to wipe out as many diggers as possible ... the more gruesomely, the better!
Main features:
- Landing at Hell Spit (ANZAC cove)
- Russells Top
- The Sphinx
- Walkers Ridge
- The landing at Sulva Bay
- The third wave at the Nek
Enhancements:
- game much faster
- more options
- Battle of Pozyers level removed (no-one was playing it)
Download (15.4MB)
Added: 2006-04-13 License: GPL (GNU General Public License) Price:
1291 downloads
BullDog Firewall 7
BullDog is a powerful but lightweight firewall for heavy use systems. more>>
BullDog is a powerful but lightweight firewall for heavy use systems. With many features, this firewall can be used by anyone who wants to protect his/her systems. This system allow dynamic and static rules sets for maximum protection and has several advance features.
This firewall will work for the hobbyist or a military base. Generation 7 is a complete rewrite of its predecesors and is redesigned from scratch and still evolving.
Be prepared to spend some time setting this up. If you are looking for a "quick fix", then you are on the wrong site. BullDog is NOT a quick fix, but rather one step in a complete security policy.
Its is covered by the GPL and is FREE and always will be. I encourage and welcome anyone who wants to port and/or provide ideas/code to better this software.
I would like to see this software developed into a new breed of firewall that provides the best of security with ease of use.
This software was developed on Linux v2.2.16-17 and v2.4 with 64 megs to 1 Gig of RAM and supports iptables via the ip_queue kernel module. Bulldog will NOT run on Windows systems.
<<lessThis firewall will work for the hobbyist or a military base. Generation 7 is a complete rewrite of its predecesors and is redesigned from scratch and still evolving.
Be prepared to spend some time setting this up. If you are looking for a "quick fix", then you are on the wrong site. BullDog is NOT a quick fix, but rather one step in a complete security policy.
Its is covered by the GPL and is FREE and always will be. I encourage and welcome anyone who wants to port and/or provide ideas/code to better this software.
I would like to see this software developed into a new breed of firewall that provides the best of security with ease of use.
This software was developed on Linux v2.2.16-17 and v2.4 with 64 megs to 1 Gig of RAM and supports iptables via the ip_queue kernel module. Bulldog will NOT run on Windows systems.
Download (0.032MB)
Added: 2006-07-07 License: GPL (GNU General Public License) Price:
1209 downloads
Test::STDmaker 0.23
Test::STDmaker is a Perl module to generate test scripts, demo scripts from a test description short hand. more>>
Test::STDmaker is a Perl module to generate test scripts, demo scripts from a test description short hand.
SYNOPSIS
#######
# Procedural (subroutine) interface
#
use Test::STDmake qw(find_t_roots get_data perl_command);
@t_path = find_t_paths()
$date = get_date();
$myperl = perl_command();
#####
# Class interface
#
use Test::STDmaker
$std = new Test::STDmaker( @options ); # From File::Maker
$success = $std->check_db($std_pm);
@t_path = $std->find_t_paths()
$date = $std->get_date();
$myperl = $std->perl_command();
$std->tmake( @targets, %options );
$std->tmake( @targets );
$std->tmake( %options );
######
# Internal (Private) Methods
#
$success = $std->build($std_driver_class);
$success = $std->generate();
$success = $std->print($file_out);
The Test::STDmaker program module provides the following capabilities:
Automate Perl related programming needed to create a test script resulting in reduction of time and cost.
Translate a short hand Software Test Description (STD) file into a Perl test script that eventually makes use of the Test module.
Translate the sort hand STD data file into a Perl demo script that demonstrates the features of the the module under test.
Provide in the POD of a STD file information required by a Military/Federal Government Software Test Description (STD) document that may easily be index and accessed by automated Test software. ISO, British Military require most of the same information, US agencies such as the FAA. The difference is that ISO, British Military do not dictate detail format. US agencies such as FAA will generally tailor down the DOD required formats.
Thus, there is an extremely wide variation in the format of the same information among ISO certified comericial activities and militaries other than US. Once the information is in a POD, different translators may format nearly exactly as dictated by the end user, whether it is the US DOD, ISO certified commericial activity, British Military or whoever. By being able to provide the most demanding, which is usually US DOD, the capabilities are there for all the others.
The Test::STDmaker package relieves the designer and developer from the burden of filling out word processor boiler plate templates (whether run-off, Word, or vi), counting oks, providing documentation examples, tracing tests to test requirments, making sure it is in the proper corporate, ISO or military format, and other such extremely time consuming, boring, development support tasks. Instead the designers and developers need only to fill in a form using a test description short hand. The Test::STDmaker will take it from there and automatically and quickly generate the desired test scripts, demo scripts, and test description documents.
Look at the economics. It does not make economically sense to have expensive talent do this work. In does not even make economically sense to take a bright 16 year, at mimimum wage and have him manually count oks. Perl can count those oks much much cheaper and it is so easily to automated with Perl. And something like this were you are doing it year in and year out, the saving are enormous. To a program manager or contract officer, this is what programming and computers are all about, saving money and increasing productivity, not object oriented oriented programing, gotos or other such things.
The Test::STDmaker class package automates the generation of Software Test Descriptions (STD) Plain Old Documentation (POD), test scripts, demonstrations scripts and the execution of the generated test scripts and demonstration scripts. It will automatically insert the output from the demonstration script into the POD -headx Demonstration section of the file being tested.
<<lessSYNOPSIS
#######
# Procedural (subroutine) interface
#
use Test::STDmake qw(find_t_roots get_data perl_command);
@t_path = find_t_paths()
$date = get_date();
$myperl = perl_command();
#####
# Class interface
#
use Test::STDmaker
$std = new Test::STDmaker( @options ); # From File::Maker
$success = $std->check_db($std_pm);
@t_path = $std->find_t_paths()
$date = $std->get_date();
$myperl = $std->perl_command();
$std->tmake( @targets, %options );
$std->tmake( @targets );
$std->tmake( %options );
######
# Internal (Private) Methods
#
$success = $std->build($std_driver_class);
$success = $std->generate();
$success = $std->print($file_out);
The Test::STDmaker program module provides the following capabilities:
Automate Perl related programming needed to create a test script resulting in reduction of time and cost.
Translate a short hand Software Test Description (STD) file into a Perl test script that eventually makes use of the Test module.
Translate the sort hand STD data file into a Perl demo script that demonstrates the features of the the module under test.
Provide in the POD of a STD file information required by a Military/Federal Government Software Test Description (STD) document that may easily be index and accessed by automated Test software. ISO, British Military require most of the same information, US agencies such as the FAA. The difference is that ISO, British Military do not dictate detail format. US agencies such as FAA will generally tailor down the DOD required formats.
Thus, there is an extremely wide variation in the format of the same information among ISO certified comericial activities and militaries other than US. Once the information is in a POD, different translators may format nearly exactly as dictated by the end user, whether it is the US DOD, ISO certified commericial activity, British Military or whoever. By being able to provide the most demanding, which is usually US DOD, the capabilities are there for all the others.
The Test::STDmaker package relieves the designer and developer from the burden of filling out word processor boiler plate templates (whether run-off, Word, or vi), counting oks, providing documentation examples, tracing tests to test requirments, making sure it is in the proper corporate, ISO or military format, and other such extremely time consuming, boring, development support tasks. Instead the designers and developers need only to fill in a form using a test description short hand. The Test::STDmaker will take it from there and automatically and quickly generate the desired test scripts, demo scripts, and test description documents.
Look at the economics. It does not make economically sense to have expensive talent do this work. In does not even make economically sense to take a bright 16 year, at mimimum wage and have him manually count oks. Perl can count those oks much much cheaper and it is so easily to automated with Perl. And something like this were you are doing it year in and year out, the saving are enormous. To a program manager or contract officer, this is what programming and computers are all about, saving money and increasing productivity, not object oriented oriented programing, gotos or other such things.
The Test::STDmaker class package automates the generation of Software Test Descriptions (STD) Plain Old Documentation (POD), test scripts, demonstrations scripts and the execution of the generated test scripts and demonstration scripts. It will automatically insert the output from the demonstration script into the POD -headx Demonstration section of the file being tested.
Download (0.13MB)
Added: 2007-01-11 License: Perl Artistic License Price:
1016 downloads
Empire Server 4.3.9
Empire Server is a server for the Empire game. more>>
Empire Server is a server for the Empire game.
Empire is a real time, multiplayer, Internet-based game, featuring military, diplomatic, and economic goals. For more information on the game of Empire, please check the FAQ.
A brief description of Empire is also available, as is a list of credits for the maintainers and people who have sent in code/bug fixes/ideas/etc. An overview of the Wolfpack Empire team is also available.
While Empire is possessed of a great deal of complexities, with a bit of effort, it has proven to be the one definitive Internet experience for a great deal of people. Empire is the pinnacle of strategy games in todays world. There is none better. All the information needed to become involved is available here, the official site for the game of Empire.
Enhancements:
- Fix declare to prevent the deity from changing relations for a player to self. Allow the deity to set the relations of a player towards the deity.
- Fix arm not to put the same nuke on multiple planes (broken in 4.3.3).
- New option AUTO_POWER.
- Repair allied land units.
- Only repair owned and allied planes.
- Fix repair of planes on foreign carriers: repair allied planes, ignore the others. Before 4.3.3, carriers destroyed rather than repaired foreign planes. Since 4.3.3, foreign planes were treated as recoverable error.
- Fix automatic fortification of land units to use all excess mobility even when mobility delta exceeds mobility maximum.
- Disable automatic fortification of land units when MOB_ACCESS is on, because it is prohibitively slow then (broken in 4.2.13).
- Budget now shows level production (tech, education, research and happiness) rounded instead of randomly rounded.
- Fix update not to randomly flush small level production to zero.
- Fix overly restrictive game file locking under Windows (broken in 4.3.8).
- Fix navigate to charge mobility for sweeping mines without moving (broken in 4.3.6).
- Code cleanup.
<<lessEmpire is a real time, multiplayer, Internet-based game, featuring military, diplomatic, and economic goals. For more information on the game of Empire, please check the FAQ.
A brief description of Empire is also available, as is a list of credits for the maintainers and people who have sent in code/bug fixes/ideas/etc. An overview of the Wolfpack Empire team is also available.
While Empire is possessed of a great deal of complexities, with a bit of effort, it has proven to be the one definitive Internet experience for a great deal of people. Empire is the pinnacle of strategy games in todays world. There is none better. All the information needed to become involved is available here, the official site for the game of Empire.
Enhancements:
- Fix declare to prevent the deity from changing relations for a player to self. Allow the deity to set the relations of a player towards the deity.
- Fix arm not to put the same nuke on multiple planes (broken in 4.3.3).
- New option AUTO_POWER.
- Repair allied land units.
- Only repair owned and allied planes.
- Fix repair of planes on foreign carriers: repair allied planes, ignore the others. Before 4.3.3, carriers destroyed rather than repaired foreign planes. Since 4.3.3, foreign planes were treated as recoverable error.
- Fix automatic fortification of land units to use all excess mobility even when mobility delta exceeds mobility maximum.
- Disable automatic fortification of land units when MOB_ACCESS is on, because it is prohibitively slow then (broken in 4.2.13).
- Budget now shows level production (tech, education, research and happiness) rounded instead of randomly rounded.
- Fix update not to randomly flush small level production to zero.
- Fix overly restrictive game file locking under Windows (broken in 4.3.8).
- Fix navigate to charge mobility for sweeping mines without moving (broken in 4.3.6).
- Code cleanup.
Download (1.3MB)
Added: 2007-01-07 License: GPL (GNU General Public License) Price:
1022 downloads
Americas Army v2.8.0 (Coalition) with Dedicated Server for Linux
Americas Army is one of the five most popular action games played online. more>>
Americas Army is one of the five most popular action games played online. It provides players with the most authentic military experience available, from exploring the development of Soldiers in individual and collective training to their deployment in simulated missions in the War on Terror.
Americas Army: Special Forces is the follow-up to Americas Army: Operations, which was released on July 4, 2002.
In Americas Army: Special Forces, players attempt to earn Green Beret status by completing individual and collective training missions drawn from the Special Forces Assignment and Selection (SFAS) process.
Players who complete the SFAS process have the opportunity to take on elite Special Forces roles and are qualified to play in multiplayer missions with units ranging from the elite 82d Airborne Division to the 75th Ranger Regiment.
Includes the complete game Americas Army: Operations.
Main features:
- Authentic U.S. Army experience Realistic depiction of the values, units, equipment and career opportunities that make the Army the worlds premier land force continually updated to incorporate new occupations, units, technologies and adventures.
- Realistic roles Including Weapons Specialist (18B), Intelligence (18F), Engineer (18C), Communications (18E) and Combat Medic (18D).
- Challenging Green Beret training Complete training missions drawn from the SFAS process at Fort Bragg. Successfully complete SFAS and advance to Special Forces Qualification Course (Q-Course) missions to explore new Special Forces roles.
- Intense Special Forces action Intense Special Forces action Experience multiplayer missions in simulated combat environments. Take part in missions that span the capabilities of a Special Forces detachment, including unconventional warfare, direct action, surveillance and reconnaissance and Combat Search and Rescue.
- Detailed Special Forces equipment and military hardware Building on the equipment available in Americas Army: Operations, Americas Army: Special Forces adds the M4 Carbine featuring the Picatinny rail mod system for attaching laser-aiming devices and sighting systems; the MP5SD6 Remington 870 shotgun for forced entry; the AT4, a shoulder-fired anti-tank rocket and the BDM, a shoulder-fired bunker demolition munition.
- Accurate Soldier behavior Players are bound by the laws of land warfare, Army values (honor, duty and integrity) and realistic rules of engagement as they navigate challenges in teamwork-based multiplayer force vs. force operations. Mission accomplishment standings are evaluated based on team effort and adherence to a set of values and norms of conduct.
<<lessAmericas Army: Special Forces is the follow-up to Americas Army: Operations, which was released on July 4, 2002.
In Americas Army: Special Forces, players attempt to earn Green Beret status by completing individual and collective training missions drawn from the Special Forces Assignment and Selection (SFAS) process.
Players who complete the SFAS process have the opportunity to take on elite Special Forces roles and are qualified to play in multiplayer missions with units ranging from the elite 82d Airborne Division to the 75th Ranger Regiment.
Includes the complete game Americas Army: Operations.
Main features:
- Authentic U.S. Army experience Realistic depiction of the values, units, equipment and career opportunities that make the Army the worlds premier land force continually updated to incorporate new occupations, units, technologies and adventures.
- Realistic roles Including Weapons Specialist (18B), Intelligence (18F), Engineer (18C), Communications (18E) and Combat Medic (18D).
- Challenging Green Beret training Complete training missions drawn from the SFAS process at Fort Bragg. Successfully complete SFAS and advance to Special Forces Qualification Course (Q-Course) missions to explore new Special Forces roles.
- Intense Special Forces action Intense Special Forces action Experience multiplayer missions in simulated combat environments. Take part in missions that span the capabilities of a Special Forces detachment, including unconventional warfare, direct action, surveillance and reconnaissance and Combat Search and Rescue.
- Detailed Special Forces equipment and military hardware Building on the equipment available in Americas Army: Operations, Americas Army: Special Forces adds the M4 Carbine featuring the Picatinny rail mod system for attaching laser-aiming devices and sighting systems; the MP5SD6 Remington 870 shotgun for forced entry; the AT4, a shoulder-fired anti-tank rocket and the BDM, a shoulder-fired bunker demolition munition.
- Accurate Soldier behavior Players are bound by the laws of land warfare, Army values (honor, duty and integrity) and realistic rules of engagement as they navigate challenges in teamwork-based multiplayer force vs. force operations. Mission accomplishment standings are evaluated based on team effort and adherence to a set of values and norms of conduct.
Download (2100MB)
Added: 2007-01-08 License: Freeware Price:
1019 downloads
Tux Paint Default Stamps 2007-07-01
Tux Paint Default Stamps project is a collection of hundreds of rubber stamp images. more>>
Tux Paint Default Stamps project is a collection of hundreds of "rubber stamp" images (and associated descriptions and sound effects) for the childrens drawing program, "Tux Paint." Both PNG and SVG images are included.
Categories include animals, clothes, food, hobbies, household, medical, military, natural forces, people, plants, seasonal, space, sports, symbols, town, and vehicles.
Enhancements:
- SVG-based images (which are supported by Tux Paint 0.9.17) are now included.
- Stamps were added for food, animals, alphabets, signs, sports-related, musical instruments, money, and flowers.
- Translations were added for Czech, Latvian, and Thai.
- The English, Basque, French, Gujarati, Japanese, Russian, Spanish translations were updated.
<<lessCategories include animals, clothes, food, hobbies, household, medical, military, natural forces, people, plants, seasonal, space, sports, symbols, town, and vehicles.
Enhancements:
- SVG-based images (which are supported by Tux Paint 0.9.17) are now included.
- Stamps were added for food, animals, alphabets, signs, sports-related, musical instruments, money, and flowers.
- Translations were added for Czech, Latvian, and Thai.
- The English, Basque, French, Gujarati, Japanese, Russian, Spanish translations were updated.
Download (MB)
Added: 2007-07-05 License: GPL (GNU General Public License) Price:
513 downloads
Scum of the Universe 1.0
Scum of the Universe is a space trading game that combines two genres: arcade and strategy. more>>
Scum of the Universe is a space trading game that combines two genres: arcade and strategy. On one side, its a classic vertical-scrolling space shooter game. On the other side, it is an adventure and strategy. You should choose whether youll be an independent space trader, firearms smuggler, fierce freedom-fighter or something in between.
Following the main storyline, you go through the galaxy from one planet to another. Space travel requires fuel, so you need to keep earning money to buy it. You can also buy various upgrades for your spaceship and weapons that affect the arcade part of the game. The storyline itself is not linear. There are also some points where youll need to make decisions that will determine your destiny.
For thousands of years, people of planet Xen have colonized the planets in their galaxy. As time went by, many colonies grew unhappy about their status, as everything was controlled by Xen. Some of them organized military units and declared independence. You can see the status of each planet by "Rebel Sentiment" indicator. Planets with RS higher than 50% are ruled by the Rebel government, and Rebel laws apply.
Trading firearms is legal on planets ruled by Rebels, as they need as much firepower as they can get. On the other hand, Empire forbid all the trading with firearms and other ground weaponry as they wish to maintain their military advantage. One of the ways to make a lot of money is to buy cheap guns at Empire planets and sell them for a lot of money on Rebel planets where demand is extremely high. But be careful as youll need to fight Empire fleet once they find out youre a smuggler.
Beside the raging war between Xen Empire and the rebels there is increased activity of alien species, who destroy human ships. The stronger alien activity, the more waves of alien ships youll need to defeat in each planets outer orbit. Some of the aliens you destroy may drop artifacts (big blue ones) which you can sell at any space station for 20credits a piece.
<<lessFollowing the main storyline, you go through the galaxy from one planet to another. Space travel requires fuel, so you need to keep earning money to buy it. You can also buy various upgrades for your spaceship and weapons that affect the arcade part of the game. The storyline itself is not linear. There are also some points where youll need to make decisions that will determine your destiny.
For thousands of years, people of planet Xen have colonized the planets in their galaxy. As time went by, many colonies grew unhappy about their status, as everything was controlled by Xen. Some of them organized military units and declared independence. You can see the status of each planet by "Rebel Sentiment" indicator. Planets with RS higher than 50% are ruled by the Rebel government, and Rebel laws apply.
Trading firearms is legal on planets ruled by Rebels, as they need as much firepower as they can get. On the other hand, Empire forbid all the trading with firearms and other ground weaponry as they wish to maintain their military advantage. One of the ways to make a lot of money is to buy cheap guns at Empire planets and sell them for a lot of money on Rebel planets where demand is extremely high. But be careful as youll need to fight Empire fleet once they find out youre a smuggler.
Beside the raging war between Xen Empire and the rebels there is increased activity of alien species, who destroy human ships. The stronger alien activity, the more waves of alien ships youll need to defeat in each planets outer orbit. Some of the aliens you destroy may drop artifacts (big blue ones) which you can sell at any space station for 20credits a piece.
Download (3.6MB)
Added: 2007-06-01 License: Freeware Price:
877 downloads
Americas Army: Special Forces (FireFight) 2.5.0
America�s Army is one of the five most popular action games played online. more>>
Americas Army is one of the five most popular action games played online. It provides players with the most authentic military experience available, from exploring the development of Soldiers in individual and collective training to their deployment in simulated missions in the War on Terror.
Americas Army: Special Forces is the follow-up to Americas Army: Operations, which was released on July 4, 2002.
In Americas Army: Special Forces, players attempt to earn Green Beret status by completing individual and collective training missions drawn from the Special Forces Assignment and Selection (SFAS) process.
Players who complete the SFAS process have the opportunity to take on elite Special Forces roles and are qualified to play in multiplayer missions with units ranging from the elite 82d Airborne Division to the 75th Ranger Regiment.
Includes the complete game Americas Army: Operations.
Main features:
- Authentic U.S. Army experience Realistic depiction of the values, units, equipment and career opportunities that make the Army the worlds premier land force continually updated to incorporate new occupations, units, technologies and adventures.
- Realistic roles Including Weapons Specialist (18B), Intelligence (18F), Engineer (18C), Communications (18E) and Combat Medic (18D).
- Challenging Green Beret training Complete training missions drawn from the SFAS process at Fort Bragg. Successfully complete SFAS and advance to Special Forces Qualification Course (Q-Course) missions to explore new Special Forces roles.
- Intense Special Forces action Intense Special Forces action Experience multiplayer missions in simulated combat environments. Take part in missions that span the capabilities of a Special Forces detachment, including unconventional warfare, direct action, surveillance and reconnaissance and Combat Search and Rescue.
- Detailed Special Forces equipment and military hardware Building on the equipment available in Americas Army: Operations, Americas Army: Special Forces adds the M4 Carbine featuring the Picatinny rail mod system for attaching laser-aiming devices and sighting systems; the MP5SD6 Remington 870 shotgun for forced entry; the AT4, a shoulder-fired anti-tank rocket and the BDM, a shoulder-fired bunker demolition munition.
- Accurate Soldier behavior Players are bound by the laws of land warfare, Army values (honor, duty and integrity) and realistic rules of engagement as they navigate challenges in teamwork-based multiplayer force vs. force operations. Mission accomplishment standings are evaluated based on team effort and adherence to a set of values and norms of conduct.
<<lessAmericas Army: Special Forces is the follow-up to Americas Army: Operations, which was released on July 4, 2002.
In Americas Army: Special Forces, players attempt to earn Green Beret status by completing individual and collective training missions drawn from the Special Forces Assignment and Selection (SFAS) process.
Players who complete the SFAS process have the opportunity to take on elite Special Forces roles and are qualified to play in multiplayer missions with units ranging from the elite 82d Airborne Division to the 75th Ranger Regiment.
Includes the complete game Americas Army: Operations.
Main features:
- Authentic U.S. Army experience Realistic depiction of the values, units, equipment and career opportunities that make the Army the worlds premier land force continually updated to incorporate new occupations, units, technologies and adventures.
- Realistic roles Including Weapons Specialist (18B), Intelligence (18F), Engineer (18C), Communications (18E) and Combat Medic (18D).
- Challenging Green Beret training Complete training missions drawn from the SFAS process at Fort Bragg. Successfully complete SFAS and advance to Special Forces Qualification Course (Q-Course) missions to explore new Special Forces roles.
- Intense Special Forces action Intense Special Forces action Experience multiplayer missions in simulated combat environments. Take part in missions that span the capabilities of a Special Forces detachment, including unconventional warfare, direct action, surveillance and reconnaissance and Combat Search and Rescue.
- Detailed Special Forces equipment and military hardware Building on the equipment available in Americas Army: Operations, Americas Army: Special Forces adds the M4 Carbine featuring the Picatinny rail mod system for attaching laser-aiming devices and sighting systems; the MP5SD6 Remington 870 shotgun for forced entry; the AT4, a shoulder-fired anti-tank rocket and the BDM, a shoulder-fired bunker demolition munition.
- Accurate Soldier behavior Players are bound by the laws of land warfare, Army values (honor, duty and integrity) and realistic rules of engagement as they navigate challenges in teamwork-based multiplayer force vs. force operations. Mission accomplishment standings are evaluated based on team effort and adherence to a set of values and norms of conduct.
Download (776MB)
Added: 2005-11-02 License: Freeware Price:
816 downloads
UT2004: SAS 3.1
UT2004: SAS is an UT2004 Mod that focuses on the three main SAS units around the world. more>>
UT2004: SAS is an UT2004 Mod that focuses on the three main SAS units around the world. SAS focuses on the three main SAS units around the world, the British SAS, the Australian SASR and the New Zealand NZSAS who all perform counter-terrorism, operating deep behind enemy lines, gathering intelligence and other duties in various countries.
Their main advesary is OpFor that stands for Opposing Forces who are a collection of the enemies the SAS have faced in past and present times. Their ranks are comprised of regular military, guerilla, terrorist and para-military groups.
Players can choose their in-game player model from a variety of uniforms based on its real world counterpart. From the environment based camouflage patterns of desert, woodland, and jungle to counter-terrorism kits players will have a wide variety of choices. Certain player models feature unique attributes such as body armor, anti-flash hoods and camouflage.
Weapon selection in SAS is done through a loadout system where you can select a primary weapon where your choices are a submachine gun, assault rifle, shotgun, sniper rifle or light machine gun. Secondary weapons include pistols while other parts of the loadout allow you to chose three different grenade types and a knife. Weapons in SAS can kill very easily, some with just a single three round burst.
<<lessTheir main advesary is OpFor that stands for Opposing Forces who are a collection of the enemies the SAS have faced in past and present times. Their ranks are comprised of regular military, guerilla, terrorist and para-military groups.
Players can choose their in-game player model from a variety of uniforms based on its real world counterpart. From the environment based camouflage patterns of desert, woodland, and jungle to counter-terrorism kits players will have a wide variety of choices. Certain player models feature unique attributes such as body armor, anti-flash hoods and camouflage.
Weapon selection in SAS is done through a loadout system where you can select a primary weapon where your choices are a submachine gun, assault rifle, shotgun, sniper rifle or light machine gun. Secondary weapons include pistols while other parts of the loadout allow you to chose three different grenade types and a knife. Weapons in SAS can kill very easily, some with just a single three round burst.
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Added: 2006-05-19 License: Freeware Price:
1259 downloads
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