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Momonga Linux 6
Momonga Linux 6 is a Linux distribution developed in a Bazaar model style among its user community. more>>
Momonga Linux 6 is a Linux distribution developed in a "Bazaar" model style among its user community.
A Momonga (aka Pteromys momonga) is a flying squirrel found both in Europe and Asia. It's an animal known for a self-asserting behaviour, despite its small size.
Major Features:
- A distribution developed by and for its own users.
- "Bazaar"-style Development.
- Secure Default Settings.
- Strong Support and Usage of Ruby.
- Easy Handling and Processing of Electronic Documents.
- Packages for Scientific and Technical Computations.
- An easily configurable installer built for the broadband age.
- Support for a Large Number of Filesystems.
- Selection of the Newest Packages at the Time of Installation.
- A unique package management system for easy updating and upgrading.
- Compatibility with the next-generation standards.
- LSB compatibility.
- Li18nux Compatible Internationalization.
- IPV6 Implementation.
- Comprehensive Documentation.
- Abundant configuration examples.
- Automatic Q&A Service.
Enhancements:
- Reduced the size of the installation media to one DVD (additional packages can be installed via yum);
- Linux kernel 2.6.26 with extended hardware support, virtualisation and support for new file systems (btrfs and nilfs, reiser4fs);
- X.Org 7.4 and Mesa 7.1 with improved graphics card support and Compiz compatibility; replaced SysVInit with Canonical's Upstart for faster booting;
- Switched to the GCC compiler 3.4 series; replaced Sun Javawith OpenJDK 1.6;
- Introduced support for virtualisation with OpenVZ and Xen.
Added: 2009-07-27 License: GPL Price: FREE
downloads
Other version of Momonga Linux
License:GPL (GNU General Public License)
PHP 5.0.1 Linux
The PHP Package !!! - Linux Version more>>
PHP began as a quick Perl hack written by Rasmus Lerdorf in 1994.
Over the next two to three years, it evolved into what we today know as PHP/FI 2.0. PHP/FI started to get a lot of users, but things didn`t start flying until Zeev Suraski and Andi Gutmans suddenly came along with a new parser in the summer of 1997, leading to PHP 3.0. PHP 3.0 defined the syntax and semantics used in both versions 3 and 4.
<<lessOver the next two to three years, it evolved into what we today know as PHP/FI 2.0. PHP/FI started to get a lot of users, but things didn`t start flying until Zeev Suraski and Andi Gutmans suddenly came along with a new parser in the summer of 1997, leading to PHP 3.0. PHP 3.0 defined the syntax and semantics used in both versions 3 and 4.
Download (4.98MB)
Added: 2009-04-29 License: Freeware Price:
202 downloads
UFRaw 0.12.1
UFRaw is a utility for converting and manipulating raw images from digital cameras. more>>
The Unidentified Flying Raw (UFRaw) is a utility to read and manipulate raw images from digital cameras. It can be used on its own or as a Gimp plug-in. It reads raw images using Dave Coffins raw conversion utility - DCRaw.
UFRaw supports basic color management using Little CMS, allowing the user to apply color profiles. For Nikon users UFRaw has the advantage that it can read the cameras tone curves. Even if you dont own a Nikon, you can still apply a Nikon curve to your images.
My guiding concept in the development of UFRaw is to give all the essential (and some inessential) information and control over the raw conversion, with the hope that one could resolve all the exposure and white balance issues during the raw conversion.
The obvious advantage is that one can make full use of the raw data. The provisional advantage is that this way we circumvent the current 8-bit limit of the Gimp, as UFRaw does all manipulations in 16-bits.
Main features:
- Embed EXIF information - EXIF data from Nikon NEF, Canon CR2 and Pentax PEF files is embeded in the output JPEG image. This feature is in its preliminary development stages and the EXIF data is only partially created. For other file types the EXIF data is completely ignored, which is a pity. If you are interested in saving the EXIF information, you should check the ExifTool by Phil Harvey.
- Support full color management workflow.
- Zooming and croping.
UFRaw was originally based on Dave Coffins plug-in and Pawel Jochyms plug-in with live preview. Joseph Heled also offers a Gimp plug-in with some interesting features like zooming and saving EXIF information.
UFRaw is licensed under the GNU General Public License. This means that you can use it freely. If you decide to use it, the only thing that Im asking is that you will drop me a line telling me what you think of it. I might create a database of supported cameras in the future, so it would be useful if youll tell me what camera you are using and if you would be willing to test UFRaws support of your camera in the future. You can find my e-mail address at the end of this page.
Enhancements:
- This is a bug correction version.
- Non-integer shrink factors are now handled.
- A crash which occurred when the spot selector reached an image boundary was fixed.
- Some TIFF images are no longer wrongly identified as raw files.
<<lessUFRaw supports basic color management using Little CMS, allowing the user to apply color profiles. For Nikon users UFRaw has the advantage that it can read the cameras tone curves. Even if you dont own a Nikon, you can still apply a Nikon curve to your images.
My guiding concept in the development of UFRaw is to give all the essential (and some inessential) information and control over the raw conversion, with the hope that one could resolve all the exposure and white balance issues during the raw conversion.
The obvious advantage is that one can make full use of the raw data. The provisional advantage is that this way we circumvent the current 8-bit limit of the Gimp, as UFRaw does all manipulations in 16-bits.
Main features:
- Embed EXIF information - EXIF data from Nikon NEF, Canon CR2 and Pentax PEF files is embeded in the output JPEG image. This feature is in its preliminary development stages and the EXIF data is only partially created. For other file types the EXIF data is completely ignored, which is a pity. If you are interested in saving the EXIF information, you should check the ExifTool by Phil Harvey.
- Support full color management workflow.
- Zooming and croping.
UFRaw was originally based on Dave Coffins plug-in and Pawel Jochyms plug-in with live preview. Joseph Heled also offers a Gimp plug-in with some interesting features like zooming and saving EXIF information.
UFRaw is licensed under the GNU General Public License. This means that you can use it freely. If you decide to use it, the only thing that Im asking is that you will drop me a line telling me what you think of it. I might create a database of supported cameras in the future, so it would be useful if youll tell me what camera you are using and if you would be willing to test UFRaws support of your camera in the future. You can find my e-mail address at the end of this page.
Enhancements:
- This is a bug correction version.
- Non-integer shrink factors are now handled.
- A crash which occurred when the spot selector reached an image boundary was fixed.
- Some TIFF images are no longer wrongly identified as raw files.
Download (0.27MB)
Added: 2007-08-11 License: GPL (GNU General Public License) Price:
816 downloads
Save The Penguins 0.02
Save The Penguins is a crazy space shooter with penguins and flying saucers. more>>
Save The Penguins is a crazy space shooter with penguins and flying saucers.
This is inspired by "Save The Gweeks" for the Archimedes, in which you saved the gweeks from the snerds. I havent had access to the original, so how close it is I couldnt say.
You control this sphere/circle/whatever with the mouse. Left click to acellerate towards the cursor. Right click to fire lasers. Middle click to pause. Esc to Quit.
The idea is to kill the space ships before they either kill you or all the penguins.
The art for the penguins came from Pingus, the tileset was ripped from supertux.
If anyone would like to contribute levels/art/sound that would be cool.
Main features:
- Scrolling, moving and shooting.
- Tileset defined in simple configuration file
- Loading/Saving level to file with in-game level editor (press E).
- Objects (that is, non-static ones) get damaged when you hit them. The penguins explode in a pile of blood.
- Reasonable collision detection - you have to at least try to get it stuck.
- NEW!! Nice particle-based explosions. Saves me both needing a graphic for it, and it looks pretty cool
- NEW!! Powerups. Dont do much atm. One heals you, the other two hurt you by different amounts. Theres a hook to attach a sound to powerup/powerdown for when I get round to it.
<<lessThis is inspired by "Save The Gweeks" for the Archimedes, in which you saved the gweeks from the snerds. I havent had access to the original, so how close it is I couldnt say.
You control this sphere/circle/whatever with the mouse. Left click to acellerate towards the cursor. Right click to fire lasers. Middle click to pause. Esc to Quit.
The idea is to kill the space ships before they either kill you or all the penguins.
The art for the penguins came from Pingus, the tileset was ripped from supertux.
If anyone would like to contribute levels/art/sound that would be cool.
Main features:
- Scrolling, moving and shooting.
- Tileset defined in simple configuration file
- Loading/Saving level to file with in-game level editor (press E).
- Objects (that is, non-static ones) get damaged when you hit them. The penguins explode in a pile of blood.
- Reasonable collision detection - you have to at least try to get it stuck.
- NEW!! Nice particle-based explosions. Saves me both needing a graphic for it, and it looks pretty cool
- NEW!! Powerups. Dont do much atm. One heals you, the other two hurt you by different amounts. Theres a hook to attach a sound to powerup/powerdown for when I get round to it.
Download (0.46MB)
Added: 2007-07-25 License: GPL (GNU General Public License) Price:
827 downloads
Flying Saucer R7
Flying Saucer project is a pure Java XML/CSS 2 renderer. more>>
Flying Saucer project is a pure Java XML/CSS 2 renderer whose aim is to provide spec-compliant CSS 2.1 rendering for any well-formed XML document.
The current codebase can render to Java2D-based canvases and to PDF via the iText library, and covers a great deal of the CSS 2.1 specification.
There are demos for rendering XHTML, rendering within Swing applications, and rendering to PDF. Direct rendering from DocBook or other XML formats is possible, provided the appropriate CSS is available.
Main features:
- Vertical margin collapsing; CSS 2.1 specification
- Z-index property and stacking contexts; CSS 2.1 specification
- Vertical-align: top/bottom; CSS 2.1 specification
- PDF rendering via the iText library; support for PDF bookmarks, pagination and breaks, and more
- Pagination support, automatic and explicit: CSS 2.1 specification
- Rewritten "float" implementation
- Improved list marker positioning
Enhancements:
- This release includes comprehensive table support, faster rendering, bugfixes, better image generation, near-complete compliance with the CSS 2.1 specification, including lots of improvements like better forms support, CSS counters, cursor property support, compliant font property handling, and so on.
- Theres even a completely new, fast, and compliant CSS 2.1 parser built-in.
<<lessThe current codebase can render to Java2D-based canvases and to PDF via the iText library, and covers a great deal of the CSS 2.1 specification.
There are demos for rendering XHTML, rendering within Swing applications, and rendering to PDF. Direct rendering from DocBook or other XML formats is possible, provided the appropriate CSS is available.
Main features:
- Vertical margin collapsing; CSS 2.1 specification
- Z-index property and stacking contexts; CSS 2.1 specification
- Vertical-align: top/bottom; CSS 2.1 specification
- PDF rendering via the iText library; support for PDF bookmarks, pagination and breaks, and more
- Pagination support, automatic and explicit: CSS 2.1 specification
- Rewritten "float" implementation
- Improved list marker positioning
Enhancements:
- This release includes comprehensive table support, faster rendering, bugfixes, better image generation, near-complete compliance with the CSS 2.1 specification, including lots of improvements like better forms support, CSS counters, cursor property support, compliant font property handling, and so on.
- Theres even a completely new, fast, and compliant CSS 2.1 parser built-in.
Download (2.9MB)
Added: 2007-07-15 License: LGPL (GNU Lesser General Public License) Price:
834 downloads
CinePaint 0.22.1
CinePaint is painting and retouching software primarily used for motion picture. more>>
CinePaint is painting and retouching software primarily used for motion picture frame-by-frame retouching and dust-busting. CinePaint has been used on many feature films, including THE LAST SAMURAI where it was used to add flying arrows.
CinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.
CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.
<<lessCinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.
CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.
Download (11.5MB)
Added: 2007-06-12 License: GPL (GNU General Public License) Price:
1823 downloads
Typespeed 0.6.2
Typespeed is a tool and game for testing your typing speed. more>>
Typespeed project is a tool and game for testing your typing speed.
Typespeeds idea is ripped from ztspeed (a DOS game made by Zorlim). The Idea behind the game is rather easy: type words that are flying by from left to right as fast as you can. If you miss 10 or more words, game is over.
There exist 3 different game modes in typespeed:
- Single player: In this mode you can play for yourself and try to get a place in your top 10 list. As you enter correct words, the speed will increase, so watch out. You can even pause the game if you are skilled enough to play so long that you need a little break.
- Training: If single player is too fast for you or you want to concentrate on correct typing, training is the perfect choice for you! In this mode you can set a constant speed. Obviously no highscore game.
- Multiplayer: If you are brave enough to use our current network code (or sit in LAN with your friends), you can experience the most fun of typespeed: challenge an opponent. During the game, written words by you or your opponent will be thrown into the opposite game, so words can be strategicaly used to make life of your opponent even harder.
Typespeed is written in C and uses curses to display the menu and game. The network code is written using core library functions. As of now, the network code is rather unstable/buggy when it comes to high loads, so dont rely on internet games; LAN works fine (and of course localhost).
Generally any POSIX-compatible system with a curses library should work, although development concentrates on GNU/Linux and ncurses. Feel free to contribute patches for your system, too! Beside of that the following systems have been tested and/or have maintained ports:
- Cygwin
- Debian GNU/Linux
- FreeBSD
- OpenBSD
<<lessTypespeeds idea is ripped from ztspeed (a DOS game made by Zorlim). The Idea behind the game is rather easy: type words that are flying by from left to right as fast as you can. If you miss 10 or more words, game is over.
There exist 3 different game modes in typespeed:
- Single player: In this mode you can play for yourself and try to get a place in your top 10 list. As you enter correct words, the speed will increase, so watch out. You can even pause the game if you are skilled enough to play so long that you need a little break.
- Training: If single player is too fast for you or you want to concentrate on correct typing, training is the perfect choice for you! In this mode you can set a constant speed. Obviously no highscore game.
- Multiplayer: If you are brave enough to use our current network code (or sit in LAN with your friends), you can experience the most fun of typespeed: challenge an opponent. During the game, written words by you or your opponent will be thrown into the opposite game, so words can be strategicaly used to make life of your opponent even harder.
Typespeed is written in C and uses curses to display the menu and game. The network code is written using core library functions. As of now, the network code is rather unstable/buggy when it comes to high loads, so dont rely on internet games; LAN works fine (and of course localhost).
Generally any POSIX-compatible system with a curses library should work, although development concentrates on GNU/Linux and ncurses. Feel free to contribute patches for your system, too! Beside of that the following systems have been tested and/or have maintained ports:
- Cygwin
- Debian GNU/Linux
- FreeBSD
- OpenBSD
Download (0.067MB)
Added: 2007-06-01 License: GPL (GNU General Public License) Price:
1087 downloads
Intellidiscs 1.1
Intellidiscs is a Remake of Tron: Deadly Discs for the classic Intellivision console. more>>
Intellidiscs is a Remake of Tron: Deadly Discs for the classic Intellivision console. Its also one of the few, if not the first, Tron freeware games that has nothing to do with light-cycles.
Basically, you run around in an arena fighting off bad guys with your disc. There are four different varieties of bad guy, and one of them has three different varieties of disc. More difficult enemies appear as your score increases, with the most difficult showing up if you can reach 1,000,000 points.
Bad guys enter through doors on the sides of the arena. You can jam these doors open by either hitting them with your disc, or by running into them. If you jam open doors that are opposite each other, you can run in one side and come out the other. This is very important to your survival.
If you jam enough doors, eventually a recognizer will be dispatched to fix them. If you can hit the recognizer when its eye is open, it will stop fixing the doors and leave the arena. Plus, you get lots of points for this.
You can take three hits before you die, and every hit makes you slower! You will eventually recover from damage, regaining your speed as well. Touching the recognizer kills you instantly, so dont do it.
Default controls are the familiar WASD to move, and the outer keys of numpad (1, 2, 3, 4, 6, 7, 8, 9, non-Mac users turn Num Lock on!) throw your disc in any of eight directions. If you press one of the throw keys while your disc is in flight, it will return to you. Discs are harmless when returning. If you move away from your disc as it is flying back, it will never catch up to you, you must stop and catch it. All of the controls can be changed from the main menu.
<<lessBasically, you run around in an arena fighting off bad guys with your disc. There are four different varieties of bad guy, and one of them has three different varieties of disc. More difficult enemies appear as your score increases, with the most difficult showing up if you can reach 1,000,000 points.
Bad guys enter through doors on the sides of the arena. You can jam these doors open by either hitting them with your disc, or by running into them. If you jam open doors that are opposite each other, you can run in one side and come out the other. This is very important to your survival.
If you jam enough doors, eventually a recognizer will be dispatched to fix them. If you can hit the recognizer when its eye is open, it will stop fixing the doors and leave the arena. Plus, you get lots of points for this.
You can take three hits before you die, and every hit makes you slower! You will eventually recover from damage, regaining your speed as well. Touching the recognizer kills you instantly, so dont do it.
Default controls are the familiar WASD to move, and the outer keys of numpad (1, 2, 3, 4, 6, 7, 8, 9, non-Mac users turn Num Lock on!) throw your disc in any of eight directions. If you press one of the throw keys while your disc is in flight, it will return to you. Discs are harmless when returning. If you move away from your disc as it is flying back, it will never catch up to you, you must stop and catch it. All of the controls can be changed from the main menu.
Download (2.8MB)
Added: 2007-05-01 License: Freeware Price:
908 downloads
MegaMek 0.32.2
MegaMek is an unofficial, online version of the Classic BattleTech board game. more>>
MegaMek project is an unofficial, online version of the Classic BattleTech board game.
Currently, nearly all level 1 BattleTech rules and technology are working. Work is progressing on level 2 rules and technology, and most of those are functional at this point. Even some level 3 rules have been added.
MegaMek is open source, free software. It is licenced under the GPL.
Main features:
- Network or hotseat play for 2 or more players
- A cunning AI opponent for offline play
- All level 1 (3025) tech
- Most level 2 (2750, 3050+) tech
- Compatible with all 3025 mechs and many from later eras
- Most level 1 rules implemented
- Many level 2 rules implemented, including vehicles, infantry and fire
- Map board selection and editing
- Map boards based off official map packs included
- Mech selection and support for some mech editors
- Most official mech designs included
- Color graphics
- Lasers
Enhancements:
- Bug: bot died when only unarmed targets available
- Bug: occasional exceptions observing bot v bot games
- Tweak build.xml to ask for version number when packaging a new release.
- Bug 1588924: Cannot Open Custom BA Panel with Java 1.4
- Bug 1582609: Cannot load MUL that includes the TMP-3M2 "Storm Tempest"
- Bug 1585497: Check for partial cover when hitting with infernos
- Bug 1598976: Mech with Torso-Mounted Cockpit destroyed by head blown off critical.
- Bug 1591093: no units to move error when swarming infantry knocked off in accidental fall
- Body-mounted C3 Masters in Tanks should fire their TAG into the front arc,
- per the Ask the PM Forum.
- Bug 954406: Charge declaration and stacking
- Bug: Megamek required "Helvetica" font
- Bug: NPE in stop swarm attack if the swarmed unit was destroyed earlier in the phase
- Bug 1613504: Unloading BA from prone mech didnt work
- Bug 1610653: Flying BA can be thrashed
- Bug 1598816: Description of Game Option "Friendly Fire"
- Bug 1623985: Swarm LRM attacks source
<<lessCurrently, nearly all level 1 BattleTech rules and technology are working. Work is progressing on level 2 rules and technology, and most of those are functional at this point. Even some level 3 rules have been added.
MegaMek is open source, free software. It is licenced under the GPL.
Main features:
- Network or hotseat play for 2 or more players
- A cunning AI opponent for offline play
- All level 1 (3025) tech
- Most level 2 (2750, 3050+) tech
- Compatible with all 3025 mechs and many from later eras
- Most level 1 rules implemented
- Many level 2 rules implemented, including vehicles, infantry and fire
- Map board selection and editing
- Map boards based off official map packs included
- Mech selection and support for some mech editors
- Most official mech designs included
- Color graphics
- Lasers
Enhancements:
- Bug: bot died when only unarmed targets available
- Bug: occasional exceptions observing bot v bot games
- Tweak build.xml to ask for version number when packaging a new release.
- Bug 1588924: Cannot Open Custom BA Panel with Java 1.4
- Bug 1582609: Cannot load MUL that includes the TMP-3M2 "Storm Tempest"
- Bug 1585497: Check for partial cover when hitting with infernos
- Bug 1598976: Mech with Torso-Mounted Cockpit destroyed by head blown off critical.
- Bug 1591093: no units to move error when swarming infantry knocked off in accidental fall
- Body-mounted C3 Masters in Tanks should fire their TAG into the front arc,
- per the Ask the PM Forum.
- Bug 954406: Charge declaration and stacking
- Bug: Megamek required "Helvetica" font
- Bug: NPE in stop swarm attack if the swarmed unit was destroyed earlier in the phase
- Bug 1613504: Unloading BA from prone mech didnt work
- Bug 1610653: Flying BA can be thrashed
- Bug 1598816: Description of Game Option "Friendly Fire"
- Bug 1623985: Swarm LRM attacks source
Download (8.5MB)
Added: 2007-04-15 License: GPL (GNU General Public License) Price:
923 downloads
SimpleLogBook 0.2
SimpleLogBook is a simple (obviously) pilots logbook. more>>
SimpleLogBook is a simple (obviously) pilots logbook. SimpleLogBook is at a very early stage at the moment and can only record basic flight information (take a look at the screen shots below). The flight information is stored as an XML file and can currently be used to calculate total flight time across one or more flights.
Immediate plans for development include a greatly increased time calculating facility; allowing the calculation of total time spent flying each plane type, in each operating capability and under which conditions.
Longer term plans include the addition of filters, to limit the flights displayed, the ability to attach more complex data (e.g. photos) to each flight and a print function.
Usage:
To run the application either double click on its icon or run it from the command-line; the main flight window will be displayed upon startup. Logbooks can be created, loaded and saved via the File menu. The Flights menu contains the functionality for adding, deleting and editing flights. This menu also contains the total flying time calculation function.
Right-clicking on the flights table will duplicate the Flights menu.
The new/edit flight dialog contains all the fields found in a standard paper log book. Hitting OK will save any changes you have made, Cancel will abandon them.
<<lessImmediate plans for development include a greatly increased time calculating facility; allowing the calculation of total time spent flying each plane type, in each operating capability and under which conditions.
Longer term plans include the addition of filters, to limit the flights displayed, the ability to attach more complex data (e.g. photos) to each flight and a print function.
Usage:
To run the application either double click on its icon or run it from the command-line; the main flight window will be displayed upon startup. Logbooks can be created, loaded and saved via the File menu. The Flights menu contains the functionality for adding, deleting and editing flights. This menu also contains the total flying time calculation function.
Right-clicking on the flights table will duplicate the Flights menu.
The new/edit flight dialog contains all the fields found in a standard paper log book. Hitting OK will save any changes you have made, Cancel will abandon them.
Download (0.047MB)
Added: 2007-03-01 License: GPL (GNU General Public License) Price:
967 downloads
Meeting Room Booking System 1.2.5
Meeting Room Booking System (MRBS) is a free, GPL, web application using PHP and MySQL/pgsql for booking meeting rooms. more>>
Meeting Room Booking System (MRBS) is a free, GPL, web application using PHP and MySQL/pgsql for booking meeting rooms. This project is similar in concept to Netscape Calendar, but much cheaper!
Main features:
- Web/Intranet based - Available from any workstation through a Browser
- Simple to follow, Web based options and intuitive presentation
- Flexible Repeating Bookings
- Authentication with your existing user database (eg Netware, NT Domain, NIS etc.)
- Ensures that conflicting entries cannot be entered
- Reporting option
- Selectable DAY / WEEK / MONTH views
- Multiple auth levels (read-only, user, admin)
- Multiple languages supported (translated to Czech, Chinese, Danish, Dutch, Finnish, French, German, Greek, Italian, Japanese, Norwegian, Portuguese, Spanish, Swedish)
- Stable and in use at many organizations
- mySQL and Postgres support
MRBS is very reliable at this point. All the features that are needed in day-to-day operation are included. Its very intuitive for users, so very little or no instruction is needed. It is in production use at many large organisations around the world for uses as diverse as its originally intended meeting rooms to restaurant tables and aeroplanes at a flying school!
Different languages are supported, there are translations for many languages available (currently Czech, Chinese, Danish, Dutch, Finnish, French, German, Greek, Italian, Japanese, Norwegian, Portuguese, Spanish, Swedish). If your language is not supported it is very easy to customize as all strings are stored in language-specific files.
Enhancements:
- Extra options were added to the LDAP authentication scheme.
- You can now configure the cookie path used by the cookie and PHP session schemes.
- A short PHP start tag was fixed.
- Meeting duration can now use , as the decimal point.
- The Swedish translation was updated.
- AIX support was added.
- The language preference code was improved.
- Some bracketing in the month view was corrected.
<<lessMain features:
- Web/Intranet based - Available from any workstation through a Browser
- Simple to follow, Web based options and intuitive presentation
- Flexible Repeating Bookings
- Authentication with your existing user database (eg Netware, NT Domain, NIS etc.)
- Ensures that conflicting entries cannot be entered
- Reporting option
- Selectable DAY / WEEK / MONTH views
- Multiple auth levels (read-only, user, admin)
- Multiple languages supported (translated to Czech, Chinese, Danish, Dutch, Finnish, French, German, Greek, Italian, Japanese, Norwegian, Portuguese, Spanish, Swedish)
- Stable and in use at many organizations
- mySQL and Postgres support
MRBS is very reliable at this point. All the features that are needed in day-to-day operation are included. Its very intuitive for users, so very little or no instruction is needed. It is in production use at many large organisations around the world for uses as diverse as its originally intended meeting rooms to restaurant tables and aeroplanes at a flying school!
Different languages are supported, there are translations for many languages available (currently Czech, Chinese, Danish, Dutch, Finnish, French, German, Greek, Italian, Japanese, Norwegian, Portuguese, Spanish, Swedish). If your language is not supported it is very easy to customize as all strings are stored in language-specific files.
Enhancements:
- Extra options were added to the LDAP authentication scheme.
- You can now configure the cookie path used by the cookie and PHP session schemes.
- A short PHP start tag was fixed.
- Meeting duration can now use , as the decimal point.
- The Swedish translation was updated.
- AIX support was added.
- The language preference code was improved.
- Some bracketing in the month view was corrected.
Download (MB)
Added: 2007-03-01 License: GPL (GNU General Public License) Price:
975 downloads
Missile of Holiday Cheer 1.2f
Missile of Holiday Cheer is a winter holiday vertically oriented flying finesse game. more>>
Missile of Holiday Cheer is a winter holiday vertically oriented flying finesse game.
Missile of Holiday Cheer is a game that revolves around piloting missiles bearing presents from elves workshops up to Santas low-orbiting mothership.
There are five elf groups and a number of powerups, and can be played alone or splitscreen with others.
<<lessMissile of Holiday Cheer is a game that revolves around piloting missiles bearing presents from elves workshops up to Santas low-orbiting mothership.
There are five elf groups and a number of powerups, and can be played alone or splitscreen with others.
Download (0.073MB)
Added: 2007-01-15 License: Freeware Price:
1012 downloads
Data::SecsPack 0.06
Data::SecsPack is a Perl module pack and unpack numbers in accordance with SEMI E5-94. more>>
Data::SecsPack is a Perl module pack and unpack numbers in accordance with SEMI E5-94.
SYNOPSIS
#####
# Subroutine interface
#
use Data::SecsPack qw(bytes2int config float2binary
ifloat2binary int2bytes
pack_float pack_int pack_num
str2float str2int
unpack_float unpack_int unpack_num);
$big_integer = bytes2int( @bytes );
$old_value = config( $option );
$old_value = config( $option => $new_value);
($binary_magnitude, $binary_exponent) = float2binary($magnitude, $exponent, @options);
($binary_magnitude, $binary_exponent) = ifloat2binary($imagnitude, $iexponent, @options);
@bytes = int2bytes( $big_integer );
($format, $floats) = pack_float($format, @string_floats, [@options]);
($format, $integers) = pack_int($format, @string_integers, [@options]);
($format, $numbers, @string) = pack_num($format, @strings, [@options]);
$float = str2float($string, [@options]);
(@strings, @floats) = str2float(@strings, [@options]);
$integer = str2int($string, [@options]);
(@strings, @integers) = str2int(@strings, [@options]);
@ingegers = unpack_int($format, $integer_string, @options);
@floats = unpack_float($format, $float_string, @options);
@numbers = unpack_num($format, $number_string), @options;
#####
# Class, Object interface
#
# For class interface, use Data::SecsPack instead of $self
#
use Data::SecsPack;
$secspack = Data::SecsPack; # uses built-in config object
$secspack = new Data::SecsPack(@options);
$big_integer = bytes2int( @bytes );
($binary_magnitude, $binary_exponent) = $secspack->float2binary($magnitude, $exponent, @options);
($binary_magnitude, $binary_exponent) = $secspack->ifloat2binary($imagnitude, $iexponent, @options);
@bytes = $secspack->int2bytes( $big_integer );
($format, $floats) = $secspack->pack_float($format, @string_integers, [@options]);
($format, $integers) = $secspack->pack_int($format, @string_integers, [@options]);
($format, $numbers, @strings) = $secspack->pack_num($format, @strings, [@options]);
$integer = $secspack->str2int($string, [@options])
(@strings, @integers) = $secspack->str2int(@strings, [@options]);
$float = $secspack->str2float($string, [@options]);
(@strings, @floats) = $secspack->str2float(@strings, [@options]);
@ingegers = $secspack->unpack_int($format, $integer_string, @options);
@floats = $secspack->unpack_float($format, $float_string, @options);
@numbers = $secspack->unpack_num($format, $number_string, @options);
Generally, if a subroutine will process a list of options, @options, that subroutine will also process an array reference, @options, [@options], or hash reference, %options, {@options}. If a subroutine will process an array reference, @options, [@options], that subroutine will also process a hash reference, %options, {@options}. See the description for a subroutine for details and exceptions.
The subroutines in the Data::SecsPack module packs and unpacks numbers in accordance with SEMI E5-94. The E5-94 establishes the standard for communication between the equipment used to fabricate semiconductors and the host computer that controls the fabrication. The equipment in a semiconductor factory (fab) or any other fab contains every conceivable known microprocessor and operating system known to man. And there are a lot of specialize real-time embedded processors and speciallize real-time embedded operating systems in addition to the those in the PC world.
The communcication between host and equipment used packed nested list data structures that include arrays of characters, integers and floats. The standard has been in place and widely used in China, Germany, Korea, Japan, France, Italy and the most remote corners on this planent for decades. The basic data structure and packed data formats have not changed for decades.
This stands in direct contradiction to the common conceptions of many in the Perl community and most other communities. The following quote is taken from page 761, Programming Perl third edition, discussing the pack subroutine:
"Floating-point numbers are in the native machine format only. Because of the variety of floating format and lack of a standard "network" represenation, no facility for interchange has been made. This means that packed floating-point data written on one machine may not be readable on another. That is a problem even when both machines use IEEE floating-point arithmetic, because the endian-ness of memory representation is not part of the IEEE spec."
There are a lot of things that go over the net that have industry or military standards but no RFCs. So unless you dig them out, you will never know they exist. While RFC and military standards may be freely copyied, industry standards are usually copyrighted. This means if you want to read the standard, you have to pay whatever the market bears. ISO standards, SEMI stardards, American National Standards, IEEE standards beside being boring are expensive. In other words, you do not see them flying out the door at the local Barnes and Nobles. In fact, you will not even find them inside the door.
It very easy to run these non RFC standard protocols over the net. Out of 64,000 ports, pick a port of opportunity (hopefully not one of those low RFC preassigned ports) and configure the equipment and host to the same IP and port. Many times the software will allow a remote console that is watch only. The watch console may even be a web server on port 80. If there is a remote soft console, you can call up or e-mail the equipment manufacturers engineer in say Glouster, MA, USA and tell him the IP and port so he can watch his manchine mangle a cassette of wafers with a potential retail value of half million dollars.
SEMI E5-94 and their precessors do standardize the endian-ness of floating point, the packing of nested data, used in many programming languages, and much, much more. The endian-ness of SEMI E5-94 is the first MSB byte, floats sign bit first. Maybe this is because it makes it easy to spot numbers in a packed data structure.
The nested data has many performance advantages over the common SQL culture of viewing and representing data as tables. The automated fabs of the world make use of SEMI E5-94 nested data not only for real-time communication (TCP/IP RS-2332 etc) between machines but also for snail-time processing as such things as logs and performance data.
Does this standard communications protocol ensure that everything goes smoothly without any glitches with this wild mixture of hardware and software talking to each other in real time? Of course not. Bytes get reverse. Data gets jumbled from point A to point B. Machine time to test software is non-existance. Big ticket, multi-million dollar fab equipment has to work to earn its keep. And, then there is the everyday business of suiting up, with humblizing hair nets, going through air and other showers with your favorite or not so favorite co-worker just to get into the clean room. And make sure not to do anything that will scatch a wafer with a lot of Intel Pentiums on them. It is totally amazing that the product does get out the door.
<<lessSYNOPSIS
#####
# Subroutine interface
#
use Data::SecsPack qw(bytes2int config float2binary
ifloat2binary int2bytes
pack_float pack_int pack_num
str2float str2int
unpack_float unpack_int unpack_num);
$big_integer = bytes2int( @bytes );
$old_value = config( $option );
$old_value = config( $option => $new_value);
($binary_magnitude, $binary_exponent) = float2binary($magnitude, $exponent, @options);
($binary_magnitude, $binary_exponent) = ifloat2binary($imagnitude, $iexponent, @options);
@bytes = int2bytes( $big_integer );
($format, $floats) = pack_float($format, @string_floats, [@options]);
($format, $integers) = pack_int($format, @string_integers, [@options]);
($format, $numbers, @string) = pack_num($format, @strings, [@options]);
$float = str2float($string, [@options]);
(@strings, @floats) = str2float(@strings, [@options]);
$integer = str2int($string, [@options]);
(@strings, @integers) = str2int(@strings, [@options]);
@ingegers = unpack_int($format, $integer_string, @options);
@floats = unpack_float($format, $float_string, @options);
@numbers = unpack_num($format, $number_string), @options;
#####
# Class, Object interface
#
# For class interface, use Data::SecsPack instead of $self
#
use Data::SecsPack;
$secspack = Data::SecsPack; # uses built-in config object
$secspack = new Data::SecsPack(@options);
$big_integer = bytes2int( @bytes );
($binary_magnitude, $binary_exponent) = $secspack->float2binary($magnitude, $exponent, @options);
($binary_magnitude, $binary_exponent) = $secspack->ifloat2binary($imagnitude, $iexponent, @options);
@bytes = $secspack->int2bytes( $big_integer );
($format, $floats) = $secspack->pack_float($format, @string_integers, [@options]);
($format, $integers) = $secspack->pack_int($format, @string_integers, [@options]);
($format, $numbers, @strings) = $secspack->pack_num($format, @strings, [@options]);
$integer = $secspack->str2int($string, [@options])
(@strings, @integers) = $secspack->str2int(@strings, [@options]);
$float = $secspack->str2float($string, [@options]);
(@strings, @floats) = $secspack->str2float(@strings, [@options]);
@ingegers = $secspack->unpack_int($format, $integer_string, @options);
@floats = $secspack->unpack_float($format, $float_string, @options);
@numbers = $secspack->unpack_num($format, $number_string, @options);
Generally, if a subroutine will process a list of options, @options, that subroutine will also process an array reference, @options, [@options], or hash reference, %options, {@options}. If a subroutine will process an array reference, @options, [@options], that subroutine will also process a hash reference, %options, {@options}. See the description for a subroutine for details and exceptions.
The subroutines in the Data::SecsPack module packs and unpacks numbers in accordance with SEMI E5-94. The E5-94 establishes the standard for communication between the equipment used to fabricate semiconductors and the host computer that controls the fabrication. The equipment in a semiconductor factory (fab) or any other fab contains every conceivable known microprocessor and operating system known to man. And there are a lot of specialize real-time embedded processors and speciallize real-time embedded operating systems in addition to the those in the PC world.
The communcication between host and equipment used packed nested list data structures that include arrays of characters, integers and floats. The standard has been in place and widely used in China, Germany, Korea, Japan, France, Italy and the most remote corners on this planent for decades. The basic data structure and packed data formats have not changed for decades.
This stands in direct contradiction to the common conceptions of many in the Perl community and most other communities. The following quote is taken from page 761, Programming Perl third edition, discussing the pack subroutine:
"Floating-point numbers are in the native machine format only. Because of the variety of floating format and lack of a standard "network" represenation, no facility for interchange has been made. This means that packed floating-point data written on one machine may not be readable on another. That is a problem even when both machines use IEEE floating-point arithmetic, because the endian-ness of memory representation is not part of the IEEE spec."
There are a lot of things that go over the net that have industry or military standards but no RFCs. So unless you dig them out, you will never know they exist. While RFC and military standards may be freely copyied, industry standards are usually copyrighted. This means if you want to read the standard, you have to pay whatever the market bears. ISO standards, SEMI stardards, American National Standards, IEEE standards beside being boring are expensive. In other words, you do not see them flying out the door at the local Barnes and Nobles. In fact, you will not even find them inside the door.
It very easy to run these non RFC standard protocols over the net. Out of 64,000 ports, pick a port of opportunity (hopefully not one of those low RFC preassigned ports) and configure the equipment and host to the same IP and port. Many times the software will allow a remote console that is watch only. The watch console may even be a web server on port 80. If there is a remote soft console, you can call up or e-mail the equipment manufacturers engineer in say Glouster, MA, USA and tell him the IP and port so he can watch his manchine mangle a cassette of wafers with a potential retail value of half million dollars.
SEMI E5-94 and their precessors do standardize the endian-ness of floating point, the packing of nested data, used in many programming languages, and much, much more. The endian-ness of SEMI E5-94 is the first MSB byte, floats sign bit first. Maybe this is because it makes it easy to spot numbers in a packed data structure.
The nested data has many performance advantages over the common SQL culture of viewing and representing data as tables. The automated fabs of the world make use of SEMI E5-94 nested data not only for real-time communication (TCP/IP RS-2332 etc) between machines but also for snail-time processing as such things as logs and performance data.
Does this standard communications protocol ensure that everything goes smoothly without any glitches with this wild mixture of hardware and software talking to each other in real time? Of course not. Bytes get reverse. Data gets jumbled from point A to point B. Machine time to test software is non-existance. Big ticket, multi-million dollar fab equipment has to work to earn its keep. And, then there is the everyday business of suiting up, with humblizing hair nets, going through air and other showers with your favorite or not so favorite co-worker just to get into the clean room. And make sure not to do anything that will scatch a wafer with a lot of Intel Pentiums on them. It is totally amazing that the product does get out the door.
Download (0.10MB)
Added: 2007-01-15 License: Perl Artistic License Price:
1014 downloads
XPilot 4.5.4
XPilot is a multi-player 2D client/server space game. more>>
XPilot project is a multi-player 2D client/server space game.
XPilot is a multi-player 2D space game. Some features are borrowed from classics like the Atari coin-ups Asteroids and Gravitar, and the home-computer games Thrust (Commodore 64) and Gravity Force (Commodore Amiga), but XPilot has many new aspects too.
Main features:
- True client/server based game; optimal speed for every player.
- Meta server with up to date information about servers hosting games around the world.
- A web of world-wide rating servers; compare your skills with pilots from all around the world, and climb the ladder of the world-wide rating list.
- Real physics; particles of explosions and sparks from your engines all affect you if youre hit by them. This makes it possible to kill someone by blowing them into a wall with engine thrust or shock waves from explosions.
- Specialized editors for editing ship-shapes and maps.
- Game objective and gameplay adjustable through a number of options, specified on the commandline, in special option files, or in the map files. Examples of modes of the game:
- classical dogfight; equipped with only your gun, you have to rely on your maneuvering and tactical skills
- team; fight together, steal other teamss treasures (involves flying around with a ball in a string, much like in Thrust) and blow up their targets (which are, no doubt, heavily guarded)
- all out nuclear war; chose carefully between more than twenty weapon and defense systems to stay alive and annihilate your enemies
- race; make it through the deadly course before your opponents
- Adjustable gravity; adjustable by putting special attractors or deflectors in the world, or by adjusting the global gravity in various ways.
- Cannons and personalized and vengeful robot fighters give you a hard time.
- Watch your energy, and remember to dock with a fuel station to refuel before its too late.
- Defend your home base, or terrorize and steal someone elses.
- Equip your ship with the 15+ defense and weapon systems: afterburners, cloaking devices, sensors, transporters, extra cannons, mines and bombs, rockets (smarts, torpedos and nuclear), ECM, laser, extra tanks, autopilot etc.
To start playing, you need to connect to a server by using a client program called xpilot. There are always servers running if you check with the meta server, but if you for some reason do not want to join them, youll have to start a server of your own (see man-page xpilots(6)).
Enhancements:
- Team cannons could kill teammates with laser pulses. Fixed.
- On the map Death Star one can destroy a large number of targets with one FNC. This results in packet buffer overflows and slow updates. To overcome this a smarter map update algorithm is implemented in the server and also map updates are now limited to max 2 KB per network packet.
- The default score font was reduced from 15 to 13.
- When the server sends map updates to the client these are now always acknowledged immediately by the client. This should help prevent stalls or lock-ups on maps where are a large number of targets or cannons can be destroyed. It should also reduce the number of very big server frame update packets.
- Robots no longer try to go after players who arent in playing mode.
<<lessXPilot is a multi-player 2D space game. Some features are borrowed from classics like the Atari coin-ups Asteroids and Gravitar, and the home-computer games Thrust (Commodore 64) and Gravity Force (Commodore Amiga), but XPilot has many new aspects too.
Main features:
- True client/server based game; optimal speed for every player.
- Meta server with up to date information about servers hosting games around the world.
- A web of world-wide rating servers; compare your skills with pilots from all around the world, and climb the ladder of the world-wide rating list.
- Real physics; particles of explosions and sparks from your engines all affect you if youre hit by them. This makes it possible to kill someone by blowing them into a wall with engine thrust or shock waves from explosions.
- Specialized editors for editing ship-shapes and maps.
- Game objective and gameplay adjustable through a number of options, specified on the commandline, in special option files, or in the map files. Examples of modes of the game:
- classical dogfight; equipped with only your gun, you have to rely on your maneuvering and tactical skills
- team; fight together, steal other teamss treasures (involves flying around with a ball in a string, much like in Thrust) and blow up their targets (which are, no doubt, heavily guarded)
- all out nuclear war; chose carefully between more than twenty weapon and defense systems to stay alive and annihilate your enemies
- race; make it through the deadly course before your opponents
- Adjustable gravity; adjustable by putting special attractors or deflectors in the world, or by adjusting the global gravity in various ways.
- Cannons and personalized and vengeful robot fighters give you a hard time.
- Watch your energy, and remember to dock with a fuel station to refuel before its too late.
- Defend your home base, or terrorize and steal someone elses.
- Equip your ship with the 15+ defense and weapon systems: afterburners, cloaking devices, sensors, transporters, extra cannons, mines and bombs, rockets (smarts, torpedos and nuclear), ECM, laser, extra tanks, autopilot etc.
To start playing, you need to connect to a server by using a client program called xpilot. There are always servers running if you check with the meta server, but if you for some reason do not want to join them, youll have to start a server of your own (see man-page xpilots(6)).
Enhancements:
- Team cannons could kill teammates with laser pulses. Fixed.
- On the map Death Star one can destroy a large number of targets with one FNC. This results in packet buffer overflows and slow updates. To overcome this a smarter map update algorithm is implemented in the server and also map updates are now limited to max 2 KB per network packet.
- The default score font was reduced from 15 to 13.
- When the server sends map updates to the client these are now always acknowledged immediately by the client. This should help prevent stalls or lock-ups on maps where are a large number of targets or cannons can be destroyed. It should also reduce the number of very big server frame update packets.
- Robots no longer try to go after players who arent in playing mode.
Download (MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1191 downloads
Space Commander 0.4
Space Commander is a game that aims to be similar to Elite and Privateer, with maybe a bit of Trade Wars thrown in. more>>
Space Commander is a game that aims to be similar to Elite and Privateer, with maybe a bit of Trade Wars thrown in.
The project is a remarkably functional space simulation with under 200 lines of code in the main file.
DEPENDENCIES
You need a recent version of Python and some support libraries. The game is currently being written using Python v 2.4.3 but it may work with newer or older versions with some minor tweaking. I intend to be using Python 2.5 and PyGame 1.8 shortly.
- Python 2.4.3
- PyGame 1.7
- Numeric 22.0
Basically you need a pretty complete Python kit. Most Linux distributions should have everything that you need and Windows / OSX users will be able to install it all with a small bit of effort.
To play the MIDI score in Linux you have to install and configure Timidity due to some old code in sdl-mixer which is a pre-dependency of PyGame. If the game crashes and
complains about midi, just comment out the MIDI line in spacecommander.py to disable it.
As to performance issues. I pass the buck. If it runs too slowly then get a faster computer, better graphics card, better operating system, whatever.
The idea of writing this in Python is to have a compromise between ultimate performance and the ability to understand and tinker around with the code.
You could try reducing the number of stars in the galaxy by editing bigbang.py also.
Feel free to re-write the game in hand optimized assembler, but you must send me a copy of your code per the LICENSE.
RUNNING THE GAME
Linux: ./spacecommander.py
KEYBOARD COMMANDS
ESC / Q: Quit the game
Left / Right: Yaw
Up / Down: Pitch
PgUp / PgDN: Roll
Enhancements:
- The main engine was completely rewritten and now supports flying a spaceship around a randomly generated galaxy. 2D rendering of objects using PyGame is supported.
- Mouse flight control is featured.
<<lessThe project is a remarkably functional space simulation with under 200 lines of code in the main file.
DEPENDENCIES
You need a recent version of Python and some support libraries. The game is currently being written using Python v 2.4.3 but it may work with newer or older versions with some minor tweaking. I intend to be using Python 2.5 and PyGame 1.8 shortly.
- Python 2.4.3
- PyGame 1.7
- Numeric 22.0
Basically you need a pretty complete Python kit. Most Linux distributions should have everything that you need and Windows / OSX users will be able to install it all with a small bit of effort.
To play the MIDI score in Linux you have to install and configure Timidity due to some old code in sdl-mixer which is a pre-dependency of PyGame. If the game crashes and
complains about midi, just comment out the MIDI line in spacecommander.py to disable it.
As to performance issues. I pass the buck. If it runs too slowly then get a faster computer, better graphics card, better operating system, whatever.
The idea of writing this in Python is to have a compromise between ultimate performance and the ability to understand and tinker around with the code.
You could try reducing the number of stars in the galaxy by editing bigbang.py also.
Feel free to re-write the game in hand optimized assembler, but you must send me a copy of your code per the LICENSE.
RUNNING THE GAME
Linux: ./spacecommander.py
KEYBOARD COMMANDS
ESC / Q: Quit the game
Left / Right: Yaw
Up / Down: Pitch
PgUp / PgDN: Roll
Enhancements:
- The main engine was completely rewritten and now supports flying a spaceship around a randomly generated galaxy. 2D rendering of objects using PyGame is supported.
- Mouse flight control is featured.
Download (MB)
Added: 2006-12-20 License: GPL (GNU General Public License) Price:
1041 downloads
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