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Conquest: Divide and Conquer 0.14.1
Conquest is a simultaneous turn-based online multiplayer strategy game placed in a dark and distant future. more>>
Conquest: Divide and Conquer 0.14.1 is the latest version of this simultaneous turn-based online multiplayer strategy game placed in a dark and distant future.
Play the role of a futuristic commander. Divide your armies and conquer the world. Position satellites to reveal your opponents. Launch missiles to annihilate big armies, but watch out for incoming drop pods behind your back.
Standing in your path to victory are other commanders like yourself. Fight them off one by one and prove you are the greatest of the great.
The combination of fast gameplay and randomly generated maps equals to long, restless nights of battles for cities.
Enhancements: (21 Jul 2009)
- Renamed advanced settings to rules.
- Renamed lobby to game lobby.
- Renamed join game panel to game browser.
- Added new flanking mechanic: when a player moves at least two units into a territory from different sides, they receive a 25% power bonus in an eventual battle. Flanking also works with allied units.
- Added AI alliance logic.
- Added graphic setting to toggle environmental effects.
- Added "lChangedRules" message when rules change.
- Added console to ConquestServer.exe on Windows.
- Added more AI names.
- Improved performance by at least 20%, depending on the player's machine.
- Improved performance for display mode changes and minimizing/maximizing.
- Improved rules panel.
- Changed hints to show exact values.
- Changed default server name to "Conquest Game".
- Rule sets no longer have to specify all rules.
- Moved create game to the game browser.
- Removed spectate button from the game browser.
- Removed key shortcuts from most world screen panels.
- Fixed Linux nvidia-glx-180+ drivers segmentation fault.
- Fixed lighting not working properly after changing display modes.
- Fixed alliance colors not working with preset alliances.
- Fixed not being able to select alliance 4 in the game lobby.
- Fixed not being able to whisper a player with too long name.
- Fixed territories and operations not getting sent on surrender.
- Fixed units taking strange paths when ordered straight for more than 2 tiles.
- Fixed lMSNA.
Added: 2009-07-22 License: Freeware Price: FREE
10 downloads

Roadnav for linux 0.19
Roadnav is an open source street navigation solution more>> Roadnav is an open source street navigation solution capable of running on a variety of operating systems. It can obtain your position from a GPS unit, plot a map of your area, and provide directions to locations in the USA. It can also verbalize directions using Microsoft SAPI 5.1, Festival, flite, and OS Xs built in text to speech engine.
Roadnav uses the free TIGER/Line (Topologically Integrated Geographic Encoding and Referencing) files from the US Census Bureau to build the maps, along with the GNIS state and topical gazetteer data from the USGS to identify locations. It has experimental support for scripting, LCDproc, importing OpenStreetMap data, and importing GPX waypoints and tracks.
Features
Generates street level maps for the US
Interfaces with GPS units to display your position in real time
Verbal turn by turn directions to any place in the US. Automatically recomputes directions if you miss a turn. (experimental)
On screen keyboard
3D (drivers perspective) view mode
Daytime and nighttime color schemes
Automatic day/night mode switching
Plots nearby landmarks and points of interest
Can operate offline (without an Internet connection)
Antialiased output
Supports multiple operating systems including Windows, Linux, and Mac OS X
Uses freely available data from the US Census Bureau and the USGS
Appearance can be customized with skins
Can output status information to LCD devices through LCDproc
GPX and OpenStreetMap support (experimental)<<less
Download (5.34MB)
Added: 2009-04-24 License: Freeware Price: Free
182 downloads
Pacific Poker 1.1
Remember those Friday night poker games with your buddies? Are you a shark looking for a game anytime? 888.com, the most respected and trusted name in... more>> <<less
Download (1KB)
Added: 2009-04-24 License: Freeware Price: Free
182 downloads

KStars 1.3.0
KStars is distributed under the terms of the GNU General Public License (GPL) more>> KStars is a Desktop Planetarium for KDE. It provides an accurate graphical simulation of the night sky, from any location on Earth, at any date and time. The display includes 130,000 stars, 13,000 deep-sky objects,all 8 planets, the Sun and Moon, and thousands of comets and asteroids.<<less
Download (6.9MB)
Added: 2009-04-15 License: Freeware Price: Free
191 downloads
Other version of KStars
License:GPL (GNU General Public License)
Text::Typography 0.01
Text::Typography can markup ASCII text with correct typography for HTML. more>>
Text::Typography can markup ASCII text with correct typography for HTML.
SYNOPSIS
use Text::Typography qw(typography);
print typography($text);
This module is a thin wrapper for John Grubers SmartyPants plugin for various CMSs.
SmartyPants is a web publishing utility that translates plain ASCII punctuation characters into "smart" typographic punctuation HTML entities. SmartyPants can perform the following transformations:
Straight quotes ( " and ) into "curly" quote HTML entities
Backticks-style quotes (``like this) into "curly" quote HTML entities
Dashes (-- and ---) into en- and em-dash entities
Three consecutive dots (...) into an ellipsis entity
SmartyPants does not modify characters within < pre >, < code >, < kbd >, < script >, or < math > tag blocks. Typically, these tags are used to display text where smart quotes and other "smart punctuation" would not be appropriate, such as source code or example markup.
typography($text[, $attributes])
Returns a string marked up with the proper HTML entities for proper typography.
For fine grain control over what gets converted, use the $attributes option. The default value is 3.
The following numeric values set a group of options:
0 : do nothing
1 : set all
2 : set all, using old school en- and em- dash shortcuts (-- and ---)
3 : set all, using inverted old school en- and em- dash shortcuts (--- and --)
For even finer control, specify a string of one or more of the following characters:
q : quotes
b : backtick quotes (``double only)
B : backtick quotes (``double and `single)
d : dashes
D : old school dashes
i : inverted old school dashes
e : ellipses
w : convert " entities to " for Dreamweaver users
Backslash Escapes
If you need to use literal straight quotes (or plain hyphens and periods), SmartyPants accepts the following backslash escape sequences to force non-smart punctuation. It does so by transforming the escape sequence into a decimal-encoded HTML entity:
Escape Value Character
------ ----- ---------
\
" " "
. . .
- - -
` ` `
This is useful, for example, when you want to use straight quotes as foot and inch marks: 62" tall; a 17" iMac.
Algorithmic Shortcomings
One situation in which quotes will get curled the wrong way is when apostrophes are used at the start of leading contractions. For example:
Twas the night before Christmas.
In the case above, SmartyPants will turn the apostrophe into an opening single-quote, when in fact it should be a closing one. I dont think this problem can be solved in the general case -- every word processor Ive tried gets this wrong as well. In such cases, its best to use the proper HTML entity for closing single-quotes (’) by hand.
<<lessSYNOPSIS
use Text::Typography qw(typography);
print typography($text);
This module is a thin wrapper for John Grubers SmartyPants plugin for various CMSs.
SmartyPants is a web publishing utility that translates plain ASCII punctuation characters into "smart" typographic punctuation HTML entities. SmartyPants can perform the following transformations:
Straight quotes ( " and ) into "curly" quote HTML entities
Backticks-style quotes (``like this) into "curly" quote HTML entities
Dashes (-- and ---) into en- and em-dash entities
Three consecutive dots (...) into an ellipsis entity
SmartyPants does not modify characters within < pre >, < code >, < kbd >, < script >, or < math > tag blocks. Typically, these tags are used to display text where smart quotes and other "smart punctuation" would not be appropriate, such as source code or example markup.
typography($text[, $attributes])
Returns a string marked up with the proper HTML entities for proper typography.
For fine grain control over what gets converted, use the $attributes option. The default value is 3.
The following numeric values set a group of options:
0 : do nothing
1 : set all
2 : set all, using old school en- and em- dash shortcuts (-- and ---)
3 : set all, using inverted old school en- and em- dash shortcuts (--- and --)
For even finer control, specify a string of one or more of the following characters:
q : quotes
b : backtick quotes (``double only)
B : backtick quotes (``double and `single)
d : dashes
D : old school dashes
i : inverted old school dashes
e : ellipses
w : convert " entities to " for Dreamweaver users
Backslash Escapes
If you need to use literal straight quotes (or plain hyphens and periods), SmartyPants accepts the following backslash escape sequences to force non-smart punctuation. It does so by transforming the escape sequence into a decimal-encoded HTML entity:
Escape Value Character
------ ----- ---------
\
" " "
. . .
- - -
` ` `
This is useful, for example, when you want to use straight quotes as foot and inch marks: 62" tall; a 17" iMac.
Algorithmic Shortcomings
One situation in which quotes will get curled the wrong way is when apostrophes are used at the start of leading contractions. For example:
Twas the night before Christmas.
In the case above, SmartyPants will turn the apostrophe into an opening single-quote, when in fact it should be a closing one. I dont think this problem can be solved in the general case -- every word processor Ive tried gets this wrong as well. In such cases, its best to use the proper HTML entity for closing single-quotes (’) by hand.
Download (0.008MB)
Added: 2007-08-22 License: Other/Proprietary License Price:
507 downloads
GameQ 1.2 Alpha 2
GameQ project is a PHP game server query class. more>>
GameQ project is a PHP game server query class.
GameQ is a PHP class for querying game servers (not master servers). It currently supports over 50 game types.
Features include player listing and sorting, easily expandable, modular design, error handling, and multiple string sending.
Enhancements:
- This release adds support for Alien Arena, Armed Assault, Battlefield 2142, Cross Racing Championship, Dark Messiah, Hexen 2, KISS Psycho Circus, Neverwinter Nights 2, Rag Doll Kung Fu, Red Orchestra, Savage, silverback engine, Stalker, Tremulous, Tribes (partial), and Tribes 2 (partial).
- It updates the main class to support query-response over the same socket, adds a filter example, and fixes Gamespy and Doom 3 player bugs.
<<lessGameQ is a PHP class for querying game servers (not master servers). It currently supports over 50 game types.
Features include player listing and sorting, easily expandable, modular design, error handling, and multiple string sending.
Enhancements:
- This release adds support for Alien Arena, Armed Assault, Battlefield 2142, Cross Racing Championship, Dark Messiah, Hexen 2, KISS Psycho Circus, Neverwinter Nights 2, Rag Doll Kung Fu, Red Orchestra, Savage, silverback engine, Stalker, Tremulous, Tribes (partial), and Tribes 2 (partial).
- It updates the main class to support query-response over the same socket, adds a filter example, and fixes Gamespy and Doom 3 player bugs.
Download (0.044MB)
Added: 2007-07-31 License: GPL v3 Price:
819 downloads
Scorched3D 41 Beta
Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth. more>>
Scorched 3D project is a game based loosely (or actually quite heavily now) on the classic DOS game Scorched Earth "The Mother Of All Games". Scorched 3D adds amongst other new features a 3D island environment and LAN and internet play. Scorched 3D is totally free and is available for both Microsoft Windows and Unix (Linux, FreeBSD, Mac OS X, Solaris etc.) operating systems.
You can pick up the game and begin playing very quickly. Then, when/if you are interested, you can poke in the dimmer recesses of the game and get into the strategy (or just ignore it altogether!).
At its lowest level, Scorched 3D is just an artillery game with two+ tanks taking turns to destroy opponents in an arena. Choose the angle, direction and power of each shot, launch your weapon, and try to blow up other tanks. Thats basically it.
But Scorched 3D can be a lot more complex than that, if you want it to be. You can earn money from successful battles and use it to invest in additional weapons and accessories. You can play with up to twenty four other players at a time, mixing computer players with humans.
Theres a variety of changing environmental conditions and terrains to be dealt with. After the end of each round (which ends when everybody dies or theres only one person left), you get to buy stuff using the prize money you won from previous matches.
Enhancements:
- Added: UDP message handler for games COMs
- Added: ClearTracerLines console command
- Added: Moved ODE and zlib to external libraries and updated vesions
- Added: Changed objects and trees to be targets
- Added: Removed GIF files in preference to PNG files
- Added: wxWindows server GUI has been depricated (now console only)
- Added: Windows build of scorched has been updated to use visual studio express
- Added: Split server, client and laucher into seperate applications (server now has no reliance on GUI libs)
- Added: Refactored source to give a better client/server devide
- Added: More smoke kicked up when tank drives over and removes a target
- Added: Transparency available to missiles (and all other models)
- Added: Users connecting to web admin console from the local machine dont need an admin account
- Added: Console server now sends server logging to stdout
- Added: GLWTime widget to allow a clock to be drawn on screen
- Added: Dragging the mouse will drag the landscape (clicking still moves to look at point)
- Added: Split and inter-dependancy removal of configure.ac files
- Added: Camera recentered on tank at the start of each new round
- Added: For single player games camera position remembered for each player
- Added: Server only compilation for Windows and Unix systems
- Added: Text chat shown during level loading
- Added: All models are cached including animated models
- Added: All models are now animated (missiles, tanks, targets, boids etc...)
- Added: Bird animations are now not syncronized
- Added: Concept of an offical server, displayed on the net browsing dialog
- Added: Custom port and socket support for stats database connection
- Added: Asyncronous message support to UDP message handler
- Added: Server is only simulated periodically when playing offline
- Added: Mysql reconnection when connection lost
- Added: File logger splits files into ~256K chunks (and not by number of lines)
- Added: Removed use of ODE in preference to a simplier particle physics engine
- Added: Added target collision space that can be used for fast target bounds checking
- Added: Server now simulates the shots in real-time allowing for the addition of real-time gameplay
- Added: Server only sends initial shots and seeds to clients for each turn saving on bandwidth
- Added: ScorePerMoney value is now per 1000 rather than per 100
- Added: Web management authentication failure reponse is delayed before sending back to client
- Added: Web management sessions view to show logged in web admins
- Added: Web management exit when empty option (to exit server when no one is playing)
- Added: Web management log file search feature for finding strings in log files
- Added: Web management landscape, main, players, mods settings dialogs
- Added: Web management mod upload and import feature to allow remote uploading of mods
- Added: Web management looking up of unique ids for users
- Added: Web management combining user stats
- Added: DebugFeatures option for server.xml to disable InfoGrid
- Added: New wall types: WallActive and WallInactive
- Added: botonly option for accessories (ie: only for bots, not for AI objects)
- Added: Server file logging can be turned on from server settings
- Added: Concept of movement routines for targets so targets can now move
- Added: Boids and ships are now targets (can have a physical presence)
- Added: Boids and ships have the same positions on all clients and the server
- Added: Cleaned unused tags from landscape placement and ambientsound files
- Added: All aspects of the landscape (placement, sound, movement...) can be defined in the same file
- Added: Concept of a general include file to replace specific sound, movement, placement files.
- Added: nocollision, nodamageburn, nofalling, displaydamage and displayshadow attributes to targets.
- Added: New Plan map and buoys drawn on map
- Added: Server log page on web admin can auto-refresh
- Added: minsize and maxsize attributes to tree placement type to control scale
- Added: WeaponGroupSelect to allow weapons to select target from groups (e.g. boids weapons)
- Added: thrusttime and thrustamount attributes to WeaponProjectile to simulate missile thrust
- Added: maintainvelocity attribute to WeaponRoller to allow rollers to main the previous weapons momentum
- Added: Objects that become very small are now culled (not drawn)
- Added: maxobjects attribute to tree placement to set an upper limit on the number of trees created (default 2000)
- Added: Trees are now specified as a different model type (Tree) instead of a seperate placement type
- Added: Spline movement type for moving targets round a pre-defined set of control points
- Added: usefuel attribute on WeaponMoveTank can now be true, false or an integer for a constant use of fuel.
- Added: Changed the default web interface colors to match the forum scheme (finally)
- Added: Laserproof shield attribute can be set to true, false or total. Total blocks all laser damage.
- Added: Plan view darkens to increase the visibility of when lines are drawn by other players
- Added: flattendestroy attribute to targets to specify if they should be removed then a tank stops near them
- Added: Scorched splash screen shown each time a new version is installed
- Added: Capability for music (music can be configured for different actions both globaly and on a per level basis)
- Added: tabgroups to accessories, a tabgroup is the grouping used to group accessories in the buy dialog
- Added: Seperate volume control for music
- Added: Per-level options to allow levels to specify specific options e.g. Teams, No Walls etc..
- Added: Customer user avatars can be placed into the .scorched3d/avatars directory
- Added: nofallingdamage attribute to targets so they dont get hurt when falling
- Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion
- Added: Error messages with lines that are more than 75 characters are wrapped onto the next line
- Added: Players can gift money to other players in their team
- Added: Some floats can now be a random range or a distribution of values
- Added: Web management chat is now in real-time
- Added: Reason for user discconecting from a net game is now visible to all clients
- Added: Shift-z hides and shows all gui components
- Added: Chat channels for server side filtering of chat
- Added: Chat spam auto muting
- Added: Chat supports links to players, channels and weapons. Displayed as tooltips.
- Added: New launcher and splash screen graphics
- Added: Scorched server automatically calculates ranks and orphaned avatars
- Added: WaterCollision attribute to WeaponProjectile
- Added: WeaponLabel and WeaponGotoLabel to allow looping with in weapons
- Added: Any image file type can be used for textures, levels, etc... (not avatars)
- Added: texture attribute to WeaponLightning to allow different textures to be used
- Added: jpg file support
- Added: Full screen anti-aliasing support
- Added: New TankAIs, ais are more accurate, can defeat shields and use fuel, napalm, rollers
- Added: boolean option to select whether graphics are paused when window focus lost
- Added: WeaponMessage primitive to be able to display messages (combat channel only - should add ability to select channel)
- Added: Level of detail for water (geo mipmaps) and changed water bounds so all of it moves
- Added: New water movement algorithm using discrete fourier transform (based on an algorithm by Thorsten Jordan)
- Added: GL shader support for more realistic renderering of the water
- Added: Landscape reflections in water
- Added: Shadows on water (hides sun too)
- Added: Option to disable pausing of graphics when window loses focus
- Added: FramesPerSecondLimit option to settings dialog
- Added: Admin audit log showing all admin operations on players
- Added: Admin username and optional reason are added to the list of banned players
- Added: Realtime-shadows
- Added: Depth-cueing on landscape
- Added: Assists are awarded when a tank resigns
- Added: Player tank remains when a player disconnects during shots being played
- Added: dampenvelocity tag to control amount of inertia given to rollers with maintainvelocity true
- Added: Different and more explosion textures
- Added: Explosion mode is always animate (noanimate tag added to WeaponExplosion)
- Added: Teleport animation
- Added: Server looped messages are sent on the announce channel so they can be turned off
- Added: Servers with stats support with always give the same players the same player id
- Added: Players that are muted and then leave and rejoin are still muted when stats support is enabled
- Added: WeaponPosition primitive to set explicit position of an accessory
- Fixed: High detail tanks being used for other players when detail level set low
- Fixed: Removed keep-alive header in http requests
- Fixed: Server will only show log files via the management interface that it created
- Fixed: SDL_Quit being called twice on the client
- Fixed: Sound failing to initialize will not prevent the client from being run
- Fixed: Optimized settings sent to the client to send only different settings
- Fixed: Optimized path finding code for tank movement
- Fixed: Wall hit indicators are now particles and so wont mask other effects
- Fixed: Server only serializes and compresses coms message once when sending to multiple clients
- Fixed: If client starts falling behind at 8x speed it will drop to 4x speed
- Fixed: Teleports with groundonly set to false should function correctly in caverns
- Fixed: Cleaned up tank state machine
- Fixed: MOTD and Rules dialogs reflect changes made while connected to server
- Fixed: Darkened night water (thanks Deathstryker)
- Fixed: Flag reseting on buying screen when buying items
- Fixed: Tanks on the plan view are surrounded by a black border (also smoothed)
- Fixed: Server web managament can view settings that do not fall into the usual brackets
- Fixed: Bug where a space in the installation file name could cause starting issues
- Fixed: Spectators cannot win (or draw) a game
- Fixed: Pressing enter can send many lines of text
- Fixed: Clients hanging when a mod download was in place
<<lessYou can pick up the game and begin playing very quickly. Then, when/if you are interested, you can poke in the dimmer recesses of the game and get into the strategy (or just ignore it altogether!).
At its lowest level, Scorched 3D is just an artillery game with two+ tanks taking turns to destroy opponents in an arena. Choose the angle, direction and power of each shot, launch your weapon, and try to blow up other tanks. Thats basically it.
But Scorched 3D can be a lot more complex than that, if you want it to be. You can earn money from successful battles and use it to invest in additional weapons and accessories. You can play with up to twenty four other players at a time, mixing computer players with humans.
Theres a variety of changing environmental conditions and terrains to be dealt with. After the end of each round (which ends when everybody dies or theres only one person left), you get to buy stuff using the prize money you won from previous matches.
Enhancements:
- Added: UDP message handler for games COMs
- Added: ClearTracerLines console command
- Added: Moved ODE and zlib to external libraries and updated vesions
- Added: Changed objects and trees to be targets
- Added: Removed GIF files in preference to PNG files
- Added: wxWindows server GUI has been depricated (now console only)
- Added: Windows build of scorched has been updated to use visual studio express
- Added: Split server, client and laucher into seperate applications (server now has no reliance on GUI libs)
- Added: Refactored source to give a better client/server devide
- Added: More smoke kicked up when tank drives over and removes a target
- Added: Transparency available to missiles (and all other models)
- Added: Users connecting to web admin console from the local machine dont need an admin account
- Added: Console server now sends server logging to stdout
- Added: GLWTime widget to allow a clock to be drawn on screen
- Added: Dragging the mouse will drag the landscape (clicking still moves to look at point)
- Added: Split and inter-dependancy removal of configure.ac files
- Added: Camera recentered on tank at the start of each new round
- Added: For single player games camera position remembered for each player
- Added: Server only compilation for Windows and Unix systems
- Added: Text chat shown during level loading
- Added: All models are cached including animated models
- Added: All models are now animated (missiles, tanks, targets, boids etc...)
- Added: Bird animations are now not syncronized
- Added: Concept of an offical server, displayed on the net browsing dialog
- Added: Custom port and socket support for stats database connection
- Added: Asyncronous message support to UDP message handler
- Added: Server is only simulated periodically when playing offline
- Added: Mysql reconnection when connection lost
- Added: File logger splits files into ~256K chunks (and not by number of lines)
- Added: Removed use of ODE in preference to a simplier particle physics engine
- Added: Added target collision space that can be used for fast target bounds checking
- Added: Server now simulates the shots in real-time allowing for the addition of real-time gameplay
- Added: Server only sends initial shots and seeds to clients for each turn saving on bandwidth
- Added: ScorePerMoney value is now per 1000 rather than per 100
- Added: Web management authentication failure reponse is delayed before sending back to client
- Added: Web management sessions view to show logged in web admins
- Added: Web management exit when empty option (to exit server when no one is playing)
- Added: Web management log file search feature for finding strings in log files
- Added: Web management landscape, main, players, mods settings dialogs
- Added: Web management mod upload and import feature to allow remote uploading of mods
- Added: Web management looking up of unique ids for users
- Added: Web management combining user stats
- Added: DebugFeatures option for server.xml to disable InfoGrid
- Added: New wall types: WallActive and WallInactive
- Added: botonly option for accessories (ie: only for bots, not for AI objects)
- Added: Server file logging can be turned on from server settings
- Added: Concept of movement routines for targets so targets can now move
- Added: Boids and ships are now targets (can have a physical presence)
- Added: Boids and ships have the same positions on all clients and the server
- Added: Cleaned unused tags from landscape placement and ambientsound files
- Added: All aspects of the landscape (placement, sound, movement...) can be defined in the same file
- Added: Concept of a general include file to replace specific sound, movement, placement files.
- Added: nocollision, nodamageburn, nofalling, displaydamage and displayshadow attributes to targets.
- Added: New Plan map and buoys drawn on map
- Added: Server log page on web admin can auto-refresh
- Added: minsize and maxsize attributes to tree placement type to control scale
- Added: WeaponGroupSelect to allow weapons to select target from groups (e.g. boids weapons)
- Added: thrusttime and thrustamount attributes to WeaponProjectile to simulate missile thrust
- Added: maintainvelocity attribute to WeaponRoller to allow rollers to main the previous weapons momentum
- Added: Objects that become very small are now culled (not drawn)
- Added: maxobjects attribute to tree placement to set an upper limit on the number of trees created (default 2000)
- Added: Trees are now specified as a different model type (Tree) instead of a seperate placement type
- Added: Spline movement type for moving targets round a pre-defined set of control points
- Added: usefuel attribute on WeaponMoveTank can now be true, false or an integer for a constant use of fuel.
- Added: Changed the default web interface colors to match the forum scheme (finally)
- Added: Laserproof shield attribute can be set to true, false or total. Total blocks all laser damage.
- Added: Plan view darkens to increase the visibility of when lines are drawn by other players
- Added: flattendestroy attribute to targets to specify if they should be removed then a tank stops near them
- Added: Scorched splash screen shown each time a new version is installed
- Added: Capability for music (music can be configured for different actions both globaly and on a per level basis)
- Added: tabgroups to accessories, a tabgroup is the grouping used to group accessories in the buy dialog
- Added: Seperate volume control for music
- Added: Per-level options to allow levels to specify specific options e.g. Teams, No Walls etc..
- Added: Customer user avatars can be placed into the .scorched3d/avatars directory
- Added: nofallingdamage attribute to targets so they dont get hurt when falling
- Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion
- Added: Error messages with lines that are more than 75 characters are wrapped onto the next line
- Added: Players can gift money to other players in their team
- Added: Some floats can now be a random range or a distribution of values
- Added: Web management chat is now in real-time
- Added: Reason for user discconecting from a net game is now visible to all clients
- Added: Shift-z hides and shows all gui components
- Added: Chat channels for server side filtering of chat
- Added: Chat spam auto muting
- Added: Chat supports links to players, channels and weapons. Displayed as tooltips.
- Added: New launcher and splash screen graphics
- Added: Scorched server automatically calculates ranks and orphaned avatars
- Added: WaterCollision attribute to WeaponProjectile
- Added: WeaponLabel and WeaponGotoLabel to allow looping with in weapons
- Added: Any image file type can be used for textures, levels, etc... (not avatars)
- Added: texture attribute to WeaponLightning to allow different textures to be used
- Added: jpg file support
- Added: Full screen anti-aliasing support
- Added: New TankAIs, ais are more accurate, can defeat shields and use fuel, napalm, rollers
- Added: boolean option to select whether graphics are paused when window focus lost
- Added: WeaponMessage primitive to be able to display messages (combat channel only - should add ability to select channel)
- Added: Level of detail for water (geo mipmaps) and changed water bounds so all of it moves
- Added: New water movement algorithm using discrete fourier transform (based on an algorithm by Thorsten Jordan)
- Added: GL shader support for more realistic renderering of the water
- Added: Landscape reflections in water
- Added: Shadows on water (hides sun too)
- Added: Option to disable pausing of graphics when window loses focus
- Added: FramesPerSecondLimit option to settings dialog
- Added: Admin audit log showing all admin operations on players
- Added: Admin username and optional reason are added to the list of banned players
- Added: Realtime-shadows
- Added: Depth-cueing on landscape
- Added: Assists are awarded when a tank resigns
- Added: Player tank remains when a player disconnects during shots being played
- Added: dampenvelocity tag to control amount of inertia given to rollers with maintainvelocity true
- Added: Different and more explosion textures
- Added: Explosion mode is always animate (noanimate tag added to WeaponExplosion)
- Added: Teleport animation
- Added: Server looped messages are sent on the announce channel so they can be turned off
- Added: Servers with stats support with always give the same players the same player id
- Added: Players that are muted and then leave and rejoin are still muted when stats support is enabled
- Added: WeaponPosition primitive to set explicit position of an accessory
- Fixed: High detail tanks being used for other players when detail level set low
- Fixed: Removed keep-alive header in http requests
- Fixed: Server will only show log files via the management interface that it created
- Fixed: SDL_Quit being called twice on the client
- Fixed: Sound failing to initialize will not prevent the client from being run
- Fixed: Optimized settings sent to the client to send only different settings
- Fixed: Optimized path finding code for tank movement
- Fixed: Wall hit indicators are now particles and so wont mask other effects
- Fixed: Server only serializes and compresses coms message once when sending to multiple clients
- Fixed: If client starts falling behind at 8x speed it will drop to 4x speed
- Fixed: Teleports with groundonly set to false should function correctly in caverns
- Fixed: Cleaned up tank state machine
- Fixed: MOTD and Rules dialogs reflect changes made while connected to server
- Fixed: Darkened night water (thanks Deathstryker)
- Fixed: Flag reseting on buying screen when buying items
- Fixed: Tanks on the plan view are surrounded by a black border (also smoothed)
- Fixed: Server web managament can view settings that do not fall into the usual brackets
- Fixed: Bug where a space in the installation file name could cause starting issues
- Fixed: Spectators cannot win (or draw) a game
- Fixed: Pressing enter can send many lines of text
- Fixed: Clients hanging when a mod download was in place
Download (55MB)
Added: 2007-07-28 License: GPL (GNU General Public License) Price:
59623 downloads
WWW::Mechanize::Examples 1.30
WWW::Mechanize::Examples is a Perl module with sample programs that use WWW::Mechanize. more>>
SYNOPSIS
Plenty of people have learned WWW::Mechanize, and now, you can too!
Following are user-supplied samples of WWW::Mechanize in action.
You can also look at the t/*.t files in the distribution.
Please note that these examples are not intended to do any specific task. For all I know, theyre no longer functional because the sites they hit have changed. Theyre here to give examples of how people have used WWW::Mechanize.
Note that the examples are in reverse order of my having received them, so the freshest examples are always at the top.
Starbucks Density Calculator, by Nat Torkington
Heres a pair of scripts from Nat Torkington, editor for OReilly Media and co-author of the Perl Cookbook.
Rael [Dornfest] discovered that you can easily find out how many Starbucks there are in an area by searching for "Starbucks". So I wrote a silly scraper for some old census data and came up with some Starbucks density figures. Theres no meaning to these numbers thanks to errors from using old census data coupled with false positives in Yahoo search (e.g., "Dodie Starbuck-Your Style Desgn" in Portland OR). But it was fun to waste a night on.
Here are the top twenty cities in descending order of population, with the amount of territory each Starbucks has. E.g., A New York NY Starbucks covers 1.7 square miles of ground.
New York, NY 1.7
Los Angeles, CA 1.2
Chicago, IL 1.0
Houston, TX 4.6
Philadelphia, PA 6.8
San Diego, CA 2.7
Detroit, MI 19.9
Dallas, TX 2.7
Phoenix, AZ 4.1
San Antonio, TX 12.3
San Jose, CA 1.1
Baltimore, MD 3.9
Indianapolis, IN 12.1
San Francisco, CA 0.5
Jacksonville, FL 39.9
Columbus, OH 7.3
Milwaukee, WI 5.1
Memphis, TN 15.1
Washington, DC 1.4
Boston, MA 0.5
Download (0.10MB)
Added: 2007-07-20 License: Perl Artistic License Price:
828 downloads
PlaneShift 0.3.019
PlaneShift is a 3D persistent fantasy RPG. more>>
PlaneShift is a persistent fantasy multiplayer RPG game with state-of-the-art 3D graphics.
Create your character and live in an ever-changing world. Build with us a Team that will make PlaneShift THE choice of MMORPG.
The objective of the PlaneShift Team is to create a virtual fantasy world in which a player can start as a peasant in search of fame and become a hero. We will focus our efforts in the reproduction of a real world with politics, economy, many non-player-characters controlled by the server that will bring to life our world even without players connected!
We want to give FREE access to everyone, without the need to either purchase the game or pay a monthly fee. Servers and bandwidth will be donated by sponsors.
Our virtual world is persistent, and this means you can connect to it at every hour of day or night and you will always find players and npcs wandering our realms.
You will be able to disconnect and reconnect again, the server saves the actual status of your character including his possessions. You will use a client program to interact with our world, that enables you to have a 3D view of the surroundings.
Here are 10 reasons why you should become a player and a fan of PlaneShift:
1. Planeshift is a great place to find new friends from all over the world!
2. PlaneShift is a virtual world where you always dreamed of living
3. PlaneShift is the first 3D MMORPG to be free for players
4. Thanks to our open development process, the game will be expanded endlessly for years to come
5. Planeshift is a game made by roleplayers to bring you all the immersion you need from a virtual world
6. A unique setting, realistic combat rules, great magic system with hundreds of spells
7. No budgetary constraints will stop development of the world or prevent the addition of new ideas
8. You can build your house, your castle, your realm
9. You have the option to live as an adventurer or as a normal citizen, both paths rewarded in game
10. You can submit comments, ideas, bugs and the dev team will take those into account in future releases
Main features:
Game features
- PlaneShift is under development. The following list represent some of the features of the final product.
- A Role Playing Game!
- 12 races with unique traits for the creation of your character
- Unlimited professions through a skill system
- Original magic system with six Ways of magic
- Hundreds of spells!
- A huge world to explore
- A great number of quests to test your wit and skill
- Monsters and NPCs with good AI that produce game events
- A world that evolves with or without player interaction
- Create your own house or castle
- Politics and economy
Client features
- PlaneShift is under development. The following list represent some of the features of the final product.
- 3D graphics and sounds for an immersive experience
- Support for nearly all platform: Windows (XP, 2000, ME, 98), Linux, Macintosh.
- Support of OpenGL, Direct3D.
- Easy interaction with other players through messages and chat
- Drag-n-drop objects between world and inventory
- A complex character generator, with parents, jobs, life events, etc...
- ... more will follow.
Enhancements:
- Reached mark above 110 quests.
- Complete review of quests, all of them are working in game now
- Greatly improved dictionary of NPCs, and common responses
- Added new creatures: derghir, tloke, kikiri
- Made available variations of many creatures
- Added dermorian female player character model
- Added 4 Kran skins
- Improved dermorian male character
- Added plate armor for many chars
- Added new skins for enkidukai clans
- Added spell casting effects
- Added lot of new items, like bludgeoning weapons, amulets, rings, plants
- Added missing animations to player characters
- Shadows are now present under characters and objects!
- Chat bubbles are used on players and NPCs during dialogs
- Completely remade how inventory works server-side for more robust management
- Enabled generation of random loot, you will see lot of new items!
- Improved NPC movement and AI
- Improvement to guild management
- Improvements to sketches, you can now edit your own sketches
- Improvements to books, you can now edit your own books
<<lessCreate your character and live in an ever-changing world. Build with us a Team that will make PlaneShift THE choice of MMORPG.
The objective of the PlaneShift Team is to create a virtual fantasy world in which a player can start as a peasant in search of fame and become a hero. We will focus our efforts in the reproduction of a real world with politics, economy, many non-player-characters controlled by the server that will bring to life our world even without players connected!
We want to give FREE access to everyone, without the need to either purchase the game or pay a monthly fee. Servers and bandwidth will be donated by sponsors.
Our virtual world is persistent, and this means you can connect to it at every hour of day or night and you will always find players and npcs wandering our realms.
You will be able to disconnect and reconnect again, the server saves the actual status of your character including his possessions. You will use a client program to interact with our world, that enables you to have a 3D view of the surroundings.
Here are 10 reasons why you should become a player and a fan of PlaneShift:
1. Planeshift is a great place to find new friends from all over the world!
2. PlaneShift is a virtual world where you always dreamed of living
3. PlaneShift is the first 3D MMORPG to be free for players
4. Thanks to our open development process, the game will be expanded endlessly for years to come
5. Planeshift is a game made by roleplayers to bring you all the immersion you need from a virtual world
6. A unique setting, realistic combat rules, great magic system with hundreds of spells
7. No budgetary constraints will stop development of the world or prevent the addition of new ideas
8. You can build your house, your castle, your realm
9. You have the option to live as an adventurer or as a normal citizen, both paths rewarded in game
10. You can submit comments, ideas, bugs and the dev team will take those into account in future releases
Main features:
Game features
- PlaneShift is under development. The following list represent some of the features of the final product.
- A Role Playing Game!
- 12 races with unique traits for the creation of your character
- Unlimited professions through a skill system
- Original magic system with six Ways of magic
- Hundreds of spells!
- A huge world to explore
- A great number of quests to test your wit and skill
- Monsters and NPCs with good AI that produce game events
- A world that evolves with or without player interaction
- Create your own house or castle
- Politics and economy
Client features
- PlaneShift is under development. The following list represent some of the features of the final product.
- 3D graphics and sounds for an immersive experience
- Support for nearly all platform: Windows (XP, 2000, ME, 98), Linux, Macintosh.
- Support of OpenGL, Direct3D.
- Easy interaction with other players through messages and chat
- Drag-n-drop objects between world and inventory
- A complex character generator, with parents, jobs, life events, etc...
- ... more will follow.
Enhancements:
- Reached mark above 110 quests.
- Complete review of quests, all of them are working in game now
- Greatly improved dictionary of NPCs, and common responses
- Added new creatures: derghir, tloke, kikiri
- Made available variations of many creatures
- Added dermorian female player character model
- Added 4 Kran skins
- Improved dermorian male character
- Added plate armor for many chars
- Added new skins for enkidukai clans
- Added spell casting effects
- Added lot of new items, like bludgeoning weapons, amulets, rings, plants
- Added missing animations to player characters
- Shadows are now present under characters and objects!
- Chat bubbles are used on players and NPCs during dialogs
- Completely remade how inventory works server-side for more robust management
- Enabled generation of random loot, you will see lot of new items!
- Improved NPC movement and AI
- Improvement to guild management
- Improvements to sketches, you can now edit your own sketches
- Improvements to books, you can now edit your own books
Download (MB)
Added: 2007-07-20 License: GPL (GNU General Public License) Price:
827 downloads
Baudline 1.06
Baudline is a real-time signal analysis tool and an offline time-frequency browser. more>>
Baudline is a real-time signal analysis tool and an offline time-frequency browser. Baudline project has a built-in tone generation capability and it can play back audio files with a multitude of effects and filters.
Designed for environmental analysis missions that range from modulation parameter measurements to searching for transient signals that go bump in the night, baudline combines fast digital signal processing, versatile high-speed displays, and continuous capture tools for hunting down and studying elusive signal characteristics.
Main features:
- 192 kHz real-time bandwidth
- 96 dB dynamic range
- Real or Quadrature input
- Multiple sound card support
- Input Digital Down Converter (tuner)
- Configurable input channels that can perform various operations
- Channel Equalization
- Frequency, time, amplitude, and sample probability distribution analysis
- Drift Integration "de-chirping"
- High speed displays
- Test signal generation
Audio player
- looping
- speed control with multirate resampling
- pitch scaling
- heterodyning (frequency shifting)
- 2D matrix surround panning
- notch, high, and low pass filters
- digital gain boost
File loading
- file formats: .wav, .aiff, .au, .al, .snd, .voc, .rmd, .pvf, .mp3, ID3, .ogg, .gsm, .sah, .fna, raw, .avi, .mov
- channels: mono, stereo, ... up to 9 channels
- data formats: ASCII decimal, A-law, u-law, 1-bit (msb & lsb), 8-bit (signed & unsigned), 16/24/32-bit integer (little & big endian), float, double
- compression
- lossless suffixes: .gz, .bz2, .Z, .zip, .flac
- codecs: ADPCM, GSM, MPEG, Ogg Vorbis
Measurements
- peaks: primary, secondary, delta (Hz dB PSD)
- fundamental: (Hz dB PSD), auto drift rate, chromatic, periodicity, RPM
- distortion: SNR, THD, SINAD, ENOB, SFDR
- power: full, select, noise ratio (dB PSD)
- system: clips, delta selected, frequency range, cursor time, UTC time
<<lessDesigned for environmental analysis missions that range from modulation parameter measurements to searching for transient signals that go bump in the night, baudline combines fast digital signal processing, versatile high-speed displays, and continuous capture tools for hunting down and studying elusive signal characteristics.
Main features:
- 192 kHz real-time bandwidth
- 96 dB dynamic range
- Real or Quadrature input
- Multiple sound card support
- Input Digital Down Converter (tuner)
- Configurable input channels that can perform various operations
- Channel Equalization
- Frequency, time, amplitude, and sample probability distribution analysis
- Drift Integration "de-chirping"
- High speed displays
- Test signal generation
Audio player
- looping
- speed control with multirate resampling
- pitch scaling
- heterodyning (frequency shifting)
- 2D matrix surround panning
- notch, high, and low pass filters
- digital gain boost
File loading
- file formats: .wav, .aiff, .au, .al, .snd, .voc, .rmd, .pvf, .mp3, ID3, .ogg, .gsm, .sah, .fna, raw, .avi, .mov
- channels: mono, stereo, ... up to 9 channels
- data formats: ASCII decimal, A-law, u-law, 1-bit (msb & lsb), 8-bit (signed & unsigned), 16/24/32-bit integer (little & big endian), float, double
- compression
- lossless suffixes: .gz, .bz2, .Z, .zip, .flac
- codecs: ADPCM, GSM, MPEG, Ogg Vorbis
Measurements
- peaks: primary, secondary, delta (Hz dB PSD)
- fundamental: (Hz dB PSD), auto drift rate, chromatic, periodicity, RPM
- distortion: SNR, THD, SINAD, ENOB, SFDR
- power: full, select, noise ratio (dB PSD)
- system: clips, delta selected, frequency range, cursor time, UTC time
Download (1.7MB)
Added: 2007-07-16 License: Free To Use But Restricted Price:
838 downloads
Winstone 0.9.9
Winstone is a servlet container that was written out of a desire to provide servlet functionality. more>>
Winstone is a servlet container that was written out of a desire to provide servlet functionality. Winstone works without the bloat that full J2EE compliance introduces.
It is not intended to be a completely fully functional J2EE style servlet container (by this I mean supporting extraneous APIs unrelated to Servlets, such as JNDI, JavaMail, EJBs, etc) - this is left to Tomcat, Jetty, Resin, JRun, Weblogic et al.
Sometimes you want just a simple servlet container - without all the other junk - that just goes. This is where Winstone is best suited.
The short version (because the long version is way too politically incorrect) is as follows:
Winstone is the name of a rather large Jamaican man a friend of mine met one night, while he was out clubbing in the Roppongi area of Tokyo. He (my friend) was a little liquored up at the time, and when Winstone suggested they head to "this really cool club" he knew, he didnt think anything was wrong. It wasnt until Winstone led him down a dark stairwell and dropped his trousers that my friend clued in and ran like hell.
It was too good a story to let die, so I named this project Winstone so that said friend will continue to be reminded of it.
Main features:
- Supply fast, reliable servlet container functionality for a single webapp per server
- Keep the size of the core distribution jar as low as possible (currently 160KB)
- Keep configuration files to an absolute minimum, using command line options to optionally override sensible compiled in defaults.
- Eventually compile with GCJ to make a 3-4Meg windows exe for local development/deployment of servlets. This has not happened yet, because of some GCJ class loading problems.
- Optionally support JSP compilation using Apaches Jasper.
Usage:
If you want to build from source code, you will need to download and install Apache Maven. The following instructions assume you have already installed Maven and have the maven shell script in your path (to get Maven, see http://maven.apache.org/).
To build Winstone, unpack the tree:
tar zxf winstone-src-0.8.tar.gz
Then build it:
cd winstone
maven clean jar
The winstone.jar file will be in the target directory after the build is complete.
To run it:
java -jar target/winstone-0.8.jar --webroot= (+ other options)
- OR -
java -jar target/winstone-0.8.jar --warfile= (+ other options)
- OR -
java -jar target/winstone-0.8.jar --webappsDir= (+ other options)
- OR -
java -jar target/winstone-0.8.jar --hostsDir= (+ other options)
<<lessIt is not intended to be a completely fully functional J2EE style servlet container (by this I mean supporting extraneous APIs unrelated to Servlets, such as JNDI, JavaMail, EJBs, etc) - this is left to Tomcat, Jetty, Resin, JRun, Weblogic et al.
Sometimes you want just a simple servlet container - without all the other junk - that just goes. This is where Winstone is best suited.
The short version (because the long version is way too politically incorrect) is as follows:
Winstone is the name of a rather large Jamaican man a friend of mine met one night, while he was out clubbing in the Roppongi area of Tokyo. He (my friend) was a little liquored up at the time, and when Winstone suggested they head to "this really cool club" he knew, he didnt think anything was wrong. It wasnt until Winstone led him down a dark stairwell and dropped his trousers that my friend clued in and ran like hell.
It was too good a story to let die, so I named this project Winstone so that said friend will continue to be reminded of it.
Main features:
- Supply fast, reliable servlet container functionality for a single webapp per server
- Keep the size of the core distribution jar as low as possible (currently 160KB)
- Keep configuration files to an absolute minimum, using command line options to optionally override sensible compiled in defaults.
- Eventually compile with GCJ to make a 3-4Meg windows exe for local development/deployment of servlets. This has not happened yet, because of some GCJ class loading problems.
- Optionally support JSP compilation using Apaches Jasper.
Usage:
If you want to build from source code, you will need to download and install Apache Maven. The following instructions assume you have already installed Maven and have the maven shell script in your path (to get Maven, see http://maven.apache.org/).
To build Winstone, unpack the tree:
tar zxf winstone-src-0.8.tar.gz
Then build it:
cd winstone
maven clean jar
The winstone.jar file will be in the target directory after the build is complete.
To run it:
java -jar target/winstone-0.8.jar --webroot= (+ other options)
- OR -
java -jar target/winstone-0.8.jar --warfile= (+ other options)
- OR -
java -jar target/winstone-0.8.jar --webappsDir= (+ other options)
- OR -
java -jar target/winstone-0.8.jar --hostsDir= (+ other options)
Download (0.33MB)
Added: 2007-07-11 License: LGPL (GNU Lesser General Public License) Price:
838 downloads
Cedar Backup 2.13.2
Cedar Backup is a Python package that supports backups of files on local and remote hosts. more>>
Cedar Backup is a Python package that supports backups of files on local and remote hosts to CD-R or CD-RW media over a secure network connection. Cedar Backup project also includes extensions that understand how to back up MySQL databases and Subversion repositories, and it can be easily extended to support other data sources, as well.
The package is focused around weekly backups to a single disc, with the expectation that the disc will be changed or overwritten at the beginning of each week. If your hardware is new enough, Cedar Backup can write multisession discs, allowing you to add to a disc in a daily fashion. Directories are backed up using tar and may be compressed using gzip or bzip2.
There are many different backup software implementations out there in the free-and open-source world. Cedar Backup aims to fill a niche: it aims to be a good fit for people who need to back up a limited amount of important data to CD-R or CD-RW on a regular basis.
Cedar Backup isnt for you if you want to back up your MP3 collection every night, or if you want to back up a few hundred machines. However, if you administer a small set machines and you want to run daily incremental backups for things like system configuration, current email, small web sites, or a CVS repository, then Cedar Backup is probably worth your time.
Cedar Backup has been developed on a Debian GNU/Linux system and is currently supported only on Debian and other Linux systems. However, since it is written in portable Python, it should in theory run without too many problems on other UNIX-like systems which have a working version of the cdrecord and mkisofs utilities.
Enhancements:
- Invalid regular expressions in the configuration are now handled better.
- Other minor documentation cleanups were done.
<<lessThe package is focused around weekly backups to a single disc, with the expectation that the disc will be changed or overwritten at the beginning of each week. If your hardware is new enough, Cedar Backup can write multisession discs, allowing you to add to a disc in a daily fashion. Directories are backed up using tar and may be compressed using gzip or bzip2.
There are many different backup software implementations out there in the free-and open-source world. Cedar Backup aims to fill a niche: it aims to be a good fit for people who need to back up a limited amount of important data to CD-R or CD-RW on a regular basis.
Cedar Backup isnt for you if you want to back up your MP3 collection every night, or if you want to back up a few hundred machines. However, if you administer a small set machines and you want to run daily incremental backups for things like system configuration, current email, small web sites, or a CVS repository, then Cedar Backup is probably worth your time.
Cedar Backup has been developed on a Debian GNU/Linux system and is currently supported only on Debian and other Linux systems. However, since it is written in portable Python, it should in theory run without too many problems on other UNIX-like systems which have a working version of the cdrecord and mkisofs utilities.
Enhancements:
- Invalid regular expressions in the configuration are now handled better.
- Other minor documentation cleanups were done.
Download (2.0MB)
Added: 2007-07-11 License: GPL (GNU General Public License) Price:
837 downloads
Roadnav 0.18
Roadnav is an in-car navigation system capable of running on a variety of operating systems. more>>
Roadnav is an in-car navigation system that can run on a variety of operating systems like Linux, Windows, and Mac OS X.
Roadnav can obtain a cars present location from a GPS unit, plot street maps of the area, and provide verbal turn by turn directions to any location in the USA.
Roadnav uses the free TIGER/Line files from the US Census Bureau to build the maps, along with the GNIS state and topical gazetteer data from the USGS to identify locations.
Main features:
- Generates street level maps for the US
- Interfaces with GPS units to display your position in real time
- Verbal turn by turn directions to any place in the US. Automatically recomputes directions if you miss a turn.
- On screen keyboard
- 3D (drivers perspective) view mode
- Daytime and nighttime color schemes
- Automatic day/night mode switching
- Plots nearby landmarks and points of interest
- Can operate offline (without an Internet connection)
- Antialiased output
- Supports multiple operating systems including Windows, Linux, and Mac OS X
- Uses freely available data from the US Census Bureau and the USGS
- Appearance can be customized with skins
- Can output status information to LCD devices through LCDproc
Enhancements:
Enhancements:
- Adds option to Preferences to enable gpsd buffering (reduces jitter).
- Adds experimental GPX import support.
- Disk usage reduced by ~30%.
- Adds GPS serial initialization string option to Preferences.
- Adds preference to override default map directory.
- Adds option for username/password proxy authentication.
- Adds "Use System Proxy Settings" preference, which reads proxy settings from the HTTP_PROXY environmental variable.
Bug Fixes:
- Fixes Delete button in Waypoints dialog when no waypoints exist.
- Workaround for buggy serial implementations.
- Fixes Windows 2000 compatibility.
- Fixes i18n issue in OSM code.
- Improved address look up.
- Eliminates IPP error messages when printer is not configured.
- Improved compatibility with DeLorme Tripmate and Earthmate GPS units.
- Win32 floating point model changed from fast to precise. Should resolve problems calculating routes.
- Fixes focusing issue in keyboard dialog.
Developer Visible Changes:
- MapControlData_Tiles index files eliminated.
- Direct access to Point::m_fLong and Point::m_fLat eliminated. Use the Point::Set* and Point::Get* functions instead.
Misc:
- Compiled maps now organized in a more human readable format.
- Eliminates TIGER/Line 2006 First Edition from search path.
- Proxy settings now on their own preferences page.
- When maps have to be upgraded, adds option to not upgrade map files and immediately terminate Roadnav instead.
- Small map labels now have a solid background instead of a cross hatch.
<<lessRoadnav can obtain a cars present location from a GPS unit, plot street maps of the area, and provide verbal turn by turn directions to any location in the USA.
Roadnav uses the free TIGER/Line files from the US Census Bureau to build the maps, along with the GNIS state and topical gazetteer data from the USGS to identify locations.
Main features:
- Generates street level maps for the US
- Interfaces with GPS units to display your position in real time
- Verbal turn by turn directions to any place in the US. Automatically recomputes directions if you miss a turn.
- On screen keyboard
- 3D (drivers perspective) view mode
- Daytime and nighttime color schemes
- Automatic day/night mode switching
- Plots nearby landmarks and points of interest
- Can operate offline (without an Internet connection)
- Antialiased output
- Supports multiple operating systems including Windows, Linux, and Mac OS X
- Uses freely available data from the US Census Bureau and the USGS
- Appearance can be customized with skins
- Can output status information to LCD devices through LCDproc
Enhancements:
Enhancements:
- Adds option to Preferences to enable gpsd buffering (reduces jitter).
- Adds experimental GPX import support.
- Disk usage reduced by ~30%.
- Adds GPS serial initialization string option to Preferences.
- Adds preference to override default map directory.
- Adds option for username/password proxy authentication.
- Adds "Use System Proxy Settings" preference, which reads proxy settings from the HTTP_PROXY environmental variable.
Bug Fixes:
- Fixes Delete button in Waypoints dialog when no waypoints exist.
- Workaround for buggy serial implementations.
- Fixes Windows 2000 compatibility.
- Fixes i18n issue in OSM code.
- Improved address look up.
- Eliminates IPP error messages when printer is not configured.
- Improved compatibility with DeLorme Tripmate and Earthmate GPS units.
- Win32 floating point model changed from fast to precise. Should resolve problems calculating routes.
- Fixes focusing issue in keyboard dialog.
Developer Visible Changes:
- MapControlData_Tiles index files eliminated.
- Direct access to Point::m_fLong and Point::m_fLat eliminated. Use the Point::Set* and Point::Get* functions instead.
Misc:
- Compiled maps now organized in a more human readable format.
- Eliminates TIGER/Line 2006 First Edition from search path.
- Proxy settings now on their own preferences page.
- When maps have to be upgraded, adds option to not upgrade map files and immediately terminate Roadnav instead.
- Small map labels now have a solid background instead of a cross hatch.
Download (2.5MB)
Added: 2007-06-30 License: GPL (GNU General Public License) Price:
851 downloads
Dolda Connect 0.4
Dolda Connect is a modular P2P filesharing client built around the Direct Connect model. more>>
Dolda Connect is a modular P2P filesharing client built around the Direct Connect model. It supports most of the latest features of the DC protocol.
It runs in client/server mode with a well defined protocol, allowing extensibility, flexibility, and multiple detachable user interfaces. Dolda Connect also has an optional multi-user mode.
For the average user, this yields two primary advantages:
- The daemon can be made to run on another computer, which can be on all the time (a server, if you will), while the user interface can run on the users workstation. That way, the user can turn off his workstation at night, while the server will continue all transfers in progress during that time.
- A user can control his daemon from another location, such as from work, school, a friend, etc.
This architecture also has many other advantages in store for the more advanced users; since the user interface communicates with the daemon using a well-defined protocol, other user interfaces can be written, such as an automatic downloader, a chatbot, etc. It is also designed for secure multiuser operation.
Enhancements:
- A GUI configurator tool was added.
- Portability issues were fixed so that it works on AMD64 now.
- The documentation was improved.
- The usual slew of minor bugs were fixed.
<<lessIt runs in client/server mode with a well defined protocol, allowing extensibility, flexibility, and multiple detachable user interfaces. Dolda Connect also has an optional multi-user mode.
For the average user, this yields two primary advantages:
- The daemon can be made to run on another computer, which can be on all the time (a server, if you will), while the user interface can run on the users workstation. That way, the user can turn off his workstation at night, while the server will continue all transfers in progress during that time.
- A user can control his daemon from another location, such as from work, school, a friend, etc.
This architecture also has many other advantages in store for the more advanced users; since the user interface communicates with the daemon using a well-defined protocol, other user interfaces can be written, such as an automatic downloader, a chatbot, etc. It is also designed for secure multiuser operation.
Enhancements:
- A GUI configurator tool was added.
- Portability issues were fixed so that it works on AMD64 now.
- The documentation was improved.
- The usual slew of minor bugs were fixed.
Download (1.6MB)
Added: 2007-06-20 License: GPL (GNU General Public License) Price:
857 downloads
Danger from the Deep 0.3.0.1
Danger from the Deep is a World War II german submarine simulation. more>>
Danger from the deep (aka dangerdeep) is a Free / Open Source World War II german submarine simulation.
It is currently available for Linux/i386 and Windows, but since it uses SDL/OpenGL it should be portable to other operating systems or platforms. (If anyone whishes to port it, please contact us.)
This game is planned as tactical simulation and will be as realistic as our time and knowledge of physics allows. Its current state is ALPHA, but it is playable.
If anyone wants to contribute in development, youre welcome, just email the dangerdeep-devel mailing list. Contributing binary packages for various Linux distributions would also be much appreciated.
To get help with the game you should visit our public forum.
The game has support for multiple languages but currently only English, Italian and German are implemented. It is written in C++ with the use of the STL.
Danger from the Deep is released under the GNU General Public License. The project is hosted on SourceForge, a great supporter of the Open Source community.
Main features:
- simple main menu
- user interface (some items missing)
- basic world simulation, night and day
- realistic water and cloud simulation
- one type of destroyer, one battleship, one aircraft carrier, three subs, eight civilian ship types
- steering, firing, diving, periscope use
- free look engine for testing, periscope, UZO (aiming binoculars), bridge view
- console for logging purposes
- basic physics (acceleration, steering, firing)
- basic destroyer AI (follow, throw depth charges)
- simple vehicle preview
- mission parsing via text files, you can create your own custom missions
- tonnage recording
- log book
<<lessIt is currently available for Linux/i386 and Windows, but since it uses SDL/OpenGL it should be portable to other operating systems or platforms. (If anyone whishes to port it, please contact us.)
This game is planned as tactical simulation and will be as realistic as our time and knowledge of physics allows. Its current state is ALPHA, but it is playable.
If anyone wants to contribute in development, youre welcome, just email the dangerdeep-devel mailing list. Contributing binary packages for various Linux distributions would also be much appreciated.
To get help with the game you should visit our public forum.
The game has support for multiple languages but currently only English, Italian and German are implemented. It is written in C++ with the use of the STL.
Danger from the Deep is released under the GNU General Public License. The project is hosted on SourceForge, a great supporter of the Open Source community.
Main features:
- simple main menu
- user interface (some items missing)
- basic world simulation, night and day
- realistic water and cloud simulation
- one type of destroyer, one battleship, one aircraft carrier, three subs, eight civilian ship types
- steering, firing, diving, periscope use
- free look engine for testing, periscope, UZO (aiming binoculars), bridge view
- console for logging purposes
- basic physics (acceleration, steering, firing)
- basic destroyer AI (follow, throw depth charges)
- simple vehicle preview
- mission parsing via text files, you can create your own custom missions
- tonnage recording
- log book
Download (8.3MB)
Added: 2007-06-19 License: GPL (GNU General Public License) Price:
536 downloads
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