water features
DonateBot - Linux 1.0
Donate to charity for free simply by running a small program in the background. In exchange for your unused CPU processing power, you will give to the charity of your choice. This application contains NO POPUPS, NO SPYWARE, NO ADWARE. more>>
DonateBot - Linux 1.0 is a professional and easy-to-use tool which can donate to charity for free simply by running a small program in the background. In exchange for your unused CPU processing power, you will give to the charity of your choice. This application contains no popups, no spyware,no adware. You can donate more than 1000 grains of wheat, 1000 ounces of water, 1000 minutes of education or 1000 square inches of rain forest everyday simply by leaving your computer on.
DonateBot contains absolutely no spyware and no adware. You will not be harassed with nasty popup ads when using this application. Most likely, you won't even know that its running! However, the donations to charity that you make are still very real. To select the charity you want to donate to, simply click on one of the four images. You can donate ounces of water (Charity:water), grains of wheat (CARE), minutes of education (Oaktree Foundation) and square inches of rain forest (The Nature Conservancy).
Many computers sit idle for hours or days at a time. DonateBot lets you share this unused processing power with organizations that need to solve complicated problems, such as analyzing the galaxies or performing mathematical calculations.
Your day-to-day computer operations, like browsing the internet, writing a document or listening to music will not be affected by DonateBot. You can manually change the CPU usage in the program if you are concerned about computer performance. The Windows version can automatically boost CPU usage when you haven't used your computer for a few minutes, maximizing your donations.
DonateBot is 100% safe. The distributed computing system runs in a secure Java sandbox that has no access to your files
Major Features:
- Donate to charity for free simply by running a small program in the background
- Let you share this unused processing power with organizations that need to solve complicated problems, such as analyzing the galaxies or performing mathematical calculations.
- Manually change the CPU usage in the program if you are concerned about computer performance.
Requirements: Java SE6
freesteam 0.7.2
freesteam is an open source implementation of international-standard steam tables. more>>
freesteam lets you compute water and steam properties for a wide range of pressures and temperatures: you can specify the state of the steam in terms of a variety of combinations of known properties, then freesteam will solve and allow you to query to find the values of the unknown properties.
IAPWS-IF97 Industrial formulation (high speed, but complex code)
IAPWS-95 Scientific formulation (low speed, but simple code)
A plug-in to allow freesteam to be used from the EMSO simulation package has been developed; stay tuned for more of these plug-ins.
If you find freesteam useful, or you have some comments, or you think you might be able to help with its development, please contact us.
GCompris 8.3.3 / 8.4 Beta 1
GCompris is a complete educational suite for children from 2 to 10. more>>
- computer discovery: keyboard, mouse, different mouse gesture, ...
- algebra: table memory, enumeration, double entry table, mirror image, ...
- science: the canal lock, the water cycle, the submarine, ...
- geography: place the country on the map
- games: chess, memory, ...
- reading: reading practice
- other: learn to tell time, puzzle of famous paintings, vector drawing, ...
GCompris project proposes more than 60 activities and it continues to evolves. GCompris is a free software, you have the possibility to adapt it to your needs or to improve it, and, why not, to share your work with the kids of all the world.
GCompris intent is to provide a central location where a user can find different kind of small educational content called boards.
Today there is already a lot of free software that provides a small education content. Unfortunatly, it is difficult to track, intall and use them because they do not evolve at the same speed and offer their own user interface.
GCompris aims to provide a unique user interface that gives access to different boards.
GCompris is part of the GNU project.
Once started, GCompris presents a graphical view that includes from top to bottom:
1. Boards icon list Each icon represent a board. When you move the mouse over them, they are highlighted and the name and description of the board is displayed in the board description area.
2. Boards description area Display a small description of what the highlited board icon is about. Note that the descriptions are internationalized which means translated in a target language (See section Internationalization Issues for more information on Internationalization).
3. Control bar: The control bar is always present in GCompris. This icons are contextual which means that when an icon is not meaningfull in a specific context, it is simply not displayed. The control bar contains the icons from left to right:
1. Help: In some case, a board can be too complex to be described in the Board description area. In this case this will provide access to the additionnal instructions.
2. Level: Some boards provide different level. The number of levels is board dependant.
3. OK: Some boards do not automatically detect that the child has finish the given task. Clicking here is similar to entering RET on the keyboard and thus the RET key is a shortcut.
4. End: End the current board if any, otherwise Exit GCompris. When entered at the board menu level, it will create a dialog window to confirm the Exit of GCompris.
5. About: Display the about box for gcompris with the version number, the author, the licence and links to online resources.
6. Configure: Display the configuration box for gcompris. Configuration can be done at gcompris level when no boards is selected. If a board is selected, it can provides configuration options. Configuration is persistent and saved in the gnome file in the user home directory under .gnome/gcompris.
Whats New in 8.3.3 Stable Release:
- GCompris was asserting when you clicked on the target image in the missingletter activity.
- GCompris was unstable in Spanish and in any locale where there are no spoken congratulation.
- Even if they were present, audio congratulations were not played on Windows.
- All of these problems were fixed.
WorldForge::Ember 0.5.0
WorldForge::Ember is sn OGRE based 3D MMORPG client for WorldForge. more>>
The client can model a full 3d world with dynamic terrain generation. It has an easy to use GUI system with widgets for server browsing, login, and character selection, and context menus for in game interaction.
WorldForge::Ember has support for experimental graphical features such as dynamically generated trees, realistic water, and ground cover.
Main features:
- Full 3d world with dynamic terrain generation
- Easy to use GUI system
- Context menus for in game interaction
- Support for experimental graphical features such as dynamically generated trees, realistic water and ground cover
Frugal Windowing Environment 0.1.5
Frugal Windowing Environment, or FWE, is my basic windowing system for framebuffers. more>>
Main features:
- Frugality
- Small size (the current alpha version is 20 kB).
- Minimal resource requirements.
- Software simplicity
- Client-server architecture, with clients potentially located on remote computers (disabled at present)
- Graphics on each console with one server each.
- Basic drawing commands needed for frugal applications.
- Software bloat keeps us all on the treadmill of always buying new hardware, which ultimately new software makes painfully slow, thus we are always falling behind. But the software makes the system slow because it is poorly designed and poorly implemented and rushed work, with the frequent consequence that it is bloated. Thus the purchasing-treadmill is economically and materially wasteful. It profits the few while making the many suffer unnecessarily.
- Bloat is also bad for the Environment (which we live in and rely upon) since the manufacture of computer equipment involves the use of numerous very nasty chemicals which inevitably end up in the soil, water and air. Similarly the disposal of electronics results in chemicals leaching out of circuit boards, LCDs (which contain mercury) et cetera, which then enter the biosphere. We cannot afford to pretend this problem doesnt exist and we cannot afford to leave it to self-serving politicians to solve. It is better to solve the problem at the source: buy less hardware. (Article)
- Liberation from bloat is liberation from rushed work, poorly managed projects, and bad engineering. It is liberation from those project managers and programmers who, rather than produce better, leaner, less buggy software, pass on the consequences of their bad choice to users who must pay to upgrade their hardware to accommodate the bloat. And as that software gets bigger and bulk is piled upon bulk, increasing numbers of bugs and vulnerabilities arise which require, you guessed it, more upgrades.
Scorched3D 41 Beta
Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth. more>>
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
Bulk Meter Flow and Operations 1.2.5
Bulk Meter Flow and Operations project provides a Web-based application to manage water meter readings. more>>
Danger from the Deep 0.3.0.1
Danger from the Deep is a World War II german submarine simulation. more>>
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
Alien Arena 2007 6.05
Alien Arena 2006 is the ultimate freeware deathmatch game. more>>
Included are 25 total levels, 9 detailed characters, 8 weapons, 2 vehicles, 5 gameplay modes(DM, TDM, CTF, All Out Assault, Deathball), and much more!
New for Alien Arena 2006 are five mutators(instagib, regeneration, vampire, rocket arena, and low grav), and Deathball, a mode in which you get points by capturing a ball and firing in into a goal.
Eight new levels have been added, as well as alternate firing modes for several of the weapons. The game now runs on version 4.03 of the CRX engine, based on the id Software GPL source codes, and adding nextgen features such as reflective water, shaders, light bloom, improved lighting, and much more, while optimizations allow it to still run extremely fast even on modest systems.
The game now features colored names, an improved console, and an enhanced in-game server browser.
Also available is the "Nightmare Bots" patch, which adds a fourth skill level to the in-game bots, which will challenge even the best players.
Windstille 0.3.0
Windstille is a classic jump and shoot action game. more>>
Windstille is an old-school 2D site-scrolling shootem up game, similar to Turrican or Metroid with some influence from Another World and Flashback.
In Windstille the player will be placed in a foreign alien world and has to find its way back into safety. Special focus will be on getting the foreign world and the players character itself believable.
Exploration will be more needed than plain shoot action, even so the players-character will be equipped with a multifunctional war-suit, so he will be far from defenseless.
The game will have slow placed explore and seak sequences as well as more rough section that will feature fast shoot and jump action. The game world should be presented in a consistent state, enemies once destroyed should not respawn automatically.
The player is free to go forward and backward in the world as long as the level design allows it.
Enhancements:
- 3D sprites, giving fluent animation and the ability to zoom in without pixelation in the characters
- multi color light effects for added athmospheric effect as well as new gameplay posibilities
- flexible particle systems for fire, water smoke and such
- dynamic 2D water
- Squirrel based scripting
- console to enter script commands
- simple dialog system
- cutscene support
- menu system for easy access to all the parts and features of the game
Blob Wars: Blob Metal Solid 1.07
Blob Wars : Metal Blob Solid, you take on the role of a fearless Blob agent, Bob. more>>
Since their world was invaded by an alien race, the Blobs have faced a lifetime of war. But now they have a chance to win the war once and for all.
In Blob Wars : Metal Blob Solid, you take on the role of a fearless Blob agent, Bob. Bobs mission is to infiltrate the various enemy bases around the Blobs homeworld and rescue as many MIAs as possible. But standing in his way are many vicious aliens, other Blobs who have been assimilated and the evil alien leader, Galdov.
Main features:
- Platform game
- Over 25 missions
- More than 8 hours gameplay!
- 4 difficulty settings
- Large levels with different environments, such as water, lava, ice and slime.
- Use a variety of different weaponary, including machine guns and laser cannons.
- Multiple objectives
- Jetpack and Aqua Lung items to find
- Optional blood and gore
- Boss Battles!
- Lots of sound effects and music tracks
- Joypad support with configurable controls
- Configurable keyboard support
- Level replay value - Return to previous levels to rescue all MIAs and optional objectives.
Network Chemistry RogueScanner 2.5.0
RogueScanner is an open-source vulnerability management tool. more>>
Considering that rogue access points and peers represent a major threat to data integrity, RogueScanner is a valuable tool that you can start using today at no cost.
More than 300 companies manufacture access points, and there are more than 10,000 different models of network infrastructure.
Companies thus face a major challenge in maintaining a system to track and identify all potential rogue wireless devices and in continually scanning the network to identify them. To address this challenge, Network Chemistry has made an open-source product available to help organizations begin to immediately scan their networks.
RogueScanner is available for use at no charge by organizations looking for a tool focused on device identification and rogue detection. RogueScanner leverages the Collaborative Device Classification system to automatically lookup and identify the device type and its identity in real time.
Enhancements:
- Many scanning and classification improvements.
- Support has been added for parsing routes under from IOS CLI.
- Support has been added for dumping Cisco device CDP cache via both SNMP and CLI (IOS and CatOS).
- Support has been added for sniffing CDP broadcasts off the wire.
- CDP information is now submitted to the classification server and used for classification.
- FTP (21/TCP) has been added to the list of ports that are probed if open.
POE::Filter::LZW::Progressive 0.1
POE::Filter::LZW::Progressive is a POE filter wrapped around Compress::LZW::Progressive. more>>
RogueScanner 2.2.0.0
RogueScanner is an open-source vulnerability management tool. more>>
Considering that rogue access points and peers represent a major threat to data integrity, RogueScanner is a valuable tool that you can start using today at no cost.
More than 300 companies manufacture access points, and there are more than 10,000 different models of network infrastructure.
Companies thus face a major challenge in maintaining a system to track and identify all potential rogue wireless devices and in continually scanning the network to identify them. To address this challenge, Network Chemistry has made an open-source product available to help organizations begin to immediately scan their networks.
RogueScanner is available for use at no charge by organizations looking for a tool focused on device identification and rogue detection. RogueScanner leverages the Collaborative Device Classification system to automatically lookup and identify the device type and its identity in real time.
Whats New in This Release:
+ Reserved VLANs (1000 < VLAN < 1025) on Cisco devices are not queried.
+ Capture packets to trace.pcap and perform a hexdump of them in the log file
if DEBUG_PACKET is set (debug=0x01 or better).
+ Promiscuous mode testing is disabled unless ENABLE_SCAN_PROMISC is defined.
+ The switch/network scanning interval was bumped up to 24 hours.
+ Attribute data in the EvidenceMap wasnt being printed out correctly (always showed
up as "true") when issuing "device detail" commands in the CLI.
+ Ignore MACs in the bridge table that arent "learned" when querying switches.
+ *TAnalysisManager::LookupOrCreateDevice() will now refuse to create devices outside
"home_net" ranges, thus the IPs wont be scanned even if they are passively observed
on the local network.
+ Ignore our MAC address if a switch reports it to us.
+ Log timestamps are now in GMT.
+ Prevent duplicates in the "udp_ports" evidence by using AddEvidence() instead of
inserting into the EvidenceMap directly.
+ Manually invoke Rubys garbage collector after scanning a switch/router.
+ Added "packet queue size" CLI command to show how many packets are in the
AnalysisManagers packet queue.
+ If a device fails to be classified the classification will be retried automatically
in one minute.
+ All communication with the classification server is performed in a separate thread.
+ Keep ARP scanning from starving other threads for CPU time by introducing a delay
in addition to any that is added by bandwidth throttling.
+ Replaced internal ARP and routing table on WIN32 systems with functions from the
IPHelper API.
+ Added "device list size" command to show how many devices have been found.
+ Add read community strings from configured infrastructure devices to the list
of strings used when probing unknown devices.
+ Discard deferred scans if another scan of the same type is already deferred for
a device.
+ Added reporting of DHCP data.
+ If no scans are pending against a device, but a new port is found open then
submit the devices evidence.
+ Devices are re-scanned whenever a re-occuring ARP/Ping scan is launched.
+ Added "deferred list" CLI command to show scans that have been deferred.
+ Added "sniffer status" CLI command to report the number of packets that
have been received and dropped.
+ If we discover the IP of a device that we only knew about the MAC address for,
then issue scans against it.
+ If we see the MAC address associated with an IP change, then re-scan it since
its likely to be a different device.
DreamZZT 3.0.6
DreamZZT is an attempt to recreate the ZZT engine using more modern technology. more>>
DreamZZT is an attempt to recreate the ZZT engine using more modern technology. DreamZZT project is currently available for Linux, Mac OS X, and Microsoft Windows. Due to several techncial issues, Dreamcast builds are currently unavailable.
Main features:
Some of the highlights of DreamZZT include:
- Animated water
- Custom font
- Debug console
- Load / save support
- Music and sound effects
- New torch effect
- ZZT-OOP interpreter
The following ZZT enemys are currently supported:
- Lions
- Tigers
- Bears
- Sharks
- Ruffians
Enhancements:
- New features include an online leaderboard
- on-the-fly board compression
- an integrated editor
- new application and document icons
- digitized drum samples, and centipedes.